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Laluzi

Laluzi

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Laluzi
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  • Every time I've loaded into this map as killer and vowed to play legitimately, I ended up giving up and just farming/exploring because either I got completely destroyed, or more often, the survivors got completely destroyed and it turned into a pity game (often because of disconnects or not being able to find hexes and generators.)

    I've gotten it even less as survivor, and so far every killer except one has facecamped on it. Which I almost can't blame them for, because finding a survivor in this labyrinth without a detection perk or power is total hell. Trapper does horrifyingly well here, though. Can't avoid the traps, halls are too narrow. (The Trapper I faced was the one who didn't facecamp, because... no need to when you can just cut off every doorway.)

  • It's a kind gesture. I've only ever accepted it once, and that was because it filled out an EGC kill archive challenge I had. Otherwise I'll take you back to the gate, but I'm happy that it was offered and it can change my feelings about a frustrating match. It's like the opposite of tbagging.

  • Having a good time. I've levelled up a lot of characters - P1ed Nemesis, Nurse, Hag, Bubba, Zarina, David, Bill, Ace, Meg, P3ed Pig. Gathering cakes on my P3ed Wraith (32) and Plague (64). Tried collecting event items on Jane, but the survivor bloodwebs are just so bad. Bought Oni and Trickster with shards, and I'm having fun with Oni. Mostly playing killer and then taking it easy on survivors, making sure everyone walks out with 20k+ bloodpoints - gathering cakes is an exercise in frustration as survivors and I can't control whether I don't make enough points to make the cake even worth it when I do use them.


  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355905#Comment_2355905

    I had a feeling you would use the "I don't know who's targeted by the perk" counterpoint and rightfully so since you need to focus a specific survivor to gain value.

    I was tempted to add some sort of aura reading, location bubble, or killer instinct effect to give the killer a pointer to where that survivor is at. However, I was afraid it would be too much — well, time to revise the idea!

    Insidious

    When a survivor is hooked, a random survivor with the most amount of hook states remaining will be under the effects of Insidious for a duration of 45 seconds.

    Survivors under the influence of Insidious:

    • Suffer from the Oblivious Status Effect
    • Have their aura revealed to the killer whenever they are repairing, healing, cleansing, or opening an exit gate, and for an additional 4 seconds after canceling or finishing the action.
    • Cannot see the killer wherever they a further than 24 meters

    Gain 100%/150%/200% more bloodpoints for the Catch scoring event.

    Now that'd be a really fun perk to use. Well designed in that it gives aura reveals when the survivor is working on objectives, but not in a chase. And Oblivious tells you when you're the next target, so affected survivors need to decide whether to commit or to try and hide for the duration (while knowing the killer likely saw your starting location.) It'd be a surprisingly good global pressure perk, too; if you don't see the target's aura, they're not doing anything, and so you're just as well off chasing a different player.

    It focusing on the least hooked player(s) is just the icing on the cake. I'm not totally sure I'd want to see Insidious replaced by this or as a new perk entirely, but I'd definitely want to run it.

  • I've had a couple of cute encounters during the event. There was one lobby I loaded into as Nemesis and... well...

    staaaaars.jpg

    Ended up just playing around with them because the whole thing was too funny. Poor Nemmy doesn't even know who his primary target is supposed to be here. Confused S.T.A.R.S. noises.

    I also had a match that I was intending to play normally on Dead Dawg. I was Plague and several survivors were doing the saloon gen. I walked up the street, preparing to fountain my glorious vom skyward towards their safe haven, and one of the survivors came over to the railing and kept pointing at me. I stopped to stare back, and she inched closer and closer to the drop, where she made a show of looking over her shoulder before dropping down in front of me. I couldn't attack that, so we went and pet Wingy McFlapFlaps instead.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355828#Comment_2355828

    So you want the perk to be stealthy, allowing for an Ambush? You ask and shall receive!

    Insidious

    After hooking a survivor, a random survivor with the most amount of hook states remaining will be targeted by Insidious for 40/50/60 seconds.

    While they are targeted, they suffer from the Oblivious Status Effect and cannot see you further than 16 meters around them.

    Only one survivor can be targeted by Insidious at a time.

    That's a pretty neat idea and I quite like it, but the problem is twofold.

    1.) As the killer, I usually don't know who this perk targeted. Killers can't see hook counts, and while most killers are keeping a general mental tally, there's usually more than one player with the minimum number of hooks. Like when I hook my first survivor, the lineup is going to be 1/0/0/0 and there's three people it could hit. A random snapshot of the match might have 1/1/2/2 or 2/1/0/1. You can also have a scenario where the hooked player is the one that gets targeted by Insidious, if they have a lesser or equal number of hooks to everyone else.

    1.5.) I don't know where the player I'm supposed to ambush is. Even if I know which survivor got hit by it, I won't know where they are unless I saw them recently or I have BBQ & Chili + they're not hiding + there's something distinctive about their silhouette. Typically when I hook someone and there's nobody nearby, I just go back to patrolling and go after the first survivor I see; I don't hunt a particular player across the map, and if I did, the odds that I'd find them within that window are kind of variable depending on what they're doing.

    2.) Undetectable is a little more effective than Oblivious because while they accomplish the same thing, Oblivious is an effect applied to the survivor. It's like Trail of Torment's yellow gen - there is an indicator telling the survivor to be alert because there's some funny business going on.

    But I do like the idea of a perk that rewards anti-tunneling. What it was the Oblivious status effect for every survivor outside of 32m of the hook when the unhook happens, that cancels if the killer remains within that area for x amount of seconds? That way the killer only benefits if they go and hunt someone away from the hook.

    (I think the 16m thing, while really interesting, would be too powerful on this proposed version.)

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/265760/insidious-problem-or-not

    Should give the killer 30 seconds of Undetectable after hooking a survivor.

    I'd be sad about that because it's basically giving up on the perk and making the only use of it hook camping. Insidious can be used in creative, high-risk-high-reward ways - kicking a gen, pretending to leave, and hiding, hiding in a corner you know a survivor is going to run past, even chase mindgames. Hook camping is the most boring and predictable use of the perk. The 24m thing would only change the behavior if the perk deactivated if the killer returned within 24m of the hooked survivor, because people would do the exact same thing they did before, just with a walk-away-walk-back step added in.

    Personally I'd be happiest if Insidious was buffed so that other plays with it were more viable and hook camping was less so, but I have no idea how that could be accomplished.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2349093#Comment_2349093

    Oh yes, like when a killer tunnels a single person, running right past everyone else to hook them then breathes in their face waiting for them to die, taking them out of the game within a minute after waiting in a lobby for god only knows how long to get in. Or the killers who down every player than tea bags them while they slowly bleed out on the ground, forced to wait for the death to hit or DC and get penalized because some jerk needed to stroke his ego. Or the killers who want to ruin this whole event by purposefully speed-running a 4K with as little fanfare as possible so no one gets any blood-points despite multiple cakes being put in.

    Don't act like survivors ruin this game buddy. Toxic behavior on both sides. I bet your a toxic killer too, based on your whining.

    Damn, man, talk about projection. Guy was just complaining about some frustrating encounters and right off the bat you turn this into a 'but killers are also awful! and that means you're awful too!'

    Just because there are dicks on both sides doesn't mean any behavior is justified by the other side doing an equivalent, or that a person is probably a dick based on what side they play and no other context. You're the one who made that particular leap.

  • @C3Tooth said:

    STBFL is also a perk that soft counter SWF, where body block, BT happens alot. And you actually gain benefit from them doing that.

    On this note, and in addition to the benefits everyone lists, STBFL will let you gank players that sabotage hooks in your face. Normally the attack cooldown is long enough for the sabotage action to go through, but with even 2 or 3 stacks of STBFL, you can down the saboteur, hook the guy you were holding, and then cart off your free down to the next hook in a situation where normally you'd have to drop the guy you had and then run off to chase an injured person.

    You can also snatch up players screwing around at the doors - 40% less time for them to crawl out the gates. It's a really feel-good perk and all M1 killers benefit from it, as well as a good number of M2s as well.

  • Literally the only use of this perk is if you hit a survivor that's pallet camping and they get confused and linger for a few seconds before they realize the pallet's blocked, or if you down a survivor at a pallet and they have a buddy lurking nearby that wants to drop it on your head.

    The perk desperately needs its range extended so that it affects pallets in the tiles players are running towards, not the pallets in the tile the player is running away from with their speed boost. Also, the cooldown. It's a hex perk. It's allowed to be powerful.

  • All 110 killers have some way of hitting from a distance. The only one who really can't do anything about hold W is Hag if the survivor is running towards an area with no traps.

  • @Tranquil_Blue said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355231#Comment_2355231

    Using the Alarm Clock will give Survivors immunity from micro-sleep for 30 seconds. [i.e. extra 30 seconds before falling asleep, and...]

    This includes being pulled into the Dream World by successful Basic Attacks.

    The clocks already provided the 30 second extension on the timer; the only thing the update changed was the 30-second immunity to falling asleep. Which is only really useful if Freddy finds you right after you use a clock and you were at full health. It doesn't have that much utility and it's easily the weakest part of the changes.

  • The only people that are going to champion this particular subset of behavior are the players who hate farming and wish it was bannable, because it makes survivors less willing to farm.

    You'll find plenty of killers that are proud of camping, tunneling, slugging, the works. I've never met anyone that boasted about doing this, because the crux of the matter is that resorting to fake farming is saying "I can't kill anyone unless I ask them nicely to give me 8 hooks and break all the pallets on the map." It's not even playing the game; as far as experiences go, it's boring as hell. The only enjoyment to be derived here is from sucker punching other players, and that just makes the culprit a douche.

    in Liar Comment by Laluzi
  • Killers that pretend to be friendly for downs/hooks and then betray the survivors are the absolute worst. As much as they aggravate me, I respect facecampers and hard tunnelers miles more than I do fake farmers, because they're at least up front about their intentions.

    Bloodpoints are bloodpoints, but if you want kills, play the damn game.

    (Though survivors that want to farm and then scuttle off without giving the killer any hooks are also pretty bad. Farming's an agreement and I expect all parties to hold up to their side of the bargain.)

    in Liar Comment by Laluzi
  • I actually prefer Haddonfield to Badham. Haddonfield's at least... organized. The houses range from annoying to bullshit, but I can pick one half of the street and defend it, and still be central enough to bother survivors outside of my zone if the zone is empty. Badham's tiles are just all over the place and obnoxiously strong, with its map variants having zero purpose except to wreck any sense of consistency. The only killer-helpful things Badham provides are several strong totem spots and an absolutely evil basement if it spawns in the main building. (And if it doesn't spawn in the main building, that spot becomes a hook deadzone that survivors can easily wiggle out of if they go down right in the middle.) Other than that, urgh.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2353852#Comment_2353852

    Classic DBD forums of resorting to insults when someone discredits what you say. Maybe if you had 1 of 100,000 tracking perks, this wouldn’t be an issue.

    Tracking perks are actually not very helpful against hardcore immersed survivors, or players who are holding the game hostage. That's because those perks require the survivors to actually be doing something as opposed to scooting around in the bushes and tile swapping. Lethal Pursuer is godly for initial positions, but will be long past its effect when you have two survivors battling each other for hatch. A Nurse's Calling isn't going to find anyone if there's no injuries to heal - same with Bloodhound, though honestly, Bloodhound doesn't give you anything you didn't already have base game. Discordance, Surveillance, Tinkerer, and Bitter Murmur are all useless if nobody does gens. BBQ's no good if you can't find anyone to hook them and is easily countered by jumping in a locker anyway. I'm All Ears requires the survivor to do a rushed action, which they won't do because that'd already give away their position. Undying might, and I mean might, show you an occasional aura if they walk within 4 meters of one of 4 spots in the trial. Hoarder will help if a survivor randomly does a chest, which will help against anyone looking to key out, but will not help against players who are just slinking back and forth between tiles. Predator is base useless and does nothing here because hiding survivors aren't leaving scratch marks to begin with. Ironically, the most helpful perk for ferreting out perma-hiding survivors is Iron Maiden, and what non-reloader is going to run that? Or Territorial Imperative if they get cute and go into the basement... but if you're running Territorial Imperative and you aren't doing Adept Huntress, you're doing something wrong.

    Edit: Forgot Whispers. That's the one actually viable tracking perk that'll help you against immersed survivors.

  • I'm morbidly curious how many disconnects this nets. I feel like Spirit + on top of you in ten seconds would be a recipe for people hitting the nope button.

    But yeah, long distance aura reading is great on her, because you can get up to people before they're within range of the warning sound, they don't know what to expect yet, and she fast as fucc boi.

  • Survivors hiding all game, or giving up on their objectives and trying to outlast each other or holding secret basement parties, are horrible and an absolute waste of time. But there's nothing wrong with survivors waiting out Corrupt Intervention. That's just perk counterplay. They're giving the killer a free two minutes to go and break breakable walls and do any setup that their killer requires, so it's not like it comes without cost. Pity the fool who waits out Corrupt and then finds a symbol in the mud when they finally go to work on a gen.

  • Every god damn time I break my first pallet in a Demo match, I turn around and look for the David. Even when there's no David in the match.

    Please extract the David.

  • @WexlerWendigo said:

    No, but all seeing blood and the bell silencer seriously need to go. He doesn’t need busted add ons like these anymore that he’s a good killer.

    I agree with ASB, but the Coxcombed Clapper is perfectly balanced. If you are not looking around you, that's your fault, doubly so if you already know it's a stealth killer. Silent bell only helps if you use tall obstacles to hide your uncloak, which is only really possible in jungle gym gens and main buildings, and those have always been vulnerable to Undetectable killers making sneak attacks. Plus his snarl still gives him away compared to a Ghostface or a 115 with Tinkerer taking the same route.

    Anyway, I kind of guess Wraith could be the new Freddy? Buffed from bad to fairly good and became common to see as a result, extremely easy to play, solid returns for low skill, kind of a map mobility for dummies killer.

  • I actually prefer his power to Pyramid Head's despite the similarities. It can't go through walls, so no I'm All Ears synergy, and it has the extra health state attached, but it's much easier to hit thanks to the rapid charge time, lack of visual danger zone, and less obvious sound cue, the pallet break is fantastic, and I prefer the zombies to the trails. Trails sometimes get survivors to run poorly if you're persistent about laying them; zombies serve as global tracking, passive slowdown, and the rare free hit.

    PH has always felt clunky to me. Maybe it's because I haven't played him against very many high rank SWFs, but I'm having plenty of fun with Nemesis so far.

  • Within the past week I've been prevented from saying I'm a Jane main, Yun-Jin, and also Capri Sun for some reason.

  • I think Devour's very balanced. At the ranks where people actually run Devour Hope, you should expect hex perks very regularly and either bring perks/maps to find them or have done a decent job remembering spawn locations. Devour is a very risky thing to bring at high ranks and will usually get cleansed before it has an effect.

    At low-medium ranks, it guts teams, but the same can be said for NOED, Ruin, etc.

    Devour/Undying is a more dangerous combo, but encountering Undying without Ruin early on gives away the killer's intentions and tells the team they must look for totems ASAP.

  • I think a killer moving at 120% would already be busted without even factoring in extra perks. Remember Legion's whole power is being able to run around at 125% in short bursts without being able to down anyone. And all killers that have less than 115% speed are able to attack from a distance in some way, because the game's loops aren't balanced for regular chases at 110% (to say little of Nurse speeds.) They're similarly not balanced for 120%.

  • @Bigchungus223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2340533#Comment_2340533

    I don’t think you should report people that leave, maybe they just crashed because the game is so unstable atm.

    It's not difficult to tell when someone leaves the game due to a disconnect versus when someone ragequits. Ragequits always happen coincidentally after a trigger event (losing a chase, getting DSed, losing a hex, failing a flashlight save and getting downed instead, etc) instead of in the many random downtime moments during a match, and you'll see them stop moving/struggling for a couple of seconds before neatly disappearing. Actual crashes tend to continue carrying on their last reported input for several seconds before dipping out - they'll walk into a wall, or keep healing/repairing, or teleport around and be stuck in a time loop.

  • All the disconnecters had flashlights. The killer had Starstruck.

    You don't need a visual on the clusterfuck to know what went down.

    I'm guessing the killer DCed because they understood you weren't a part of the group and wanted to spare you, but didn't want to waste several minutes letting you do gens or trying to find hatch on swamp, so they just bailed. Not much else to do at this point in the match.

  • I grab it if I see the plinth because it gives me points. Especially on killer, because it grants objective points and I can go over the usual cap with it.

    I don't think it counts for the challenge unless you actually unlock the crown for the character, though.

  • Exceptionally happy they did this. I really hope they manage to get console functioning in time to appreciate it, but if nothing else, it's a fantastic recomp for the problems that have been present across all platforms. Thank you for listening to us, BHVR!

  • Nemesis is quite fun against survivors that try to loop him like any other killer. Against survivors that know what they're doing and don't vault blindly or always drop the pallet, he is considerably less fun.

    Basically, he's not high ranks viable.

  • Desperately wish they would do this. I would be shocked if this didn't result in higher sales for the unlinked pieces; there are a lot of popular pieces like Kate's flower crown and Jane's Thalia hair that can't be used outside their sets. Killer weapons and survivor hair never need to be linked; they don't create compatibility issues. 3-piece sets stifle creativity and push people away from using sets when they're forced to use pieces they neither want to use nor need to use with the parts of the outfit they do want.

    I also wish they were less eager to make outfits sets. Twins' pig guts outfit and Yun-Jin's socialite set do not need to be linked, period. I'm also confused why the Birch outfit isn't linked while Mordeo and Look-See are, because to my understanding, none of them have disruptive meshes - and the Mordeo set is another one where people are pushed away from using it specifically because its weapon is so disliked (for the screen space it takes up.)

  • I think Wraith. He's got this derpy startled, vaguely worried expression and it's adorable. Plus he has a bing bong!

    Though runners up are Pig (that pallet stun squeak) and Demo, who is the goodest boy.

  • Twins and Legion.

    Current Twins design is just profoundly annoying; the killer plays best when slugging and camping and that can't really be fixed without fundamentally changing how they work. Charlotte needs to be less pointless; as it is, she's Victor's body cleanup and occasional hook guarder, not much more.

    Legion is in an odd position where they're quite weak and easily countered, but their power can't be buffed without switching them to completely broken like they were before. Needs to go back to the drawing board.

    Everyone else can be fixed by more minor tweaks, addon passes, QOL fixes, and expansions (or in the case of Spirit, reductions) to their current powers. (Spirit needs to give more feedback about when she's using her power and needs her addons nerfed, particularly movement speed.)

  • I somewhat wish there was a system that ranked players on behavior and pushed nasty players towards each other. Some sort of thumbs down system to complement the thumbs up system, where players with an excess of one have a higher likelihood to be matched with players with similar ratings.

    The problem with implementing such a system is that you'd have to be careful in who you allow to make feedback, because naturally some players are going to abuse this by giving thumbs down to everyone, or thumbing down the other side in every game they lose. Possibly, the worse your player rating is, or if most/all of the ratings you give to other players are negative, your ratings to other players have less weight and eventually stop counting entirely? But it still seems abusable; people would definitely thumbs down their teammates for being new and authentically bad or for making mistakes rather than 'deliberate' bad like doing nothing but urban evading all game, tbagging teammates on hook, and sandbagging, and you might enter a situation where new players get pushed into the bad side of ratings just by dint of not knowing how to play properly. There's also the issue that's emerged from similar systems; once you enter the cesspit where toxic players have been segregated from the rest of the playerbase, there's basically no way out of it, and the game becomes a horrible experience that'd lead all but the most dedicated players to quit. You'd need a very complex system to ameliorate this and I don't know what that would look like.

    Or you could have a system where you have to make reports and provide evidence of douchey gameplay to be reviewed, and only verified incidents can put players into the naughty queue, but I don't think BHVR has the staff for that.

    (As an aside, sacrificing a teammate to the killer because you think the killer deserves a kill has to be one of the most bizarrely douchey things I've ever heard from this game. If you think the killer deserves a kill, volunteer yourself... I'm guessing 3-man SWF? They're dreaded for a reason.)

  • In a match, I'm happy as long as I feel like I accomplished something and didn't get steamrolled. This means not going down in two seconds, not spending the entire game being chased and having the opportunity to earn some points, not getting looped for an excessive amount of time or getting stuck in a situation that's just breaking pallet after pallet (The Game is profoundly unfun for this reason), not having survivors hardcore stealth on me all game, not having all the gens get done before I was able to get 5-6 hooks in, and not having to beat up the entire team in order to hook one person. I also immediately stop having fun when someone BMs or griefs; I don't like playing with people who are playing to enrage, not to have fun together. I am always happy when I find a friendly killer or memeing survivors, and always bored when I encounter afks.

    As survivor, there's not much I can do for communal fun other than to play well and not screw over my teammates. If the killer is doing terribly, like 1-2 hooks at 1 gen left, I'll sometimes approach them and give them a free hook or a potato chase, but this tends to lead to me getting hard camped, so I've got to be ready to die for it. Sometimes I'll offer a free kill at the gates, but more often than not, killers don't take me up on it and just bring me back to the exit. As killer... well, I usually don't kill anyone, but that's pretty unusual and not something I'd expect anyone else to emulate. Still, beating people up relentlessly for 10 minutes and then letting them go isn't especially fun. If I'm playing killer and I'm way ahead of the survivors, like at the point where I could end the match whenever I want, I often intentionally mess up in chase and let myself get spun or stunned, and I will follow survivors that are clearly trying to bait me away from the gens/their teammates. Basically, if I don't lose anything by playing suboptimally, I may as well, because it gives the other side more opportunity for points and fun. Last game I had a Nemesis match where I got 5 stacks of Devour Hope, an impregnable 3-gen, and several gens left to do, so I went around chasing people with a strict tentacle only rule.

  • A useless effect doesn't become good just because it's put on an addon; they'd just become addons nobody ever uses, like the Hemorrhage and Blindness addons. Wraith has a brown addon that's built in Bloodhound, iirc.

    They should rework the worst perks to make them viable, or at least better. All the ones you listed, Monstrous Shrine, Furtive Chase, Hangman's Trick, Overwhelming Presence, Cruel Limits... the list goes on.

  • Restarted the game and just got a match. Hopefully that's the end of it.

    Thanks for keeping us updated!

  • @aroell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2343735#Comment_2343735

    No, they paid for this game to enjoy it. They can DC all they want, doesn’t make them entitled.

    I think the people who are entitled are the ones who get mad when someone disconnects in a online game.

    Except you're not supposed to DC because you dislike the killer, or the map, or how the first 30 seconds of the match went. It's against the rules, the mods will delete posts for encouraging it, you can be banned for doing it to excess, and it's only possible to abuse right now because the penalty against it was disabled to avoid punishing mass crashes on certain platforms.

    The 'leave match' option exists so that players can escape hostage situations and glitches that prevent the game from ending. It's not there as an 'I'm not having fun any more' button and people abusing it as such are the reason the DC penalty was implemented in the first place.

    Yes, they can't stop you from ragequitting or cherrypicking your games, but the game designers do not want you to do this and you will be punished for doing it too often. So. No, you can't DC all you want.

  • No. As it is, I use BBQ religiously but only run WGLF if I'm bringing a bloodpoint offering or don't have good perk options on the character, because BBQ's effect is widely helpful in a match and WGLF's is not.

    Edit: Whoops, I read that backwards. I might still use BBQ, but would probably switch to Discordance as my main info perk. Definitely there's some killers I'd take it off of because it's not that useful outside of the bloodpoints. WGLF, absolutely not; on its own, it's barely more useful than Buckle Up.


  • @syain said:

    Doesn't the match still go on if a survivor dc's tho? Just farm or kill them all

    I mainly hate the DCs when I'm a survivor, because I can't control if the killer chooses to farm or just murders all of us quickly without any chance to earn points. It's usually the latter. A teammate DCing is as much of a wasted cake as if I ran into a facecamping Bubba or a tombstone Myers (both of which I've encountered since the event started.) I'm lucky if I walk out of that match with more than 10k points.

  • @Crazewtboy said:

    I've been out of the loop. Is frame rate drop bad on PS4 and Xbox One? My friends have been complaining about it but I have a PS5 with that version of Dead and haven't noticed anything

    It's basically impossible to play competitively when certain killer powers and application of status effects stutter the game hard, and the game also crashes randomly in addition to that.

    Anyway, at this point I'm thinking they don't need to extend the event so much as restart it when they eventually get around to fixing the console issues. Because it's profoundly unfair that several platforms can barely play the game right now, but it doesn't look like these problems are going away any time soon.

  • Yeah, I all of a sudden can't get a lobby. Was waiting for killer for 30m, switched to survivor, still nothing. Seems like the whole thing is broken right now.

    Edit: NA servers (east coast if that's a thing), PC.

  • @Cruella said:

    I honestly think it's fine with most killers. You have strong killers that pip easily (Nurse, Spirit, Blight, Hag, Huntress, Oni, Billy, etc.), then you have weaker killers that are easy to pip with, and possibly have strong perks(Nemesis, Legion, etc.). But then you have killers that aren't easy to pip with, and regardless of how good their perks are, adept will be nearly impossible(Plague, Myers, etc.), and the killers that aren't able to win to get the Merciless at high ranks(Trapper, Nurse(baby nurses), etc.)

    So it's not very difficult to get adept for most killers if you're good. There's only a few killers that can't get adept. I'm including baby Nurse in that because she's too different from other killers to be playable to her non-mains that aren't a very good player.

    The problem with linking it to the emblem system is that the emblem system makes getting a Merciless more exacting as you rank up; there's more forgiveness for error at brown and yellow ranks than there is in green and purple, and red ranks require your game to be absolutely perfect to get an adept.

    Plus, getting adepts doesn't require you to win, it requires you to play a certain way - you have to land lots of individual hits and you need to get at least 9 hooks. This means you're not allowed to win too early on, you have to let survivors regroup if an opportunity presents itself too early, and you can get entirely screwed out of the deal by how survivors choose to play - if they focus on gens and let their teammates progress or die on hook, if they hook suicide, if they disconnect, if they hatch camp. So in addition to not winning too early, you also have to play in a way that doesn't demoralize the other team too early. Which can be exceptionally hard, especially with killers like Spirit or Hag that people like to quit against. And that's not even getting into the bit you brought up about some killers not being allowed to make full use of their power due to it interacting badly with the emblem system.

    It being a 4k would really simplify the whole deal.

  • He looks incredible. They kept the same general look but changed it from goblinoid to genuinely attractive. My only complaint is that they didn't keep the Freddy scratches for his P3 prestige.

    I'm not sure we'll see an influx of Quentin mains solely because he doesn't have cosmetic options, but he's a handsome boi now.

  • I feel the same way. I've had to force prestige quite a few characters because I wanted cakes in their new bloodwebs and it wasn't feasible for me to play enough games to use up all their stuff before the event ends (plus I don't want to be using hella OP addons, moris, and self-favoring bloodpoint offerings as killer right now when I could be using an abundance of cake instead.)

    Though I'm also neurotic in that once I hit P3, I don't like using addons or offerings anymore, period. I just want to watch the numbers climb.

  • I've had this happen twice to me over the past few days. Had to force quit the game both times and got treated as though I DCed.

  • Used to be too strong, now it's on the weak side.

    I think it'd be perfect if it had a little something baked in that made it harder for the killer to shrug it off and come right back after you - maybe a 4-second 150% haste, maybe a Lucky Break effect for 10 seconds.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2340724#Comment_2340724

    Its your problem that you die, not my problem that I like stabbing people.

    I'm not talking about getting killed in a game about killing people, I'm talking about griefing. Facecamping the first survivor you see and not engaging with anyone else, targeting glowing survivors for the event because you don't want them to get a crown, bleeding people out when there is nothing stopping you from hooking them, refusing to end a game, abusing exploits like lag switching or the Deathslinger DC thing or impossible pickup zones, and running scripts. Stuff people do because they're trying to get a reaction out of the other side, not gameplay that's angled with the purpose of winning or enjoying yourself (outside 'enjoying myself because my idea of enjoyment is to see how tilted I can get other players.')

    @MegaDwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2340724#Comment_2340724

    Incorrect, as your opinion of “acting like dicks” is subjective, especially when we are talking about clicks in a video game.

    logic.

    You aren't addressing enough of what I'm saying for me to continue engaging with you. All I'm going to leave you with is that if I'm not correct on the acceptability of behavior because it's subjective, then neither are you, because again, it is subjective and mileage will vary on what's acceptable to do (and therefore ineligible to become upset over) and what is not. If that's your stance, then this entire line of discussion was pointless.

  • The answer used to be yes, but now it's meh.

    DS is fairly mediocre - it'll punish a killer for tunneling you, but it's like Unbreakable in that it only does anything in reaction to a killer strategy, and unlike Unbreakable, your mileage out of it will vary - while you can pull off an Unbreakable while the killer is far away, DS always fires when you're right on top of them. So unless there's another survivor closer by to take aggro, you're generally going straight back on the menu, and all it does is buy you an extra loop. The absolute best DS will get you is a free ticket out the exit gate if you get caught right as the gens get done and you're not on death hook. Object of Obsession isn't as abusable as it used to be and is difficult because you can't control when it goes off, but it can still be a fun high risk high reward perk. More of a meme perk than a sensible build, though. And Sole Survivor has always been horrible.

  • @MegaDwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2340673#Comment_2340673

    You can argue all you want, but professionals, both ingame and irl, keep their emotions in check and perform well.

    Mhm. Because a semi-recreational, semi-competitive multiplayer video game with a playerbase mainly in the late teens and twenties is definitely going to be brimming with professionals.

    You have to work with what you have, not some business casual ideal. I have never encountered a gaming community with more than ~25 members that managed to live up to your standards, and tiny communities only remain chill because they lack the kinds of troublemakers that stir the pot and get everyone else angry - or because they're so small that there's no invulnerability in anonymity, and you can't be a dick to random people because there are no random people.

    Professionals also typically get paid to behave themselves and put up with obnoxious superiors, clients, and the like. They are also threatened (by job loss, poor PR, etc) if they do not remain outwardly level-headed in these scenarios. That does not make them perfectly tranquil individuals; the same cashier who calmly sits there as a customer slams a biscuit against the counter and yells about how stale it is is still going to get into fights with her boyfriend, have a sobbing meltdown over the kids acting up, and snap at her friends over stress from missed credit card payments. People who are perfectly level-headed in their personal lives are a rarity, and this is a video game, not a nine to five. There is no incentive to keep your emotions to yourself here and there is very little threat for failing to do so (basically, as long as you don't call anyone slurs or start making death threats, you won't get banned for bitching in endgame chat.) Therefore, people are going to express their feelings. Just operating off endgame chats and what people get pissed over, I'm very high on the bell curve for maturity and self-restraint here. But I'm not immune to having emotions, or again, not liking being punched in the dick for someone else's perverse entertainment.

    I'm not sure how many times I'm going to have to repeat this. People acting like dicks for the sake of acting like dicks are the problem, not the people who get irritated at people acting like dicks.

  • @MegaDwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2340578#Comment_2340578

    Incorrect. Someones salty emotions over others ingame actions, regardless of what they are, are unwise.

    Good players keep a control of their emotions. The same goes in real life for good teachers, lawyers, soldiers, doctors, etc.

    In truth, this concept is foreign to many people here, because its a maturity thing that they will understand when they are older.

    Ah, yes, this fabled maturity in which people magically cease to become angry at anything and achieve a state of total zen with all the ills of the world. Evidently my parents nor grandparents ever got there, but I guess I'll understand when I'm older, right?

    I can refrain from throwing a tantrum, ragequitting, or posting an angry rant when I encounter something that upsets me, and I can let go of a frustrating encounter once it's over. That's maturity, yes. That doesn't mean I enjoy encountering people who play like scumbags with the intent of annoying me during my daily recreation, and that doesn't mean I don't feel anything, or have the ability to prevent myself from feeling anything.

    Having no emotional response to people aggrieving you doesn't make you mature, it makes you an anomaly. Possibly a sociopath. And while I hate to use the term, ridiculing the target for getting angry at an action targeted to upset them is victim blaming. When someone punches someone else in the dick, you don't say "well, why'd you get hurt, then?" to the man cradling his nuts. Or "why didn't you dodge?" The blame lies on the person who threw the punch, not the victim for having nuts to hit.

    Now, people on this forum definitely overreach on what griefing is, and there's the usual hullaballoo about waaaah waaaah camping tunneling mean, but you've got your head stuck pretty far on the opposite end of this issue. When players are deliberately behaving like twats, they don't get a free pass and it's not anyone else's fault for not liking to put up with them.

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