Laluzi
Laluzi
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- Laluzi
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I used to think it correlated to survivor lineup in the HUD, but as far as I can tell, it's random.
The fifth offering in the loadout is always the killer. Other than that, it's a free for all.
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@entilted_but_balance said:
https://forum.deadbydaylight.com/en/discussion/comment/2340533#Comment_2340533
there was one a 5 cake match on my end, got 1 guy with trickster with lucky/unlucky spawn and downed the guy in 25 seconds after the match starting, him and his buddy dc instantly, 5 cakes.
My last match was the same thing with 4 cakes. Nemesis, Disturbed Ward, ran into a Feng on my way to break the wall in the asylum. I hit her and she flubbed her speed boost by running into a wall. Suddenly it's a two-man match 45 seconds in.
@Sadsnacks said:
Theres been a lot of extra ####### killers lately since the event started so dont be surprised and dont take it personally. Theyve probably just had it with bad matches and are quitting at the first sign things are going south. Theyve probably already given the benefit of the doubt that it wont be a horrible match enough to where theyll bounce at the first sign of trouble now. Maybe not your fault but how are they to know you arent going to just facecamp or tunnel them all?
I mean, by that logic, why even start a game if you can't be sure the killer isn't going to facecamp or tunnel you? You could at least wait for the killer to hook you and see if they stay around the hook or not. I totally understand people leaving once the killer's shown themselves to be a facecamper or the type to hard tunnel their first victim out of the game, but it is always someone leaving on their first down. (Or their third, but that's more self-sabotaging than anything else. Five times so far during this event, somebody has DCed when I was about to pick them up and take them to the gate, or if the game wasn't over yet, to my totem.)
People who quit if their early game doesn't go perfectly are a.) contemptible for trying to cherry-pick their games and b.) screwing over the rest of their team routinely over a minor slight. Which is the part I get really mad about. A survivor quitting takes the rest of their team down with them and dooms them to very few points and a quick death unless the killer takes pity on them. People who are willing to do this to their teammates on the regular don't deserve any consideration, because they're not willing to give it to anyone else.
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@MegaDwight said:
There is no such thing as toxicity.
There is only angry emotions generated by those who wish to play a victim card about others beating them in a video game.
I find “victim threads” like these to be embarrassing.
Nice job discrediting the entirety of human communication. Losing a game is a related concept to players being unnecessarily nasty or taking actions that have no purpose but to mock and grief the other side, but it's not the same thing. I can lose a game and be perfectly okay with how things played out, and I can win a game but still be angry because the players within it did everything in their power to try to make it a negative experience - not by them trying to win the game, but by them deliberately being obnoxious and unsportsmanlike. Take a 4-man escape where we have some good back-and-forths but the survivors made great team plays and do a good job misdirecting me at loops, versus a 4k where everyone runs No Mither and abuses the Breakdown bug so I have to burn 20 minutes gradually bleeding everyone out while they tbag me from their total hook deadzone. (Or for something that's possible now, 4 No Mithers and lag switchers, so it's nearly impossible to hook anyone.) Assuming the intent was the same on both of these games is fallacious. One team was playing fair and the other was playing in bad faith.
Toxicity is absolutely a thing.
People who get angry over losing need to take a breather and learn to accept that the other side is trying to win too. People who get angry over other people trying to make them angry are just human, and people who attempt to defend griefers with garbage like "there's no such thing as toxicity, only how you choose to have an emotional response" need to screw off. Nine times out of ten, they've thrown down their chips there because they take part in that kind of behavior and want to justify it.
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It's pretty frustrating when I use a cake and then two survivors DC when I get my first down. Or when the same thing happens except it's my teammates that nope right out, and on this side, I don't get the benefit of being able to go "okay, guess we're farming now."
Definitely noticed an uptick of ragequits since the DC penalty - not just from survivors, but killers too, when the start of the game doesn't go their way or when Lethal Pursuer shows tough spawns. I've started reporting quitters when I didn't bother to before because it's just that obnoxious and the constancy with which people are doing it is horribly disruptive.
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Mainly agree with this. It looks fantastic - all Trickster outfits do - but his base outfit has him splattered in blood and his one outfit that didn't was super edgy and made him look like a flamboyant vampire with a spiked bat. Even his weapon isn't particularly cruel in this one - it's a glowing rainbow baton.
I love the Trickster and his design and disagree with the complaints that he doesn't fit DBD, but yeah, this is the most survivor-looking killer you could possibly have.
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I don't think Inner Strength needs a buff. It's already a strong and reliable perk. Most people don't randomly do dulls.
I think being able to stockpile heals early in the game would have the potential to become nutty later on.
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@tippy2k2 said:
I doubt it since BHVR has said in the past they consider both tactics to be valid tactics. Is it unsporting and kind of jerkish? Yeah, a little. But it's within the rules of the game and very unlikely to be changed as I've never seen an actual fix someone has given that wouldn't also be able to be abused by survivors and/or punish innocent killers.
Pretty much this. I despise griefers and I wish there was a way to stop players from doing things explicitly to give survivors a bad experience - 4-slugging at the start and letting everybody bleed out, facecamping the first player they see, things that deliberately avoid gameplay and have no purpose other than spite. But it's difficult if not impossible to come up with ways to stop this branch of behavior without hurting players who use these tactics dynamically. Killers need to have the option to camp and tunnel for when it's the smartest thing for them to do, or for when not being able to do them would allow the other team to traipse right over them.
A killer that facecamps you at 5 gens is either very new or a scumbag. A killer that camps you at 2 gens is desperate. A killer that camps you in their final 3-gen is being strategic. A killer that camps you at 0 gens just doesn't have anything else to do that would further their goals in any way.
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@Starshadw said:
https://forum.deadbydaylight.com/en/discussion/comment/2340245#Comment_2340245
Indeed - which is why I think it's a little too powerful.
The counterplay is obvious - you just relocate from your initial positions once ten seconds is up. If it became meta, survivors would do that and fake it out the same way they fake out BBQ. As it is, it's not too difficult to guess when a killer has Lethal Pursuer (they'll find their first survivor way faster than anyone else would), so calling it out and acting accordingly isn't too difficult.
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@SweetTerror said:
I can't knock it as I haven't tried it yet, but while I can see just how powerful it can be for the early game, dedicating an entire perk for all of nine seconds when a match could very well last between 10 to 20 minutes, seems like such a waste. I'd much rather have that as an iridescent add-on more so than an actual perk.
Saying Lethal Pursuer gets you 9 seconds of value isn't quite right, though. Lethal Pursuer gets you an early first chase, but more importantly, it generally tells you what gen every survivor you didn't harass will be at. It's a snapshot of survivor locations for the first phase of the game; you know which gens to give up on and shouldn't plan to be a part of your 3-gen, and once you have your first down, you have a very good idea of where to go to next, either to stop a mostly completed generator for Ruin/Pop value or just to get your snowball rolling.
It can flop the same way Corrupt Intervention can flop, but it can give a very powerful early game.
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I wonder if they're going to add this feature for Lisa, Cybil, and Jonathan, or if they won't because negotiating that would cost money that they aren't going to retroactively get for those legendary characters (that have already been purchased.)
But I'm really glad that they did, and hope this is the norm going forward.
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I love Pig, but she's pretty mediocre as a stealth killer. Her ambush dash telegraphs way too early and you're better off uncrouching and M1ing in actual sneak-up situations, and her stealthed movement speed is quite slow, meaning roaming the map in that state isn't efficient and you generally need to have a target in mind before you use it.
Ghostface is the best for actually approaching undetected and getting jumpscares - he's dark colored and extremely quiet - but Wraith is more consistently able to nail that first hit just because he'll outrun you once you do notice his approach between the shimmer and the asthmatic snarling. Pig is slightly louder than Ghostface but much quieter than Wraith.
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Survivors rush their objective because not rushing their objective generally means dying. With the amount of games where people are getting <10k points with several cakes, can you really blame them? The majority of killers playing right now are not attempting to stretch their games either. You can't know if your killer is planning on playing relatively chill or is interested in maximizing points (until they start spinning in circles and the like, anyway.)
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@Itooshie said:
https://us.v-cdn.net/6030815/uploads/2YT5A3MMFDRW/ps-app-20210706-121603.jpeg
I ended up simping and buying just this whole situation 😷
Oh man, that outfit is fantastic. I love it when 3 pieces from 3 different sets end up looking that good together. That's Trickster goals, right there.
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Nice! Nurse bringing the celebration with her, I see. I'd party with you for sure. (You just need 10 more cakes and it'll be 420...)
I wanted to get a fat stack of cakes on my Plague, but I've been spread thin trying to prestige and level and get some cakes to use on everybody, so she only has 22 so far. I'd better step up my game.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2338841#Comment_2338841
That's kind of the problem, can we? I'd bet that 2.6M was mostly people that speed-ran getting crowns, meaning they don't have many/any left.
This is the problem I see with this whole thing. Most of the actual unlocks were going to be frontloaded; people focused on getting all the crowns back when the event started. By this point, DBD's highly active players either do not have crowns left to unlock, or are not interested in unlocking crowns.
If they were going to handle the community goals like this, they should have released the charms and moved onto the next goalpost the second 500k crowns were collected. Letting 2.1m crown unlocks disappear into the void and then setting a new goal 6 days into the event that only players who haven't already finished all their crown hunting can contribute to seems doomed to fail; if not this time, then definitely for the next two goals.
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People always hurl abuse at me if I use Lightborn (which I bring if I see 3 or 4 flashlights.) I'm pretty sure this because the kinds of teams that go full flashlight play the game for flashlight saves and harassing the killer, not gens and escaping, and they get pissed when they can't do it.
But that's why I bring it - because I don't like having to slug the entire team to pick one person up and because I can get some hilarious hits in before they clue in that I have it. Lightborn is just a massive QoL perk in those kinds of games and cathartic besides.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2338934#Comment_2338934
No there are only two lit totems so one of them is undying and one of them is ruin do the maths it's 50% chance
Have you read the perk description? What Undying does is that if another hex is cleansed before Undying, any on-destroy effects happen as normal (so Haunted Grounds will apply exposed), the destroyed hex respawns on a dull totem, and Undying is destroyed instead. Undying 100% goes first.
Anyway, Ruin/Undying is a great combo, but I'm not as sold on Devour/Undying because every single time I've gone against it, I run by a dull totem, see Undying, go "wait, but there's no Ruin?" and then Devour completely loses its surprise factor through process of elimination and I'll start hunting it at 0 stacks instead of 3.
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I'm guessing the next mid-chapter patch will revamp Swamp (which I think has been confirmed as the next in line?), though nobody knows for sure but the devs.
Betting Haddonfield rework will come in October, along with Laurie and Myers graphical updates.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2337824#Comment_2337824
Midwich is completely fine tho. Unless you're against a comp surv squad, but they dont play public games, so you're fine.
I don't dislike Midwich at all, personally, but it does suffer from some problems - relatively few easy access points between floors meaning that you can hear a survivor above or below you but be 15 seconds away from reaching their location, which gives them an ample head start on you. (This is also a problem on Haddonfield to a slightly lesser extent.) There's also little line of sight on that map and even less ways to cut off survivor pathing, so you basically always have to catch up the slow, manual way - which will happen because the other flaw that RCPD shares with Midwich is a general lack of structures that can be looped.
Still, Midwich's hallways are straight and regular, and one can find gens just by walking in a square and checking the rooms even if you aren't familiar with the layout. Even if you don't know where the drops and individual rooms are, the layout is very straightforward and you don't waste too much time following the main circuit. It's also not a very large map. Playing on RCPD is like if you made Midwich twice as big and vastly more confusing to navigate.
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As much as I love playing as him, I dislike playing against Wraith. Mobility killers are rough and his lunge is difficult to evade - he turns a lot of structures into deathtraps if he knows what he's doing.
Spirit because I never have any idea how to play against her power.
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...Yeah, no. I still despise it. The bit about the blinking lights leading to generators helps, and I'm gradually getting a sense of which rooms are relative to which other rooms, but it's still labyrinthine, an epitome of holding W gameplay, has zero gen immediacy for survivors or quick pathing for patrolling as killer, and an absolute pain to traverse due to no as-the-crow-flies mobility. It's like Haddonfield and Midwich had a baby that exemplified all of their flaws.
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She reminds me of that girl from Lazytown, if I'm honest.
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Wait, so there was a massive overflow of about 2 million crowns that don't count for the next 3 challenges, but can't be 'newly' collected again, so just got wasted for the purpose of these challenges? That seems like a terrible design - most of the people actually unlocking the crowns were going to be frontloaded at the start of the event. If they were going to handle the event like this (and only count freshly unlocked crowns instead of counting anyone interacting with the crown pedestal, regardless of unlocks), they needed to immediately give out the charms as soon as 500k was unlocked and start the next challenge then. They just burned a bunch of unlocks at the time that most people would be actually getting them.
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I M1 when possible and slip in the contamination hits whenever the survivor's about to make it to a pallet/window; they'll get some distance they wouldn't have before, but I get some mutation, so I consider that a fair trade.
In the open, the tentacle is much easier to juke than an M1 and you can end up screwing yourself out of an easy hit if you go for the mutation play ASAP.
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Wraith. He's simple to play and has fast error correction due to being able to catch up rapidly, or drop a bad chase and find someone else without losing too much time.
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Took me quite a few maps to get this one. There was one game with a Huntress who turned friendly and spared glowing survivors... she brought me to the hatch, closed it in my face, and then brought me back to the exit gate. Oof.
Eventually got it in a normal match, mostly because I found the hatch beforehand and my teammates listened and left when I pointed at the gate.
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I've been playing as normally and then switching to farming after everyone's on death hook. For the most part, it's been going well and people are happy with me.
But people are very frequently DCing on me on first/third down, even with 3-4 cakes in play. I'm fairly sure those players would have preferred me farming from the start and were not pleased with playing a match that appeared to be legitimate, especially considering I'm pretty generous about letting unhooked players get away and spreading my damage. And I'm hearing a lot of frustration right now with survivors who are using what few cakes they can gather and getting slaughtered with <10k points constantly.
Point being... no killer can make every survivor happy. Your opinion is not unanimous and people are going to do what they want.
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I find the zombies are very effective. Not at downs or hits, that's generally a lucky bonus unless you get a tight indoor map or they wander into doorways or pallets of areas you're chasing in. Getting any value on that end is a fun surprise or a "smh, what are these survivors doing", not a given. What they provide Nemesis is free tracking. You can see whether a zombie is idly wandering, whether it's found a survivor, or whether a survivor has stunned it, and know where or where not to go. Zombie meandering away from a gen? Nobody's currently there, don't check it. Arms up? There's someone running away in the direction it's facing, and if you're close enough, you'll find a scratch mark trail to chase. Stunned in place? Survivors were there recently. If it's in a hallway, they're probably gone; if it's by a generator, check it immediately. They're wandering status checks on the vicinity, and I think that's why adding more zombies would be too oppressive on survivors.
They're also decent at slowing down gen progress or unhook heals because they're drawn to those areas and then bother the survivors and force them to keep relocating as they work on the action. It doesn't hurt to kill a zombie that's in a dead area of the map (if it's not a detour to reach it), so that a new one has a chance to spawn somewhere where it'll apply pressure.
I'm a big fan of the zombies overall. I think they need to lose collision when they hit a survivor, because currently their bodyblocking is unparalleled, and their AI could be improved (as they get caught in place a lot.) But they're really fun to play with and against, and they add something to most Nemesis games I play. Half the time, they're what finds me my first survivor.
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Bloodwebs. Things are going fine as killer, but trying to get cakes on survivor is hell. Might find one cake every 7 bloodwebs or so, it's awful.
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Pretty much play like a rat, yes. Or hope for an absolute baby killer or an AFK. The only thing you can really do to help the achievement along is to keep burning charred wedding photos.
I got it in a game where the killer tried to tunnel another player for 5 gens, so trying it in a skilled SWF would help your chances.
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It's like that so you can't immediately fully infect a survivor on hook (because obviously it's extremely easy to fully infect a target that can't move.) Downed and hooked survivors have their sickness meter frozen until they re-enter the injured state; you can give them that first tick of infection, but nothing else.
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I always bring the glove addon, but I still don't like saboing hooks near my teammates because they can't tell that I do and I don't want anyone thinking I'm sandbagging. I'll just go find a random, unoccupied corner of the map at the start and sabotage away.
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I really enjoy Lightborn. I'll bring it if I see 3 or 4 flashlights because I just know that as soon as I get my first down, there's going to be a swarm of players with click sticks and they will give you some of the freest hits in the game trying to use them. You can really milk the perk by acting like you don't have it and facing the wall, rapidly flipping direction, etc - then you nail them when they're flashing you at pallets or pulling particularly ballsy save attempts.
People get so mad when you use it, too. Like, I'd swear there's nobody in this game more entitled than flashlight SWFs. You would think Lightborn was NOED's older brother, the amount of predictable and absurd salt you get for bringing it. It happens without fail; if they're on PC, they have something to say about it. People act like blinding the killer is their god-given right. Guys, if the perk is so crutch and useless, you should be happy that I didn't use the slot on PGTW or Ruin. (Slowdown is what I'll sacrifice for Lightborn because the teams that go ham on flashlights are their own built-in slowdown; nobody sabotages gen progress like players that follow the killer for every chase.)
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Coxcombed Clapper is fine. It can largely be countered by paying attention and is only truly effective in certain types of areas, which is totally fine for an iridescent addon. All-Seeing: Blood probably needs to be looked at, as much as I love it; all similar addons come with massive drawbacks and are higher rarities besides. I'm fine with All-Seeing: Spirit; it's quite powerful, but not on the level of ASB.
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We'll Make It never comes off my builds. Fantastic perk. Being able to speed heal is godly, especially if you find multiple injured survivors. The fact that it shows the perk icon to everyone else really helps; fewer players run away.
And if you can We'll Make It and We're Gonna Live Forever a slug at the same time, the healing speed is hilarious. Nyoom.
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It's not taking the game hostage; there's a 4-minute timer until you bleed out. I personally won't slug for the 4k by choice, but if I'm doing an achievement or rift challenge that demands I 4k, it's often my only option to prevent my hard work and/or good luck from coming undone at the last second. Blame the game.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2329026#Comment_2329026
You need to have 30 knives on you currently to use Main Event. Normally, this would be awful, but 30 seconds of Main Event holding time should be enough to find a locker and reload.
Oh, ew. I thought they increased the number of knives you had to hit to power main event. Yeah, that's a bit painful, because it hampers your ability to use Main Event in a chase. 30 seconds is a much slimmer window if you have to reload for it, because after you've found your locker, you need to locate another survivor, because the one you were chasing has now run off. That should be walked back for sure, or at least made much less restrictive (15, 10, more than one...)
I'm also unsure about the Death Throes Compilation iri addon change. It was pretty situational before, but now it just feels lackluster for an iri. The Iridescent Photocard got a decent buff, though, and it was already buffed with the reduction from 8 knives to 6.
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The Trickster buffs actually look good except for the laceration decay - that's going to hurt him a lot and really rewards survivors for bringing him to shack or other tricky high wall setups. Basically, I think they magnified his existing attributes - they made him stronger out in the open, where he already excelled at, but weaker against strong loops.
His Main Event buff is good in that it really answers the biggest complaints people had with it - too-long loading time and inability to save it for any length of time. Unsure how the 30-knife requirement will land, though. (Does it require you have 30 knives, or require you to land 30 knives?)
As an aside, I'm loving what they did to No Way Out. It might actually become a viable endgame perk like people originally thought it would be now that it applies when survivors first attempt to open a gate.
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I think it's neat looking. I preferred the 4th year ones because they were more of a traditional halo where this one's more cluttered, but I put it on my Christmas Dwight and I'd use it on some killers if it wasn't tied to the default head.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2328842#Comment_2328842
... how? I don't play around with the range killers. If I hear it get louder, I run and wait until I know it's safe.
They mess you up ridiculously fast, why play around with them?
When I hear Deathslinger's TR, sure, I'm gone. (Trickster, I'm just not that afraid of.) But the Huntress's lullaby is too large for it to be feasible for me to pack up and leave whenever I hear it. When I hear it, I monitor my surroundings, but I'm not ready to commit to leaving immediately. Basically, she had been looping someone in Badham main building and I assumed that was still going on, so while I couldn't actually see her, I felt safe enough to keep working on my gen because her getting out of the building involved geometry that would make her approach take long enough to give me ample warning to leave. Instead she must have reloaded, left through the back door that I couldn't see, and then snuck along the outer side of the fence to get me.
Pretty much I took for granted the fact that nobody would ever use Undetectable on Huntress, which is something most players will operate off of.
The addon is still pretty bad, but it's not useless; it creates a 20m radius where nobody knows where you are for 15 seconds. That's a small area and survivors are already going to be alert in it, 15 seconds isn't long enough to do much, you're still perfectly visible, and obviously the lullaby destroys any pretense of true stealth. Do I think it was a good idea for a Huntress addon? No. Are there situations where it actually does something? Yes.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2328798#Comment_2328798
I'm pretty sure her Lullaby gets louder the closer she is to you,right?
It stops getting closer at 20m, which is when her TR kicks in. I got gen yoinked by a Huntress with Wooden Fox once because I heard the lullaby without the TR and thought she was (still) chasing someone in a nearby building, and kept my camera on the two exits. Nope, she was coming up behind me.
Wooden Fox creates the illusion that you're nearby but not getting any closer. It's a pretty situational addon, and obviously she can't use Undetectable to the same extent virtually anyone else can, but it's not quite as terrible as people make it out to be.
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Wait, but why would there be two crowns for Legion? Isn't the Legion member you're playing controlled by the body slot? The mask is in the head slot.
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Yes, Doctor was changed. You no longer have to switch between modes, and Madness is applied in much more neat percentages - each Shock Therapy is 1/2 of a level and each Static Blast is a full level. But Doctor no longer applies passive madness for survivors being in his terror radius.
Survivors still scream in T3 madness; most survivors will snap out of it immediately if they're not being pressured, but if you T3 someone in chase, you'll see that they still scream periodically.
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He just wanted to touch the sparkly thing. :( Why you gotta do Bubba like that?
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While I like the idea in theory... a lot of killer players aren't going to relax their game style just because they can now afford to. Tunneling works and many players are just gunning for the 4ks no matter what. It's not going to be any less effective because survivors have more things they need to do - if anything, it becomes more powerful by decreasing the effectiveness of the 'just do gens and leave a facecamped player to die' strategy, and making it so that tunneling an extremely good looper is less punishing than it is now.
Increasing the game length would need to come with actual gameplay penalties that make camping and tunneling less effective if you wanted to actually see a lessening of unfun gameplay from the killer side - otherwise this is a straight nerf to survivors with a prayer that killers will ease up if they feel like it won't lose them the game. Some will, but for some, 'the game goes too fast so I have to!' was always an excuse and they would do it anyway.
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No, they reenabled the map yesterday, but still haven't changed the map offerings.
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The map offering is currently disabled due to bugs with the map (the map itself was disabled for a few weeks), but it'll be reenabled soon enough.
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That seems like a bug. You aren't supposed to derank for a game that was cancelled on loading.
This also has absolutely nothing to do with tbagging or its justification? If you can tbag a killer, they didn't quit the match... and a lot of the 'quitting' right now has to do with console being buggy and crashing frequently.
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Yes, it is. Teammates make dumb plays sometimes and you aren't always going to understand what they're thinking. Committing to revenge often ruins the game for all survivors to spite someone who might not have even deserved it. Jane was probably trying to be helpful with the flashlight and just sunk cost fallacy'd it. Can't explain the second thing without knowing the map layout (sometimes you don't plan out where you're running and you end up in a spot where the only possible structure you can run to is occupied), but mistakes happen, and I certainly wouldn't have committed to killing my teammate over a gen interrupt type sandbag.
People take revenge over moronic reasons; I've seen someone sandbag someone else to death because the target 'stole their save', and I got stared to death on hook once by a solo queue David who was angry I didn't hook farm him in front of the killer because he had DS and wanted a chance to use it.
I'll only revenge a player if they are very deliberately trying to get everyone else killed, and the game is already unplayable because of their antics (tbagging over slugged players to prevent people from getting the heal prompt, failing skill checks on purpose, spamming LN notifications near everyone and then hiding, dropping every pallet they find, repeated hook farming, trapping people, etc.)
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Eh. I think, as far as stealth killers go, Wraith is a way better user of Devour than Ghostface is. More mobility, will activate 3 stacks before Ghostface can against most teams, better shot at getting 24m away before overeager rescuers can make a play. Ghostface's ability to approach undetected is very dependent on the map and the alertness of survivors.
The only reason I'd run Devour on Ghostie is for that sweet mori of his.
