Laluzi
Laluzi
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- Laluzi
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No? Killers are allowed to choose what objectives they want to defend. You've just decided that that's the basement chest.
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@CrowVortex said:
https://forum.deadbydaylight.com/en/discussion/comment/2303646#Comment_2303646
I kinda wanna try an undetectable plague build with Hysteria / Trail / Pop / Corrupt, Thana or Infectious. Sounds fun on paper, and maybe survivors will be less inclined to tap the yellow highlighted gen with puke on it.
Stealth is kind of hit or miss with Plague, because she can benefit from it a lot, but she's super noticeable between her height and the smoke trails, so she's very reliant from approaching behind obstacles, especially hills and high walls. Being able to make people not want to touch the gen is really fun, though. I think you'd want to run Thana or Infectious here; Thana's going to get more value in games where people don't want to cleanse and Infectious gets you more value when they do. I'd tentatively say do Infectious so you can capitalize on both scenarios; Thana and Hysteria might synergize too well and make survivors cleanse immediately. Pop + Trail is already going to make them want to touch the gen fast, so you'll be getting a fair amount of incidental infections; having them turbo cleanse on you could force a fountain wipe before you can deal with it.
But both would work great. Corrupt would too, but it doesn't synergize quite as hard. Sounds like a really fun build - mass panic and lose-lose situations. All you need is a Nancy to bring Better Together and the whole team is suddenly in chaos.
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Please. Seems like such a shame we get these unique, gorgeous lobbies and compositions of the main theme that then vanish, never to be used again.
I'd really like if we could make it that different characters had different lobbies, like another customisation option; say I always want to put Ghostface in the Trickster lobby, while PH gets Silent Hill. But I'd be more than happy with just the ability to choose.
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Happened to me as well. I'd bought Jill's top alone and it's gone now. Hadn't requested a refund, though I was planning on it with the loss of the cosmetic glitch. The strange part is, I spent 400 cells and got refunded 500 cells. Odd.
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@PsychoTron said:
You give killers a bad name. I play both survivors and killers, and I've run into my fair share of face campers right when they get their 1st hook. What's equally lame is survivors STILL trying to save the hooked person even when they absolutely know they are being face camped.
I'm guessing they are doing it for bloodpoints and will use the hooked survivor to farm with, which is lame as well but that's another discussion.
When I'm being faced camped Im just gonna kill myself.
Killing yourself is the worst thing you can do in a camping situation? You're letting the killer go and torment someone else after 15 seconds when you could have made them waste 120 seconds. Everyone can escape a camping killer by doing gens and ignoring the hooked survivor; they can't do that if the killer isn't being held hostage.
People trying to save you most likely just don't want to let the killer get away with it. They might be trying to hook trade or rescue you with BT.
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My Plague loadout. Pretty generic. I miss Ruin, but it doesn't work well with Corrupt and without another hex to obfuscate it. STBFL can be a waste and there are better perks, but it's also really easy to max stacks because you have options to circumvent M1 hits on your obsession. Bad perk if you're the type who always wants to M2 into M1 or uses Corrupt Purge religiously, good if you just want to hit whoever's in front of you and will use whatever method's quickest. Pop works because her chases tend to be short between Corrupt Intervention and survivors coming pre-injured, so you can go back to the gen you chased people off of; otherwise, meh.
Corrupt Intervention is the perk I'd recommend most. She's not a setup killer, but her power lets you tag the first four gens cyclically, so you can guaranteed infect anyone who wants to do gens or chase them off into looking for another gen for absolute early game stall, and learn whenever someone goes on a gen to quickly get into a chase. It's good for forcing early passive infection that'll have developed by the time you finish your first chase, and if nobody got infected, it means they waited to get on gens, which is also good for you.
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Nothing wrong with camping and tunneling reactively. They're strategies and they have uses. I'm :/ at killers who use them straight out of the gate because while it's totally legal to do, it ensures the whole game is very boring, and doing it that early on completely prevents at least one survivor from playing. Won't yell at them in chat, but will yell at them in my head. But somebody who's camping/tunneling to reclaim a game that they're losing? They're just playing smart. Why wouldn't they when they need pressure on multiple players at once, or need someone removed from the game ASAP?
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@Gay Myers (Luzi) said:
In this scenario, the person leading the killer to the person hiding is working with the killer to kill he other, which makes it a bannable offense under the rules. The killer utilized the help of the survivor to find the hiding one to kill them off - clearly working together on both sides.
For the one hiding, if they were not doing anything at all in majority, that could possible fall in a greyish area. It's a bit more "difficult", but it really depends. The working with the team is definitely bannable though.
Alright, thanks for clarifying this! I'm assuming the killer is allowed to ignore a survivor they don't want to kill, they just can't recruit them in the pursuit of the one they'd rather nab.
As for grey areas, I think ultimately, gameplay-wise, there's a situation where anything is justified - if I'm pointing the killer to a teammate because the teammate is bodyblocking another teammate in a corner and there's no other way to free them, I'm not in the wrong. But that's all down to the footage. The point is that the main use case here is not within the rules and shouldn't be done.
Leaving someone alone to do gens while you look for the other player is a valid solution anyway; if you don't find them beforehand, you'll catch the hiding player when they go for the gates, and it prevents the usual stalemate you'd get where nobody makes any move to progress the game and you're held up for half an hour.
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@FelixNavidad said:
https://forum.deadbydaylight.com/en/discussion/comment/2303135#Comment_2303135
I appreciate that you feel confident that it's safe, but since you're asking for clarification on the rule, I bring it up as it should be part of the clarification. I don't expect you to believe my feelings on the matter either. As far as I know, neither of us are DBD judges.
Based on your last sentence though ("watching the player...face justice for their crimes"), I am questioning your intentions posting this. Possibly I was wrong about what you want.
Either way though, I have never heard for sure that anyone was banned for not killing / running from the killer, but I have been told the rule is that not participating in "normal" gameplay is bannable. If I were you, I would be careful targeting a particular player in favor of another (as you said you do) to avoid a possible ban.
If a survivor is not participating in "normal" gameplay in a game with you, it would be suggested that you report them.
My intentions posting this is because somebody else made a thread complaining that other players were doing this to them after doing an intentionally stealthy gamestyle, and the stealthy player reported them for it, and I wanted to know which side was in the right and whether they could meaningfully report both players for essentially agreeing that they didn't deserve hatch, or trying to shift killer aggro onto them, after an otherwise ordinary match. I've never recruited a survivor to find an immersed teammate, but it's something I would consider doing in the future if I was sure I wouldn't get grilled for it. It's something that I typically support when I watch it happen, because as I've said, this mostly happens when one player was hiding all game and everyone else is pissed at them.
My choice in targeting players is pretty vanilla. If I'm being friendly, I'll target players who aren't on death hook. If someone was BMing me and it isn't a horrible idea to chase them, I'll prioritize them over other survivors. If I witness somebody sandbagging someone else, I'll ignore the target in favor of the sandbagger. Tunneling is explicitly defended within the rules, and harassment only counts if it's persistent across several games and you can prove via chat that the killer was trying to ruin your day in particular, or a single game if it involves the killer lobbing hate speech/derogatory comments at you as the reason for targeting you... so otherwise you have free reign to go after whoever you want, whyever you want. The issue here is recruiting the other survivor to help you with that.
I'm 100% confident goofing around with the killer is safe. That already falls under the grounds for farming, which both mods and devs have stated is not reportable, albeit something they don't encourage. Farming is working with the killer and refusing to engage in normal gameplay, but it is to everyone's benefit and agreed upon by all parties, so they aren't going to hold people accountable. They have stated as an addendum that it becomes reportable if the farming players are holding unwilling players hostage - basically, farming is fine when all players want to farm, but if someone wants to leave the match, you cannot force them to farm with you or prolong the farming by preventing them from doing gens/leaving. So pulling that player off gens but refusing to kill them, or trapping them between slugs and heals, is a reportable and eventually bannable offense. It's my assumption that killing a player who doesn't want to farm and farming with the rest is reportable on the grounds of those other three working together, but that's more of an extrapolation than solid ground.
Either way, official clarification's why I made the thread. I just don't see a reason not to discuss it in the meantime.
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I agree that moris in their current state are pretty worthless and not worth their price tag, but old moris were broken as hell. They let you remove a survivor from the game by catching them once and camping their hook. As soon as anyone unhooked them, you knocked them straight back down, bypassed DS/flashlights/any team attempt to save them besides Borrowed Time (which you could just wait out, or catch up to them and hit them again), and killed them. You now have a 3-man game at 4-5 gens.
Let's not pretend this wasn't how basically every game with an ebony mori went. It was extremely unfair and the game was not balanced around each survivor having just 2 hook states instead of 3. It'd be like if the survivors could bring an offering that lowered the number of gens that needed to be completed in a match. (So basically old BNP... or keys, but honestly, old moris were worse than keys for truncating a game. Point is, though, all of this stuff is/was broken and needs to go.)
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@FelixNavidad said:
Are there any confirmed reports of someone being banned for "working with the killer/suvivors?" I know it's in the rules that bans are handed out for it, but I've never heard anyone able to verify that it's actually happened, and have heard (and have first hand experience with) that kind of cooperation happening.
Not to mention the videos of, one example I remember, three survivors following the Wraith in a conga line while he rings his bell. That's the same "offense" of working together, but I'm fairly certain that none of them were banned for it (since it was a popular streamer who shared that clip).
I wouldn't know about confirmed cases of banning, but I feel confident in saying that "working with the killer" in terms of everyone goofing around is safe. It's very common for me to spare a survivor and have them respond by selling out their teammates to me. I'll follow them to the teammate because I don't know what they're trying to show me, but won't be aggressive; that's not working with the killer because I'm not taking advantage of the situation. Now, if there were 3 survivors in a conga line with the Wraith, and they ferreted out the last survivor who didn't want to play around and was doing gens, that'd probably be working with the killer. Definitely would be, if they trapped him for a prolonged period of time or the Wraith sacrificed him and let everyone else live. (I'd say more grey area if they just wanted to hook him twice and then let him go back to whatever he was doing, because that's not holding anyone hostage.)
Meanwhile, it's pretty commonly understood that if one survivor spends the whole game leading the killer around to other survivors, and the killer kills those players while their sellout tbags, that's blatant gameplay abuse and you should be slamming that report button.
To clarify the thread, I'm not asking this because I want to report people doing this. If I'm honest, I wouldn't report this even if a mod came in here and told me that yes, this is 100% bannable. I just want to know whether I'm liable for this, because I'm one of the killers who does not want to reward the player who wasn't helping their team.
As a survivor I've only sold out a teammate once, and I wasn't sure whether the killer was doing it for this purpose or because they wanted to farm (spent 6 minutes doing gens while they wandered the map, then they knocked me around a few times until I figured out what they wanted), but I witness it a lot as a spectator and it's one of the most satisfying things ever watching the player who was urban evading in corners all game face justice for their crimes.
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I find killer more fun to play than survivor. The lows are lower - the other side has way more ability to be nasty to you and there's no one to back you up when you make a mistake - but the highs are higher. Outplaying feels really, really good, and I enjoy being able to (generally) control the flow of the game and decide whether we're all playing softball or hardball. I also enjoy being able to make funny moments happen. If I'm a survivor and a killer spots me crouched in the corner, 99/100 I'm going to get stabbed and have to start running. As the killer, I can slow pan over to them, or make a 'get out of there' gesture, or shake my head. Basically I'm the one who controls whether communications happen, and I like that, because on the other side, the gestures pretty rarely work.
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@KeiOrtem said:
https://forum.deadbydaylight.com/en/discussion/comment/2302377#Comment_2302377
Sadly even though shack traps are strong they are probably the most well known :/
That's why you need the survivors to be stupid.
It's like the Corrupt Purge challenge, though at least this time is tome 4; I've done it before in games, I'll do it again in games, but it's not something I can make happen on command or something that's going to happen as often as once in twenty games with that killer. I despise challenges that hinge on how the other side plays, not how you play. The best way to get this challenge is to either play killer at rank 15 or farm it.
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Requires survivors to be stupid and not communicate with each other. You can probably do it against some teams with a strong trap like shack window or something by a 3-gen, but otherwise this is another one for the farmers.
I like the Red Herring challenge even less. Hoping the killer follows a false noise notification twice in one trial is brutal.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2300307#Comment_2300307
Had teammates Self-care against Plague and clump up against Bubba. Everything is pointless
I've watched players self-care to completion with active RBTs and then go back to gens, I've watched players get infected by a gen, cleanse, and then immediately go back to the infected gen and get sick again, and I've watched players refuse to travel 10m for an unhook while the killer was in a chase on the other side of the map because they were so dedicated to hiding in a bush for the entire game. Some people are just stupid, new, or actively throwing the game for a rift challenge. SWF will always have an advantage because you can pick your friends and you're not going to end up with randomly malicious teammates or teammates that are totally uninterested in helping the team. But you could still improve solo queue quite a bit by adding forms of comms/information.
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Plenty of solo queue 'stupid' is just a lack of communication, though. Like there was one time I chased a survivor with an active RBT trying to heal them, which they refused and shook their head at me because duh, except I had For The People and I wanted to instaheal them. Or there've been times where I ran past someone on hook because the killer picked up on me part of the way there and I didn't want to unhook in their face, but they had DS and they would have rather been unhooked right then, and from their perspective I just led the killer back to them for no reason. Once I was watching a streamer's gameplay against me who kept making the wrong decisions because they just didn't understand what Devour Hope did, and complained their teammates were being idiots when in actuality the teammates were the ones behaving correctly (running away from heals, leaving gens alone in favor of totems.) And I've been on both sides of the equation where one player is running out in the open for an unhook and brings the killer back (because they don't think anyone else is on it and could get to that part of the map in time/they have BT) while another player is creeping for the save (because they want to extract the player safely and heal them) and now can't get it.
I've seen teammates do all sorts of moronic and useless things, but you can't always be sure how much of it is cluelessness and how much of it is just everyone being on a different page when it comes to plans and information.
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Linked sets would not be a problem if they were like this. I get that they don't want clipping and I get that licenseholders can be fussy sometimes, but they've really gone on a roll with linking outfits for no discernible reason other than to link them. Twin's pig outfit, Yun-Jin's socialite outfit, the inconsistent Crypt TV skins, etc.
Having certain links that didn't go both ways, like the top of a dress being usable on its own but the bottom of the dress requiring the top, would be beautiful, but I'd settle for just freeing things like survivor hair and killer weapons or anything that on its own caused no clipping issues.
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Steve would like to
file a formal complainthhhhhaaaaaaaaaAAAAAAAaaaaaa. -
Resurgence ended up being my favorite of Jill's perks. Haven't even ran it with Solidarity; it's just really pleasant getting a We'll Make It on every hook rescue (and if the rescuer actually does have We'll Make It, heals go nyoom.) It's enabled me to pull off heals in killer-is-coming-back situations. It also more or less doubles your medkits unless you're really good at escaping chases.
It's not game-changing enough to be meta, but it feels nice to run it. And its icon is really funny.
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@JHondo said:
I've gotten adepts without kicking a single gen. What emblem wasn't Iridescent?
You can fail the adept if you had less than 71 points in Gatekeeper. You get 28 points for completing the match without an open gate, but that isn't always enough to tip Gatekeeper into iridescent if the game was just over too fast. Pretty possible if you lose the first two gens immediately or get Prove Thyself/Brand New Partsed at the start, because you get points per second per gen remaining and holding the last gen for a long time provides surprisingly few points to make up for the early loss.
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I understand the licensed sets with protective IP holders and I understand the mesh breaker sets like Krampus Trapper and Robbie Rabbit Legion. I do not understand things like socialite Yun-Jin or tagger Nea, and I do not understand why 2/3 of the Crypt TV skins are linked but not the other third. Many other outfits clearly only need two of their three pieces linked.
The majority of linked sets have nothing to do with licenses. Currently there's only two properties that have expressed the desire for this, and 5 characters subject to it.
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I don't notice this as a survivor, but as a killer? Every damn time. I know they used Dead Hard before I see it happen because my screen freezes up.
I also get whacked with the stutter every time I get Bloodlust. It's caused me to miss so many hits.
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This would have been much less of an issue if devs weren't... overly eager with what needs to be a linked cosmetic. Licenses and blatant clipping issues are understandable - people will be sad to see monstrosities like the Legion mask bunny go, or Cheryl actually having a wardrobe with haircuts and jeans, but it's a lot easier to explain that than it is why Ghostface can only use his serum knife with the Blight set despite there clearly being no issue with his license holder, or why Kate and Jane's hair is irrevocably linked to them wearing the associated dresses, or why Yun-Jin's socialite set is linked when there's no incompatibilities anywhere, or why the hell the Hag is allowed to play around with the Birch's clothing when the Doctor and the Huntress have no such freedom with their Crypt sets (and when the Huntress's Mordeo weapon is universally unpopular for how large and strategically unhelpful it is.)
BHVR's way too happy to slap links on everything when they're tremendously unpopular, and no amount of feedback seems to dissuade them from continuing the practice. If they didn't want the community to be so in love with glitching outfits together, they could have provided them with the tools to do it themselves on every case where the result itself isn't explicitly against a license holder's wishes or an abomination against the Entity.
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Do it with a SWF - random teammates are unreliable and may leave through the gates even if they understand you have a key, or even troll you by refusing to leave and just tbagging until the hatch closes. I did get lucky and get the achievement with a team of randoms, but that was on, like, occasion #4 in solo queue where the stars aligned to do it, and on occasions #1-3, someone just didn't comply.
After that, you generally want to wait for a friendly or AFK killer, because it'll be hard to have an uninterrupted window to get all four survivors at the hatch at once without the killer there to close it in a match where the killer is playing seriously, even if the killer isn't very good.
Luckily you don't need to be the one opening the hatch or anything. Everyone who jumps in will get the achievement once the fourth person leaves. I think it also may be doable if the hatch closes and then someone else uses a key to reopen it - it doesn't have to be all at once, just that all players need to exit through the hatch.
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Sincerely this question. There are a lot of linked sets where there'd be mesh issues with the body, but the survivor's hair or the killer's weapon could be safely removed. BHVR never takes this option and it's ungodly frustrating. There is a reason people kept doing the glitch.
The way they've chosen to use linked sets is far more restrictive than it needs to be, even accounting for license agreements which are pretty much untouchable.
Nobody likes the sets and the players would always prefer unlinked cosmetics wherever possible. You'd think BHVR would have gotten this feedback.
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Survivor or stealth killer wants it thickened, regular killer wants it lessened. Though there's not much point in lessening it, because the base amount of fog is so low that it's not going to obscure survivors anyway.
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Also having this issue. Pips up and pips down are having no effect on my rank half the time, and I'm getting inaccurate readings, like depipping when I'm actually at the threshold for pipping up.
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That guy was full of #########. DS's pick rate is waaay lower than 63%. I see one survivor running DS in a typical match, sometimes zero, max two.
Not your problem if he wants you to be telepathic or an idiot. In another scenario, he'd be screaming at you for doing exactly what he wanted you to do this time with the exact same knowledge you had of his perk loadout.
Safe hook rescues should always be the goal unless the team is in panic mode and you don't have time/a realistic opportunity for the killer to leave the hook area.
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I want dolls of all the killers, like Wraith and Spirit currently have. Saddens me that survivors guaranteed get dolls in their tomes, but the graphic designers aren't convinced people want mini-killers too.
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Definitely run Lightborn. If you see a lot of flashlights in a lobby, it's a team that wants to bully you - if you're not comfortable with countering them yourself, or just don't feel like sweating it, take the perk. (It's a free perk from Hillbilly - level him up to 30 or 35 and you'll be able to unlock it on other characters.) It's one of the funniest things in the game - they will give you the freest hits you could dream of trying to blind you, and they will rage in chat because these people act like it's their god-given right to blind the killer and flip their lids when someone dares to bring Lightborn.
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Well, finding keys is a bit less of a problem when you were off playing with chests instead of doing generators, so it evens out. Plus it comes at the expense of 3 perks. Not knocking the build, though, it's super fun to just be a maniac looter for a game and do item deliveries to your teammates.
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Hm, that's a shame, I was thinking I'd be able to use it + Head On together to help with 4 stuns in one game challenges.
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Doc has one of the best addon spreads, in my opinion - they give him lots of different options and they all do something cool. Concur with others about high stimulus electrode + Discipline for on-demand vault/pallet/dead hard denial, or iri king for total chaos, but I have a soft spot for Order with how fun fake pallets are.
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I don't want a totem in the basement for the same reason I don't like the totem in the shack - it's a stupid easy location to memorize because it's consistent across all maps and one of the first places survivors check. It's all the worse if it's a 100% spawn and not the usual chance to spawn.
Bad totem spots need to go - the hill one is garbage, and so are the ones between stacks of rubble across from a jungle gym gen, or next to a tree and nothing else, or Ormond's one in the center of a big rock wall - but a basement totem isn't a great totem spot. Survivors already have a carrot and stick luring them into the basement in the form of a chest if you're hoping to randomly find someone down there, and it's not like they're going to check for basement totem when you're around.
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I'd really like an update to roll out that gives every survivor killer instinct, locker-persistent aura reveal, or stage 3 crows if nobody has lost a health state or worked on a gen for 10 consecutive seconds within the past 10? minutes. The reveal shuts off universally once the killer damages someone, or individually if the survivor goes to a generator and works on it for a certain amount of time. Subsequent reveal events then take less time to trigger. Have it be forgiving enough that it won't be tripped when people are making any effort to complete objectives or anything whatsoever is happening in the match, but expose survivors who are trying to stall out the killer into disconnecting out of boredom.
(Though I also agree that even though the survivors here were holding the game hostage by making no attempt to complete their objectives anymore, and that's both douchey and report-worthy, saying the killer has no obligation to find them is... a bit disingenuous.)
@bibibib8 said:
The thing is those survivor are dumb because if 2 of them work on different gen eventually they will beat the 3 gen. Its not like you can pressure 2 gen at the same time
They'd probably lose unless the chased survivor could loop the Billy for most of the duration of a gen, and Billy in turn was dumb enough to keep chasing the distraction and not return to check on his 3-gen once significant time had elapsed. A 3-gen against 3 players is very difficult because the killer can keep the survivors in a cycle of one survivor being chased, one survivor needing rescue, and one survivor switching between gens and saves, while the area around the 3-gen dries up almost immediately, where a 3-gen against 4 survivors is pretty much always going to end in the survivors' favor because they can just win through attrition and there's always at least one person free to do gens. Killers in that position have way less ability to commit to chases.
Still no excuse to hide and give up at the same time, though. At least when two people are locker hopping around areas of no interest, they're doing it with the hope that the other person dies first and they can get hatch. Still obscenely annoying and shouldn't be allowed, but I can see the intent behind it. When you have a team that just parks themselves in the basement together, they're universally agreeing to waste time for the hell of it. "I want to make the killer quit" is not a valid outcome or justification.
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I don't even know where to start with how absurd killer adepts are. Is it the fact that their difficulty/strictness increases based on rank for no actual reason, and a game that would get a rank 17 an adept won't give it to a rank 12, who in turn can get an adept that won't give it to a rank 4? How about how certain killers' powers and perks interact badly with the emblem system and discourage their use? How you aren't allowed to win the game too early, and you can get robbed of the adept just because survivors gave up too quickly, or never healed, or decided to hatch camp instead of unhooking each other?
The double pip requirement has way too many problems with it. Change it to a 4k.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2286419#Comment_2286419
Not necessarily. F13 had alot of variety in who people played as. Granted there were always some who were more popular than others.
Really? I didn't play it myself, but I binged a lot of streams for it, and it seemed like in all the games I watched, everyone who wanted to run Jason wanted to be Vanessa or Tiffany, everyone who wanted to protect teammates and harass Jason wanted to be Buggzy, and repair players would never pick Mitch or Eric when Deborah was an option that was significantly better at hiding if her bodyguards kicked it early.
Friday the 13th also had different gameplay that kind of allowed characters to be less interchangeable, since there were more players who could die faster, much larger maps, more incentive to group up, and several simultaneous ways to escape. But I didn't see a lot of variety, and several counsellors fell into the trap of rarely being picked because they weren't good at anything significant or weren't significantly good at anything. Wouldn't be a game I'd use as an example of stats encouraging diversity.
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@OtakaChan said:
https://forum.deadbydaylight.com/en/discussion/comment/2286365#Comment_2286365
Anytime hun. Survivors are as you said skins. We would see more variety in the game besides megheads, neas, and claudettes all day lol. If not its all the new characters every chapter release.
You would see way less variety if this were true.
You see Neas, Megs, and Claudettes because they're survivors everyone has by default. Character stats tell everyone that to play as effectively as possible, they have to pick a certain character. It's now part of the minmaxing meta the same way perks are. Every looper now wants to play Meg because she's objectively the best at it, and maybe you can play Nea or Tapp or Leon too and still do well, but if you like Adam or Ace or Yun-Jin, you're SOL because they all have penalties to those stats. If you find an Ash and a Jane working on a gen, you as the killer should always go after the Jane because she's slower and takes less time to catch, or because Jane will complete the gen faster than Ash can. And inevitably you'd see the majority of survivors get shafted because they don't excel at anything or the thing they excel at isn't as important as the thing other survivor excels at. Maybe Jake's best stat is sabotaging and sneaking, so he sabos faster and creates shorter-lived scratch marks, but this just isn't optimal enough compared to Dwight's faster gen speeds, or Claudette's equal stealth and more widely useful healing buff instead of sabotage. And maybe Dwight isn't even viable because his gen speed repair comes with a movement speed penalty, but Felix's gen speed repair comes with a less impactful luck penalty. Maybe Kate's best stat is a shortened wiggle timer, but that's too situational to be effective on its own, and she's bad at gens which are very important, so why would you ever pick her anymore?
Even if it makes more sense and adds more flavor otherwise, I prefer everyone being the same. It lets people pick the characters they like instead of the character ends up being the best possible choice for their playstyle.
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It's not that all Bubba players are toxic, it's that toxic players gravitate towards Bubba and that's why there's a disproportionate amount of nasty ones. He's such a meme, and he's so effective at tilting survivors by preventing any form of altruism, that you see players who deliberately want to farm salt play him instead of other killers. He's also good for players who aren't very good at chases, because he's phenomenal for turning a single hook into several kills, especially in lower ranks.
Others might have different experiences, but Bubba's the killer that's kebabed me the most, camped and nodded, and prolonged 4-slug games for the ######### of it. (Well, barring Huntress on the last one, because with old Iribelt, that was another toxic favorite.) If it were just strategic uses of his power to proxy hooks and sweep multiple survivors at a hook, I'd be less jaded towards Leatherfaces, but I've seen many Bubbas that were overtly malicious in addition to more of them being proxy campers than active chasers. When playing, I'll always note the difference between a killer who camps a hook at some point in the match because they seem to have a reason to (which I can usually discern), and a killer who camps as their main strategy. Lots of Bubbas fall in the second category, for one reason or another.
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@van9684 said:
uh oh. You cannot say that in these parts. This is killer main territory ( like most forums). They’ll likely tell you to “get good” or say you’re a bad player for even mentioning survivor buffs. Sadly that is the agenda here. I agree with you however. Solo is awful!
I have yet to see anyone on this forum, even the users I peg as the most unreasonably killer-sided, take issue with solos being too strong. They're either saying survivors in general, and typically meaning higher levels of gameplay performance, or they're talking about SWF. It is commonly understood that solos are on the bottom of the totem pole.
Building preemptive strawmen arguments when nobody's making them isn't a good look.
(I would also be pretty surprised if most forums on the internet were populated by killer mains... and pretty concerned.)
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It could prevent a survivor from finishing a gen or unhooking a survivor in your face. That's it.
Not a very useful effect for an addon that takes effect in a chase.
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Baked in comms that function via distance (and can be overheard by the killer), or at least a comms-lite quick chat system, where players can inform each other of their intentions with fairly exhaustive pre-written blurbs. "Killer is that way." "I'm on a gen that's [just started]/[halfway]/[mostly done.]" "I need a heal." "Nobody is coming for me, please rescue." "Somebody is coming to rescue me." "Don't rescue me." "Someone needs to work on a gen." "Hex totem here." "I think the killer has [perk]." "Stop doing that and [heal me]/[get on this gen]/[unhook me]/[open the gate]." "Someone with fewer hooks needs to take the killer's attention." "I have [perk], let me do this." (for when you have Ace In The Hole and someone else is opening chests, or you're gearing up for a camping rescue and you have BT so it's better for the other person to be the bait, or when someone is trying to pick you up in a dangerous scenario but you can pick yourself up anyway, or when you have Autodidact and want stacks, or the survivor you're chasing has an active RBT but you can For The People them, et cetera)
I don't want the game to be balanced around all survivors knowing what any one of them does, but there's no way to prevent people from getting this advantage, so it has to be the standard DBD works around. The game can never be balanced when half of survivors are coordinated and half are stumbling around blindly. Once the gap between solos and SWFs is lessened and it becomes more a matter of individual merit than comms, killers can be rebalanced around the new average survivor performance.
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I don't want to defend any of the current errors or the cosmetic situation, but linking cosmetics is a way easier problem to fix than figuring out what's causing all these optimization issues, what broke Clown, why is the Temple of Purgation impassable to certain killers, why are survivors getting stuck on vaults, and patching them. They patched that immediately because they could patch it immediately, and also because if it was a licensing agreement with Capcom, they were being expected to handle that ASAP.
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@Robotfangirl67 said:
https://forum.deadbydaylight.com/en/discussion/comment/2285559#Comment_2285559
I know that they have to pay for licenses and what not but you have to think that with all of the money we give them, you think they straighten things out by now but they haven’t.
BHVR's a company; they've got servers and staff to pay even without the license agreements. The big issue here is that only a portion of the playerbase provides bonus revenue in the form of extra purchases - giving a significant quantity of free cells to everyone most likely outweighs what full-DLC purchasers and cosmetic whales pay back, even pretending BHVR doesn't already need at least most of that money just to remain at the 'pay staff and be viable' point.
Giving players iridescent shards already eats away at their potential profits by allowing people to buy cosmetics and especially characters they might have paid real cash for instead. That's the most they can do without directly hamstringing themselves.
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Free premium currency doesn't work in a game where premium currency purchases are contracted to license holders. BHVR would be paying out of pocket for every licensed character and skin purchase that was made with free auric cells.
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@Itooshie said:
https://forum.deadbydaylight.com/en/discussion/comment/2285448#Comment_2285448
Sorry, hindered entirely?
I thought it was *just* clowns bottles
I've heard Freddy's snares are also behaving inconsistently. Can't verify, though, since I don't have him.
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Only the hit two survivors with one Corrupt Purge twice in one game challenge is a problem, because it's totally unreasonable and only possible if survivors are stupid and keep clustering up, or if you camp hooks with Corrupt Purge and survivors fall for the same trick twice. The Corrupt Intervention challenge is just "get a 4k or a 3k with hatch." How many games do you 4k when all the gens get done? Unless you're running an endgame build or there's 2 survivors left and one is already omae wa mou'd before the last gen pops, you've pretty much lost.
I'm annoyed at the hook the obsession 4x challenge too, but that's because none of Plague's perks enable obsession switching and they didn't put Nemesis or Furtive Chase in the shrine, so I had to buy Ghostface just to be able to do the tome.
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@aroell said:
Killers shack is too weak for survivors, needs another window and pallet on both doors.
I was actually convinced you believed everything you posted until now, but this one pushed it over into the realms of trolling.
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Let's survey the damage.
-Raccoon City Police Department disabled
-Temple of Purgation disabled
-Frequent crashes
-Console experiencing debilitating stuttering and freezing
-Glitched window vaults
-Hindered status effect completely broken, taking Clown down with it
-A paid cosmetic that's the exact same as the default
Am I missing anything?
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Wiggling isn't supposed to get you out on your own. If you do, it's because the killer messed up and didn't see the best hook, or the nearest hooks were disabled, or you had Flip Flop and were slugged for a while, or you got incredibly lucky with wiggling and pushing them into an object. Wiggling is supposed to prevent the killer from taking you wherever they please, and enables active team tactics to get you free (bodyblocking, baiting hits, sabotaging hooks.) If nobody's working to save you, you shouldn't wiggle off.
