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Laluzi

Laluzi

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Laluzi
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  • I'm fine with them because while they're obviously used in conjunction with keys, they're basically an RSVP for the killer. "Hatch is here and survivors plan to use it." That knowledge can make it extremely hard for the survivor to beat the killer to the hatch in a last man scenario, and while it's difficult to stop someone from using a key, it's very easy to prevent the whole team from escaping behind them when you're right on site.

    If someone uses a shack offering and a key, and I go there when one more gen needs to be done before hatch spawns, twenty bucks says I'm going to find someone hiding in a locker. And once the gen pops, I'm going to find the whole team headed there. Contrast with a situation where I have a 3gen and a survivor has a key, but neither of us know where the hatch is, so I have to patrol the map and find the hatch before they do - and while I'm wandering around, I'm giving everyone else carte blanche to my 3gen.

  • I'm getting a bunch of characters to level 50 and eating up their addons so that I can prestige them at the start of the event, then level them up and get tons of cakes along the way. (I've never been here for an anniversary before, but I assume everyone's going to be using cakes during the event, so bloodpoints won't be hard to come by.)

  • Anyone who says "it's just a button press, why are you getting mad" is asking you to ignore the fundamentals of human communication. By that logic, words have no meaning and are just disjointed syllables.

    It's a bad-faith argument and always has been. I think the smiley face says it all here.

  • I've always thought that there needed to be some reaction for survivors who are being heavily slugged. Like a suicide option once a certain amount of your timer is gone. Slugging has legitimate uses, but there's zero reason for the killer to slug everyone to death other than pure spite.

    Like, obviously the killer played well (or was using something like old iribelt or mother-daughter or both of wraith's all-seeings), but leaving everyone to bleed out on the ground is just being a dick. There is no feasible motive behind it other than power-tripping and I wish survivors had a way to just nope out and move onto the next game.

  • The funniest thing about this challenge is that when it came out - I'm a Plague main, and I like to play normally at first and then stop playing seriously once I have 2 hooks on everyone. For a week after that challenge was released, whenever I'd turn friendly in a game, survivors would straight-up lead me to my fountains and politely stand there in a line, waiting for me to Corrupt Purge them.

    It's that bullshit. Everyone knew.

    Like, it's not impossible to get in normal gameplay and I've done it before, but it's not something that can happen reliably because it's wholly reliant on how survivors play. It says something that your best bet is to camp hooks, farm, or impotently spray all over survivors tbagging you at the exit gates. (Even the hook camping isn't a perfect solution, because Plague doesn't keep her power indefinitely, and survivors can wait it out and then go for the unhook when you're running to grab a new fountain.)

    And I generally dislike several-interactions-in-one-match challenges, because you're not playing against bots, you're playing against humans that have actual intelligence (usually) and learn your tactics. Getting a pallet stun is easy, getting four pallet stuns is hard because the killer is going to start respecting the hell out of them instead of repeating the same mistakes ad infinitum. It's the same here; once survivors learn you know how to use Corrupt Purge to its full potential, they're gonna scatter every time that mapwide sound cue goes off.

  • Breakable walls are terrible. Some maps like Badham or Yamaoka give you choices on whether to improve your mobility on the way to a gen or hook, or to hem survivors in by giving them less exits, and I like that, because it's reactive to how your game is going and it's actually, y'know, a choice. Most maps are much, much lazier about it, and create an infinite loop, plonk a breakable wall next to the god window, and go "yay, player choice! :D :D :D" Yeah, no, that doesn't help anything. That's just giving the killer a chores list if they want to be able to play the map.

    Then Saloon is just a screaming mess of breakable walls of all stripes. God ones, questionable ones, useless ones, ones the killer should not touch ever, it's got you covered.


  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251144#Comment_2251144

    Coming back to the hook is strong as a base mechanic, it shouldn't have additional benefits in the form or perks. Perks should encourage healthy gameplay and offer the killer rewards for playing in that way. These perks try and fail by offering benefits for going after the unhooker, but they ultimately end up encouraging tunneling.

    Yeah, I just completely disagree with you there. I'm not convinced that these perks 'fail' by any stretch of the word to disincentivize tunneling over switching to the new target (a few bad matches where the killer opted to go for the unhooked player are not proof for this kind of argument), and it counters itself. If the killer isn't going to use the reward offered by the perk once they return to the hook, then they may as well not have a perk slot. They aren't using the perk, they're just benefitting off of a base mechanic they could and already would do.

    And then you've got the 'nerf furtive chase' portion of your position, which is just what.

  • ...Make Your Choice doesn't promote tunneling. You just exposed the unhooker for sixty seconds. Why would you go after the injured person who may have DS, BT, or an exhaustion perk, when you can take two health states off the unhooker, bypass Dead Hard, and the unhooked player has to spend time healing if left alone when this guy doesn't? Yeah, the killer will return to the hook, but they're not interested in the unhooked player unless they're right in front of them. The only way MYC promotes tunneling is when the unhooker gets spooked and runs the hell away, leaving the injured survivor to fend for themselves, and that's not exactly the killer's fault, is it?

    Killers using NOED to camp would be camping without NOED. It is literally the only thing the killer can do at that stage of the game beyond 'give up and let survivors exit peacefully.' There are no more objectives for the killer to defend; hounding a downed or hooked survivor to try and pick off rescuers is the only actual thing they can do to further their goal. Honestly, hard camping the hook with NOED encourages the other survivors to cleanse NOED or just leave.

    And half of the perks you've listed are never, ever used by anyone, so I don't understand why you're raising a problem with them. NOED, Insidious, and MYC are the only ones on this list that see the light of day. Furtive Chase and Monstrous Shrine are some of the bottom-of-the-barrel worst killer perks in existence. What would even be the point of changing them to be less campy when nobody uses them to camp to begin with?

    I guess I don't see the problem with perks that encourage the killer to return to the hook for some reason, because killers are already encouraged to return to the hook if they don't know where anyone is or don't have a more pressing engagement. There's two survivors there, guaranteed, and at least one is vulnerable. You aren't going to get rid of that no matter what perks you axe - I would argue perks like Make Your Choice and Furtive Chase (along with Borrowed Time) are healthy for encouraging the killer to go after the unhooker instead of smacking down the already injured person again.

  • @SurpriseSurprise makes a great point about other survivors needing to have the ability to turn it off. Someone else's distraction could end up being inconvenient when a survivor wants to work in that location, and players could use this item to grief other survivors by revealing their location. Like the sound of those addons, too, especially hiding the item drop sound and mimicking gen repair/healing. Injured grunts might be trickier because unless you link those grunts to the player who used the item, it's not going to be convincing - like if the recorder plays Dwight sounds, but there's no Dwight in the match, that's pretty useless.

  • @Marc_go_solo said:

    There's a few builds you could try:

    #1. The Last One Standing: Left Behind, Wake Up, Adrenaline, Spine Chill

    #2. The Leech: Sole Survivor, Self Preservation, Desperate Measures, Empathy

    #3. The Dodger: Dead Hard, Quick and Quiet, Sprint Burst, Urban Evasion

    #4. The Buckaroo: Flip Flop, Boil Over, Decisive Strike, Power Struggle

    #5. The Preservationist: Inner Strength, Unbreakable, Bite the Bullet, Iron Will

    It is literally impossible to use Dead Hard in your #3... any time you're running and not exhausted, Sprint Burst will activate instead. I think Sprint Burst is probably the better one as a selfish perk. If you're near another player - being unhooked, healing pile, on a gen - Sprint Burst basically guarantees the killer goes after the other person and not you.

    Your other builds are good, though Bite the Bullet's not exceptionally useful unless you bring a medkit or self-care; I think it and Inner Strength are a bit redundant together.

  • @Noth1ngY3t said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237188#Comment_2237188

    Literally just said how none of the perks you listed help against camping, i literally gave an idea that helps survivors AND gave a perk to the killers to help them against it, here i thought you killers would be accepting but here you're defending camping because you cant play in a different play style, When did i say killers aren't allowed to kill

    The only one I agree with you that the perk doesn't help in a camping situation is Deliverance. The rest, you're just complaining that the perk doesn't straight-up prevent the killer from camping instead of mitigating its effects and offering the survivor second chances or helping the team to organize and play around it.

    I never camp unless a survivor BMs the hell out of me during the match, even when it's EGC and I should camp. I'm not fond of camping. That said, your idea is insanely abusable. You didn't specify what 'near' is and you didn't add any conditionals. What if a survivor loops the killer around the hooked survivor? The killer's not camping, they're chasing someone who is in this scenario exploiting a timer that won't go down as long as they stick to the area. Now the other two survivors have essentially infinite time to get about their business because there's no pressure to unhook the guy, and the killer can't make a correct tactical decision here (either he leaves the hook to find someone new, with no information on where anyone is, and lets the chaser unhook his friend immediately, or he continues a losing chase in what I presume is a strong area while the hooked survivor makes zero progress.)

    Or what if a survivor is hiding near the hook, and the killer knows someone's around, but now every second spent near the hook is a frozen timer (and again, bought time for everyone else on the team?) The killer loses the pressure they had on the situation, where the timer was going down and the hiding person is forced to emerge and make a run for the hook when the hooked survivor is close to the next stage. The same is true for any hook standoff where more than one survivor is trying to approach the hook, the killer sees them, and is trying to hamper both of them in tandem. And you're delusional if you think survivors won't deliberately abuse this to buy themselves time.

    And honestly, even if I don't do it, sometimes camping is the only way to salvage a match. Too many gens have gotten done for too few hooks and the killer needs to pressure someone out of the game, all gens are done and there is virtually nothing else for the killer to be doing, all survivors are immersed as hell and the killer can't find people, but can guaranteed lure someone to the hook by proxying what hooks they do make. You can't propose something that will stop the Basement Bubbas and the people that facecamp the first survivor they see without harming the players who occasionally turn to it as a tactical choice.

  • (You forgot maps!)

    But that's actually pretty clever. Put it next to a gen that nobody's working on and lure the killer there. You could also use the pallet one or footstep one to fool killers into thinking you've taken a certain action in a chase when in actuality you're moving in a different direction.

    I'm not sure how useful it would be in general, since killers can see if survivors have this item and would know to be wary of suspicious noise notifications once acclimated to its existence (as opposed to perks like pebble or deception, where the invisibility of the perk is what makes it useful), but I agree more variety is needed and this provides a fun dimension to gameplay. At the very least, this would make a fun event item instead of Firecracker #5.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2250669#Comment_2250669

    its still High Risk/High Reward, it was just RNG that decided to give you a bad instead of a well hidden spot..

    but I agree some spots should be removed as they are too obvious. There is just no need to act like all totem spots are so bad.

    I think the issue is that some maps are consistently worse than others. If you get Autohaven, Macmillan, or Ormond, your totem perks are screwed by default because nearly all spots on those maps are terrible - out in the open, next to gens, etc. Meanwhile, if you get Lery's or Midwich, you're probably golden, because those maps have maybe two easy ones and the rest are sneaky as hell.

  • Not even slightly? People who like one side more than the other are going to be tribalist about their side regardless of who they watch, if any. Content creators propagate some opinions, especially when it comes to killer tier lists, but people sure as hell don't need the help to be mad about facecamping/tunneling/slugging/genrushing/tbagging/clicking and, over the course of many bad matches, deciding that everyone on the other side is some combination of lazy, undeserving, hyper-competent, and evil, and only winning because BHVR is endlessly nerfing [their side] to favor [other side] in a clearly [other side]-sided game.

    Most major content creators are pretty level-headed, and the issues they raise are either with specific killers or perks, or broader issues like matchmaking. It stands to reason that the division in the community doesn't come from them. Sure, they might start a discussion, but they didn't cause everyone to hate each other when the screaming starts five seconds later. The division in the community comes from resentment and distrust for the other side's intentions.

  • I very, very rarely facecamp, and it's always for the same reason. A couple of days ago I was practicing Nurse and got a David who kept tbagging me when I whiffed. I did switch up my targets and tried to hit anyone I spotted, I'm not quite stupid enough to tunnel a player who's very good at evading me, but I caught him near the end of the match and decided to stare lovingly into his eyes. This prompted the whole team to come for him, and because I was a baby Nurse, none of them were remotely afraid of me, so they start doing everything in my face. In a minute, I've gotten four more hooks, everyone's injured, and I have Nurse's Calling, but I'm not interested in anyone else, just David. I get him back up there, facecamp again, someone unhooks without BT, and I finally yeet him to the Entity. With my mission complete, I push everyone out the exit gate.

    ...There were two identical Davids in the match. I got the wrong David. 😫 God that felt terrible.

  • I desperately want a pre-infection Plague skin. The rift skin was a step in the right direction (even if they messed with her face), but a step ain't the full leap. Gimme this lady.

    Adiris.png


  • Often I drop a lobby because I was reading/writing something in another tab and I wanted to finish my business there before starting a game. Oops.

    I don't care about keys, but I'll lobby dodge if I see three/four flashlights. It's not that I can't deal with flashlights, it's just a sign to me that these survivors are going to be really obnoxious - either in the 'I have to down all of you just to ######### hook someone' way or the clicky clicky teabag way. I also dodge three/four Dwelfs for the same reason. I don't trust Dwelfs.

  • Wouldn't Lethal and Corrupt be a bad combo? Corrupt makes survivors move from their initial location, and because they're confused and wandering around looking for an uncorrupted gen, directional data you get from Lethal won't be particularly reliable if there's a lot of walking distance between you and the survivors. Makes way more sense to me to run one or the other.

  • @Marc_go_solo said:

    I've seen those survivors who just stand there whilst the crows fly around their heads and that very irritating 'bang' alert starts thundering at you.

    However, whenever one of those people are there, I now just down them, take the sack of crap down to the basement and dump the offending survivor on the ground there. I know other survivors will go down to heal them up, and I won't make any attempt to take advantage because I want them recovered so they don't bleed out. I'll leave them until the end or they dc.

    Either way, those players are basically given the 'naughty step'. They're not likely to change their ways, but if they want to waste other people's time in a trial, I will happily waste theirs and prolong the trial if needbe.

    The vast, vast majority of survivors doing that are actually afk, so you can't really punish them by wasting their time.

    @KingFrost said:

    I feel like when killers do this, it ruins the game for four people, too. Had a Doc yesterday do nothing but stand at the exit gate. Nobody earned more than 13k or a pip. The killer got 0 BP. We didn't even get a safety pip, because we didn't have enough benevolent or evader points.

    It's basically impossible to pip up if you get an afk killer, but you can avoid depipping just by sitting next to the afk killer for maybe a minute once you're done doing gens/totems. You'll get huge evader points for being right next to the killer for a protracted period of time, so between iri Unbroken and Evader and the default bronze Benevolent, you're guaranteed a safety even at red ranks. You'll still get the black pip even if you only stayed long enough for gold Evader as long as you did some gens/totems.


  • @indieeden7 said:

    Pig isn't as bad as people make out, her stealth ability is pretty bad however her RBTs have the potential to stall the game EXTREMELY well, she's also pretty fun to play which is an added bonus.

    Pig's stealth is pretty bad compared to the rest of the stealthy bois, but it has its uses. I like to use it at the very start of the match for a possible free hit - survivors won't expect it unless they saw a Jigsaw box on the way to their first gen. Then I run around the map not even touching stealth for most of the game... and get sneaky towards the end, because once again they expect me to have a terror radius and I can get some free hits out of subverting expectations. (It's the same thing with pallet breaks; I religiously break pallets at the start of the match, and then I ignore them at the end because I've already trained the survivors to drop the pallet and run.)

    Piggy's not very reliable, but she's super fun.

  • You can win with a perkless, addonless Trapper if the survivors you play against are uncoordinated or foolhardly enough. Obviously some killers are strong and some aren't, but if people are wandering around lost instead of doing gens, or running up for flashlight saves every time, you don't exactly need to be playing Mother-Daughter Spirit to massacre them.

    As for mains... every killer's got their strengths, even the low tier ones. When you play a killer for a while, you learn what situations they excel at and where you can capitalize. A good Trickster knows exactly when they'd get more value out of M2ing into an M1 and when to spam blades when a new Trickster would just M1, a good Clown knows exactly where to put his bottles to catch the survivor fastest, a good Pig has her loop mindgames worked down to a science and spaces out her traps for the most slowdown, a good Trapper has a game plan worked out from the start of the game and knows which gens he wants to defend, and sets up his traps specifically to catch survivors running away from those gens (and knows which trap spots have the least visibility, and has the predictability/return threshold all worked out.)

  • @[Deleted User] said:

    she kinda just got powercrept tbh

    While that's true, she also lost some of her potential - you used to be completely unable to leave through the gates with a trap on your head, inactive or active, so she could have insane endgame pressure if she hadn't used her power extensively before then, and they scrapped that with the introduction of the endgame collapse.

    Other than that... yeah. New Wraith does every part of her power better except the traps, and while the traps are fun and provide helpful slowdown, they're very unreliable.

  • Couple of my favorites from the DBD reddit.

    477 votes and 21 comments so far on Reddit
    11,707 votes and 330 comments so far on Reddit
    7,669 votes and 221 comments so far on Reddit


  • This wasn't, like, extreme levels of salt, but I'm going to nominate this for bizarreness.

    Last night I had a Devour Hope Wraith match. It was on The Game, so survivors had a decent chance to stall me, but I caught a bunch of them out of position and I had them dead to rights pretty quickly (plus a couple of them kept healing even though they were perma-exposed.) I got my 8 hooks (yes, even with Devour), had a few extra chases where I knocked people down but left them for someone else to pick up, and once I'd had my fun, led one of the survivors to the totem and farmed pallets while the others did the remaining gens. Wasn't a super long game, maybe twelve minutes, and I was only friendly for the last leg of it.

    One of the survivors waits out the endgame collapse, insists on dying (couldn't have hooked them if I'd wanted to, I had no idea where they went), and then complains that I didn't kill anyone and to 'just play the game.'

    Goes to show that it's literally impossible to make every survivor happy. 🤷

  • @konchok said:

    The BP bonus hurts perk diversity in the game because the reward for using the perk is massive. It makes it so much easier to get the survivor pudding as well, so the BP bonus is more than 2 times regular. And I do feel that getting that much BP does hurt the overall balance of the game because it means killers can bring in pink and purple add-ins every game. Imagine if survivors were all running 4 BNPs every game, why is it fair for killer but that same scenerio is obviously broken for survivor.

    This would only be true if survivor players never played killer, and vice versa.

    Most players get bloodpoints from both sides and spend it on both sides. Do survivors need better bloodpoint options, yes, does killer earn more bloodpoints on average, yes, is BBQ somehow imbalancing the game in favor of killers, no.

    I'd also like to note that killers, regardless of how their bloodpoints are sourced, can only get addons from the bloodweb. Survivors can find items in any game, can keep them for as many matches as they escape with, and can bring a perk that also lets them find and keep addons they escape with (or brought into the match.) That doesn't make survivors inherently imbalanced with superior addon gaining potential.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246016#Comment_2246016

    didn't say his basekit was bloated. i specifically mentioned throwing in add-ons. then throw in perks, whether it be regression or anti-pallet perks. suddenly you have a killer that is not only invisible at a distance & can move at lightning speeds, you have a killer that can chew threw pallets like butter or see your through walls or always be right on top of your gen w/ruin undying after smacking someone (windstorm add-ons).

    also @MadLordJack i think there's a problem when the main & basically only counterplay to a killer is to pre-drop pallets. especially when said strategy can be mitigated w/perks & add-ons. it's not terribly engaging gameplay.

    but what the hell do i know about engaging gameplay, i main nurse these days.

    To be honest, I think Nurse is one of the most engaging killers there is to play against. Unless she's running IF and hard slugging, she's got some of the most fun chases in the game. It's pure mindgames on both sides.

    Fair about me misreading, but personally I think high addon variety, and different playstyles enabled by different addons, is a good thing. Addon sets like Freddy's, Pyramid Head's, and Billy's, where addons don't really change anything about how you play and either tweak numbers or are unviable, are bad for a killer and just ensure everyone plays them the exact same way. Ones that unlock a bunch of different playstyle options like Wraith's, Hag's, and Clown's should be the norm. Do certain addons within those sets need to be looked at, probably, but I think addons should be 'bloated.' It's not like you can run all of them at once.

    I don't think perks come into play here, since that's the same pool for every killer. Wraith is good at knocking people off gens if he's running regression perks, but I don't think he's any better at it than, say, Blight. Tinkerer/Ruin/Undying is going to be problematic for survivors on any boosted mobility killer.

    Also, pallets aren't Wraith's only counterplay. He's extremely vulnerable to windows where the midpoint between both sides is longer than his lunge range, and unlike pallets, they're not exhaustible resources. You can waste a lot of his time at shack/LT walls/buildings if you play them right. If you're caught at a small loop and he starts uncloaking to lunge around one side, don't stick to the loop, just turn around and W away in the opposite direction.

    Overall, I think Wraith's lunge should probably be reduced somewhat (pig dash + being able to out-race survivors to pallets isn't good), but otherwise I think he's in a really good spot and I'd hate to see him cast back to obscurity. He really needed the map pressure speed boost with his terrible chasing power and bad stealth... he just somehow got better chasing power out of the deal too.

  • Yeah, I do this even though I'm pretty lackluster at chases. I avoid heat at the start of the game because it's really not my strong suit and I don't want to screw up and give the killer an early start, but If I see the killer chasing someone who has two hooks, or everyone else on the team is on death hook, you bet I'm running straight up to the terror radius and getting in the way.

    Though oftentimes you get killers that are cogent of that and don't want to chase the guy with 0/1 hooks when there's someone on death hook to be downed.

  • I'm fine with Lightburn. It's a great way to counter Wraith because you can only do it if you see him coming and the Wraith isn't smart about it. As for Nurse, if you actually manage to Lightburn her, you're basically a god at the game. It's so precise that the opportunity may as well not exist.

    Flashlights as a counter to Hag traps isn't cool, though, because there's zero risk to the play; it's not choosing to stand still and try and stun a killer with the caveat that you get bonked if you fail. It's like the old toolboxes destroying Trapper traps thing - if you have the right item, you can just casually deny the killer their power from the other side of the map. While Hag traps could use another counter, the 'if you have the right item for this killer, you win, otherwise screw you' model needs to go.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2244816#Comment_2244816

    a big part of the issue i think is that you can still use shadowdance, swift hunt, windstorm, etc, except now you have purple windstorm speed basekit. those add-ons were already decent on their own but now you can be zooming with them, on top of the invisibility buff he got.

    he really is like freddy in the sense that his kit is super bloated, and i don't find the argument that he's unfun to face now to be unreasonable. he certainly feels like he'd be unfun to face whenever i decide to play him.

    How is his basekit bloated? Wraith has one of the simplest kits around. He's fast and hard to see while cloaked, he uncloaks slowly and reveals himself, and he lunges. That's it. That's his power. Freddy's kit was bloated because he had so many aspects to his power - dream world management and alarm clock slowdown, gen teleportation, loop slowdown or fake pallets. The nerf didn't change any of that, just made him less effective at some of those aspects.

  • How in the world have you been playing DBD for this long and never noticed the cosmetic glitch before?

    Also, terrible reason to report. BHVR's already stated they don't consider the cosmetic glitch a bannable offense.


  • @BuddhaBing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2243900#Comment_2243900

    I don't think Killers should give up when survivors bring keys or BNP either. It does go both ways.

    Players shouldn't give up. That's all I'm saying. If you accept that the situation is completely hopeless, you're never going to learn how to play in that situation. Sure, it may be difficult, but it's never truly impossible.

    It feels like you just want to turn this game into something where people look at what the killer / survivors brought and then one side just gives up because apparently there's no point in continuing if one side has any sort of advantage.

    I think we're misunderstanding each other. I'm not advocating giving up as soon as you hear a Nurse wheeze across the map, or you notice that your Spirit is running Mother-Daughter, or you see that the killer burned a black ward. I'm saying it's fine to throw in the towel when you've got three people left at four gens, the killer's got Ruin/Undying, and you can't even go look for them because you're locked in a cycle of one person being chased, one person being downed/hooked, and one person going for the rescue. There's no path to anyone escaping that doesn't involve being a potato and hatch camping, or the killer suddenly having an aneurysm and spinning in circles for the next four minutes.

    My willingness to keep fighting runs parallel to my number of teammates left. If there's no remotely feasible way out, and my staying doesn't help anyone else survive, I'm not under any obligation to continue being a punching bag for someone's entertainment. Doubly so if the killer's one of those types that wants to slug for the 4k and will. not. let. the. game. end until he has both survivors on the ground in front of him. I'm not interested in sticking around for hatch, and my death lets the other guy get it, so why not? Killer gets their win, I can move onto the next game, everybody profits. The only reason to stay in such a situation is to either fight for hatch or try to secure a pip.

  • I don't see why survivors shouldn't give up if the game is clearly unwinnable and there's no worthwhile experience to be had in it. Or would you rather have people swapping between lockers for thirty minutes because it's the only way to maybe get out of the scenario alive?

    If survivors giving up is boring for the killer - it's pretty hypocritical to claim one side's fun matters when that principle clearly didn't go the other way around.

  • This is the reason I'm a red rank survivor and a green rank killer. I see no issues with deranking as killer and giving survivors easy games (I still do it interactively, no afks here), but I refuse to throw the game as a survivor and intentionally be a bad teammate when three other players are depending on me.

    I guess your best bet for deranking while still being mildly helpful would be to run plunderers/ace in the hole and go around giving cool items to people, so you spend a lot of time doing things that don't give you emblems... but you're still pretty fundamentally useless.

  • I don't think that's related; I think it's because Jonathan himself is bugged and using Steve's animations.

    I've never done the cosmetic glitch, but I'd be sad if it went, if only because linked sets are generally a stupid idea and way more sets are linked than strictly should be. People should be able to mix and match cosmetics; the only times I really think it's justified to have sets linked are like with the Legion Robbie Rabbit costumes, or legendary skins.

  • I'm pretty sure that's because he's currently hooked up to Steve's facial rig, so his expressions are all wrong. Even then, not as bad as Quentin.

    @Aven_Fallen said:

    Handsome most likely Felix. Just look at this guy.

    Most ugly Survivor is more difficult. The thing is, you can name Quentin or Nea, but both can look decent at least. Like, P3-Quentin looks alright and Nea has some good Head-Cosmetics.

    So I would go with Nancy here. Her face is just ewww.

    nancy.png

    What, you mean you don't appreciate this face?

    (I never understood people calling Nea ugly. I love her style, personally, and don't see anything wrong with her face.)

  • Handsome? Hate to be basic, but I've gotta say Felix.

    No ugly will ever challenge Quentin. Jonathan Byers looks like a supermodel compared to Mr. Goblin Face.

  • I always thought a sewer map would be great for the Twins. Top half squalid Marseilles backalleys, bottom half 17th century sewer system. The shack could even be Charlotte's cobbled-together safehouse in the filth.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2243175#Comment_2243175

    They arent held back. If they want more info they can use info perks, why should they run meta and still get all the info? Because swf has it? Guess we shall just rework half of the base game. And once again you cant balance until mmr is a thing. Atm you can 12hooks at 5 gens, that should never happen but that's because rank means nothing. I feel like you're missing the point im making, you just seem to want solos buffed even though they was playing so well and making killer hard in mmr. But we shall buff them anyway...

    That's literally the point, though? Solos, if they want information, have to sacrifice perk slots and can't stack things like Borrowed Time, Dead Hard, Unbreakable, etc. Even then, a solo could only run four info perks max. SWFs get every info perk for free, including some that don't exist. They get max efficiency and minimal mistakes - no running killers into occupied gens, no survivors left to progress hook stages and no three people going for the save at once, no running towards a pallet that someone else dropped, everyone knows what gens are partially completed, everyone knows when the killer is and isn't busy, everyone knows where a hex is when one player spots it, everyone knows who the killer is and what perks they're running as long as one player makes the call, et cetera.

    If the gap between solos and SWFs was narrowed, killer could be buffed to be put on par with SWFs. As long as there are three sides, and two of the sides are the same but one is intrinsically better than the other, the game will never be balanced. I don't understand your argument at all. You're basically saying because some solos played really well against a streamer that it'd be horrible to buff solos. Which... yes? Some survivors are good? The problem isn't that solos literally can't win games?

    If you take the same four players, they will perform better when they have comms than when they don't. Those players may be gods and they may be potatoes; the killer might struggle with them without comms or sweep them when they have them. That doesn't matter; the only part that matters is that comms elevates them.

  • How immersed were they? There's a difference between players who do gens but hide the second they hear the TR, and players that just crouch around the whole map. For the first, you have to identify where a survivor has been recently (gen stopped regressing or has more progress than it did when you saw it last), and then search nearby hiding spots on the principle that they couldn't have gotten far without leaving scratch marks. Proxy camping also works, because a survivor will have to come to the hook and you can get into another chase reliably. The second is way harder to deal with; the best you can do is notice that no gens have been done recently, assume all remaining survivors are in full lockdown mode, and abandon the gens to do loops around the edges of the map. Check the basement and all of its lockers, and check every corner in every structure you pass. Pay attention to crows if you're in an open map. Every once in a while, check the gens to see if your extended absence has encouraged a survivor to get back to their objectives. And if you're in a map like Dead Dawg or Yamaoka where there's thick shrubbery that can completely obscure a survivor, start praying.

  • I always have fun with Wraith. I never feel locked into a specific losing play with him? He has a built-in catch up when survivors make too much distance, he has a rudimentary Pig dash around short loops and windows, and most importantly, he's so fast that it's not too damning to say "yeah, this survivor is really pulling the moves on me, let's give up on them and find a different target." There isn't much down time in a Wraith game - you find people fast, especially because he doesn't give people enough advance warning to hide. Having a bong to bing is just the cherry on top of the sundae of fun.

    I also have a lot of fun playing as Doc. (haha survivors go bzzzt)

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/254471/why-is-there-a-trapper-challenge-on-level-3-of-tome-7

    Because "recently" they started adding challenges that don't make sense to the Tomes

    The first one was during the halloween "event", when they added challenges for Clown and Adam even tho they had nothing related to them in the Tome.

    Yes, both Clown and Adam had skins in the Rift, but aren't Rifts and Tomes two different things? The Tomes are going to always be available for completion to unlock characters' lore, while the Rift is time-limited.

    https://forum.deadbydaylight.com/en/discussion/comment/2239175#Comment_2239175

    It doesn't make sense to create the challenges based on the content of the Rift because how is the guy who started playing yesterday going to understand why there are Clown-related challenges in Tome V?

    The reason we started getting those filler challenges is because tomes for a while were focusing on four characters, which was more than enough variety to occupy all four levels. Unleashed only had 3 characters and Divergence and Forsaken only have two, so they need to pad it out with more options.

    Then again, Tome 1 pulled the two-character focus off just fine...

  • @BuddhaBing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2240806#Comment_2240806

    Exactly. Wish camping Bubbas would stop giving others a bad name. When I play Bubba I'm either:

    1. In a chase
    2. Hooking someone
    3. Looking for the next chase

    I just don't understand why someone would take a killer with such a great chasing power and just camp with him. It's just plain boring.

    The deal isn't that Bubbas camp, it's that campers Bubba. Bubba plays great as a chaser and zoner, but people who want to camp (either because they're bad at chases and playing normally, or because they want to mine salt and make survivors mad) gravitate towards Bubba because he's the best at ensuring nobody gets out of your grasp. So a disproportionate amount of Bubbas a survivor will run into camp, but if Bubba's performance at camping was nerfed, you'd see that part of the Bubba population immediately switch to playing Spirit, or other easy-to-play strong killers. Basically what happened to Freddy between his snares and losing immunity to Borrowed Time.

  • I'm always impressed by how they manage to negotiate a constant stream of cosmetics for Stranger Things. It's really heartening. If only other licenses could get this much love, I'd be in outfit heaven.

    (Jonathan really suffers from Cybil syndrome, though.)

    in OH MY GOD Comment by Laluzi
  • @fogdonkey said:

    If you and your team can't handle a camping Bubba, no rank up for you. Good luck in the next match!

    Camping Bubba forever!

    The issue with that is that it's pretty impossible to pip up against a camping Bubba whether you die in the basement or you play it correctly and get out. If the killer doesn't switch up their targets and makes sure everyone they catch dies on first hook, a quarter of the survivor emblem system becomes inaccessible. In red ranks, it actually forces you to go bait a chase or stealthily approach the killer and sit behind him for maybe 20 seconds in order not to depip, even if you have iri Lightbringer and Unbroken in the bag - and both of these waste precious time you should be slamming on gens and risk you going in the basement machine.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2239961#Comment_2239961

    I bet her model on her rift skin is the probably the face rework she'll get in the future.

    Oof, I hope not. I much prefer her previous look. Though that does seem a likely guess...

    @ChurchofPig said:

    My only guess for why is probably her original model had all the nastiness from the plague itself and that's usually seen in some way in all her outfits and they didn't want the plague bits as noticeable so they made a new model. I don't know, that's just my guess. I'm probably off.

    I'm not sure that's true. I don't have the game up right now to check, but I thought there were some weird polygons on her bare arm that fit the shape of an abscess that's normally there.

  • I'm all for being a dick to survivors that are dicks to you, it's karma distilled into its purest form, but it's not going to teach them anything. Some will go 'yeah I got served' and then carry onto the next match with the same behavior. The others aren't even going to have that much self-reflection; they're not even going to connect your behavior to theirs. If you lose, it's 'haha lol killer so mad' no matter how chill you were about the game, and if you facecamp or slug them all to death, then they think they were justified in being toxic to you because you were a toxic killer... which I'm sure has nothing to do with the fact that they were BMing you to high hell from the start of the match, but we all know that Neas have flashlights for brains.

    But being nice to those players doesn't change anything either, so really, just do whatever's most cathartic to you. You're not making the problem worse.

  • Here, tried to get some screenshots of her in the same position.

    comparison.png


  • I'd like to see a slice of a city - something dense and urban, where most of the buildings can't be entered, but a few are structures.

  • I have Plague, Hillbilly, Doctor, Shape, Pig, Legion, Wraith, Hag, Huntress, Executioner, Cannibal, and Trapper (in that order.)

    The only killers that I own and don't have the adept of are Demo (who I straight up haven't played yet) and Nurse. Everyone else I don't own yet, but I'm really not looking forward to Trickster or Deathslinger (I am notoriously bad with ranged anything in games, my aim is horrid) and Blight and Nurse (who require you to actually git gud with them to play.)

  • Yeah, I'm not a fan. She looks a bit like Meg. Normal Adiris has larger, more accentuated eyes and thicker eyebrows, and a different bone structure. Less mouth-nose distance, different chin and cheekbones. I'm much fonder of her normal look (well, the half of her face that she still has, anyway), and was disappointed that we got a 'healthy' Adiris skin, but it doesn't actually look like her.

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