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PlunderingPanda

PlunderingPanda

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PlunderingPanda
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  • Personally, I don't have a big issue with him. Trickster is a terrible concept, but the devs already made him so we're stuck with it.


    That said, I think most people just find it ridiculous that we have a CoD-style AK47 wielding character.

  • @Frontdoor6 said:

    I've heard a few people say the RE may feature Jack Baker or the new Vampire lady, but after watching the teaser, i think i noticed something.

    Umbrella charm: There's a charm with the umbrella symbol, if this is a hint to what the characters might be in the chapter, we can rule out Jack and Vampire because, as far as i know, Umbrella had nothing to do with them.

    Map: In the teaser we see a guy put on a hook, if this is happening in the new map, its not a snowy village or swamp family home. Also, its raining, we have to remember which RE games featured rain.

    Zombies: We can hear zombies in the background of the teaser. If we think, there aren't any zombies in 7, and it doesn't look like there are any in 8 (unless you count those hooded guys in the cellar)

    But if you asked me, i'd say the chapter has something to do with RE 2 or 3. Umbrella, rain and zombies played in both of these games. Also there's a chance the map could be the mansion from the first game because its the only game in the original trilogy that features a forest atmosphere.

    But this is just be thinking out loud, i'm still open to anything to happen in the chapter, i just think the original trilogy and its characters have a better chance to be involved in the chapter.

    There was rain in every RE game. Turns out that rain and thunderstorms make for good horror background.

  • If there's a trick, I don't know it. For hawkins, I generally base it off of the last killer action. If he just hit someone and I'm working that gen, then I assume he's on the first floor. If he just hooked someone and his terror radius pops up, I run. Also, kindred can really clue you in on this.

    Otherwise, I think it's just a guess. Some survivors are super cautious and just walk to the nearby getaway-drop every time the terror radius gets close.

  • @Jago said:

    https://forum.deadbydaylight.com/en/discussion/comment/2143320#Comment_2143320

    Funny, I thougt about Rebecca. But Lucas ?! Lol. Better be Heisenberg.

    Oh wow, how did I not think of Lucas??? I was actually referring to Alfred Ashford (as a joke). But Lucas totally fits that bill.

  • It's going to be Rebecca for the survivor and the dude with the ultra annoying voice and multiple personality disorder for the killer. You know, the one from the worst game of the series.

  • @Phasmamain said:

    You do realise people do this so they can piss people off enough to post on the forums right?

    LOL. Those people win again.

  • because if you actually slug you just hold the game hostage for 4 minutes while the survivors wait to bleed out.

  • Generally one would tunnel when there is no feasible above-ground route to their destination.

  • Is this. . . bait?

    If not. . . why are you standing on an open hatch? It sounds like you stuck around to tbag or something and then got punked.

  • It can be tough. The way I usually land hits around the 360 is to just NOT get trigger happy. If you are 80% sure that you are about to hit, then that's not good enough. Your time is worth more than an 80% chance. Wait for 99/100%.


    By adopting this one little rule I've watched survivor lose tons of 360s, waste countless deadhards, and run straight into me because they will juke when you are 80% sure you're going to hit.


    I'm not a low-rank killer main though. This tip might not be as effective at that level.

  • DBD is outrageously UNFRIENDLY to new players in my honest opinion. Here's a few reasons why:


    (1) There's only enough tutorials to teach people how to be really potato survivors or really terrible killers.

    (2) The matchmaking system will make new players face off against people who are ridiculously out of their league due to perks and experience.

    (3) There are now so many perks (and so few good ones) that new players are at a serious disadvantage until they can get ahold of the perks, many of which they would either have to buy or stick around long enough to get the shards (which I don't see most people even sticking around for). The path to good perks isn't uphill, it's a sheer cliff (even if you spend a ton of money and get all the expansions, the BP you need to get a decent selection of perks on a new survivor is outrageous, especially for someone who is still deciding if they like the game). For killers you might as well be climbing a rope into outer space at this point if you want to get a decent selection of perks to try on more than one killer.

    (4) Goes with (3): Survivors with less perks are going to do much worse at looping, escaping, and predicting the killer. This means that they become easy prey for the killer, and will find themselves on a hook or the ground for much of their first dozen(s) of matches.

    (5) The toxicity. Imagine watching a new player getting harassed and belittled after every game because XXX toxic person needs to spread their misery somewhere. That is probably going to be the nail in the coffin for dbd.

    (6) Getting slugged, tunneled, and camped by killers for a myriad of reasons, mostly in the killer's head.

    (7) Getting bullied, swarmed, and blinded by SWF sweat squads right out of the gate.


    So yeah, there's a lot keeping new players from enjoying this game. Granted, it's been a LOOOOOOONG time since I've seen the higher ranks (7-20), so maybe they'll have an easier time for a while. However, it's basically impossible to de-pip unless you absolutely throw the game, run directly at the killer, or hide in the corner all game. Because of this, once you make it into low-rank hell you're stuck there, forever.

  • Is this chat filtering based on some wildcard assumptions? Like if something is only two letters off from something that might be a bad word, it auto filters it?


    Either way, it is ridiculous. Personally, I think those that are in favor of keeping the chat filter on for EVERYONE at all times and NOT allowing an option to turn it off are weirdos.

  • @Chilli_man2400 said:

    Iridescent head nerf is coming this mid chapter there making it so you only have one hatchet regardless of addons


    I see. Time to hop on killer and burn those 10 rainy day iri's and infantry belts then. Might as well ride the OP train before they shutdown the railroad.

  • Can't stop won't BING BONG BING BONG

  • @xEzekanarioX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2142287#Comment_2142287

    Its not a way that gets them killed, its playing DBD. And no, i dont need to kill you, but at least give me 1 chase to have my bbq stack.

    Some people play like they were going to die irl, like jesus.

    Theres a good comment up there, from @IWasLeft2Die e. Theres literally nothing to say about it. Everything seems good, and the most important part: he seems like he plays the game.

    Watching 500 hours of otzdarva and playing 20h doesnt make me any good.


    This is kinda funny. I hear killer's all the time saying "SuRvIvOrS sHoUlD bE aFrAiD oF KiLLeR!". This may be the only time I've heard a killer say "Survivors shouldn't be afraid of the killer."

  • @Phasmamain said:

    It’s just kinda boring for a lot of people. Chasing or being chased is the most fun part of the game for the majority of people


    This is true. It's also true that not all of us have the mechanical skills to survive even short chases, and are a much bigger asset when they work gens, knockout totems, and do stealthy unhooks.

  • I saw a suggestion recently about giving players a "bleed out" suicide button when they're in the dying state. Honestly, at first it sounded like something that would be abused pretty heavily to get out of a match when you make a dumb move and it's still early in the match. However, the more time that passes the more I think that it could be beneficial.


    There'd have to be some safety rails, for sure, but there's tons of ways to do this. You could make conditional bleedout actions appear when (just rough examples here) you're in the dying state and:


    (1) More than 10 minutes of gameplay have elapsed and more than one quarter of your lifebar is gone.

    (Intent: You've been in the game for 10 minutes and should be pretty invested by now. If you get downed and stay on the ground for one minute, you can bow out if you want)


    (2) All other survivors are already dead, in the dying state and more than 30 seconds have elapsed since the last player was downed or hooked.

    (Intent: Everyone has been slugged and no hooks are happening, you may now gracefully exit the game)


    (3) You are not on a hook and have not been in the injured, broken, or healthy state for 120 consecutive seconds.

    (Intent: You've been on the ground for a long time. Either the killer lost track of you, or they aren't going to hook you. Maybe a SWF group is meme'ing on you and refusing to heal you. Either way, you can now gracefully exit the match, if that's what you want. This is also worded in such a way that the killer couldn't just pick you up and drop you on the ground every once in a while and stop the bleedout action from appearing)

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141289#Comment_2141289

    If you can only win in SWF that mean you aren't that great to begin with.

    Sure, but that negates the fact that no matter how crappy you are the game is designed around NOT communicating. SWF groups come into the game with essentially 100% killer aura reading ability because their buddies will call out the killers position and trajectory and current actions to everyone else, so that the killer now completely loses the strategic elements of projection of power and forward presence immediately upon entering a SWF game.


    It's really, really, not fair to the killer as it is right now. Props to the killers who regularly take down SWFs.

  • So, literally give the killers an E Z mode button? ######### yeah. I know which button I'd press. But what can I say? I'm a weak soul like that.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2092510#Comment_2092510

    ngl I just kill myself anyways so they can get hatch or have a shot at it. Unless I know they have BT and the killer is being awfully generous going super far from the hook which is rare.

    Agreed. If it comes down to me and one other person, and I end up on the hook, I let myself go so that the other person can get the hatch ASAP (unless the killer is camping me, then I struggle so that the other guy has longer to do a gen/gate/find hatch).


    Unfortunately, I can't even remember the last time someone gave me the same courtesy. Must be a lot of people that want to punish their spacebars out there.

  • This is. . . bait, I hope?

    As a red rank survivor main in solo-q, I can't possibly imagine how this post could be serious.

  • @Zixology said:

    Or, better yet, have totem perks not active at the start of the game. Have killers go around and place them on dull totems. This would prevent them being gone immediately as well as add a more in-depth mechanic.

    I like this

  • I would say that NO, white ward should not make it so that you keep your item, except that the killer never has to lose their equipable items if they run a black ward. So I think that for fairness sake the survivor should be able to "keep" (AKA: Get back) their item at the end of the match even if it gets destroyed by Franklin's Demise. Just to be clear, I think that Franklin's should still make you drop the item (and make it get destroyed), but you get the item back at the end of the match.

  • I like that "game" is in quotes. It is a game.

  • I like that Dwight is in A tier and Claud is in C Tier. Very M. Night Shyamalan-esque.

  • I thought that I wasn't going to like whatever idea was in this post. I was wrong. This is a great idea.

  • As a survivor main, the choice here seems obvious to me. Get the survivor off of the totem ASAP, because I don't know how long until they finish the job. I can make a judgement call on the generator by sound and/or sight, but I know that totem will disappear by the time I go for the gen.

  • Yeah. When dbd first came out the lore EXISTED but was VAGUE, and that actually somehow made it more believable. Adding horror + belief actually granted the game a modicum of "scariness". Now I can read how many squares of TP each character uses per wipe, and reading all of it is a massive chore, which additionally removes all of the "unknowns" and removing unknowns is what kills horror.

  • It sounds like a great idea!


    but then there will probably be paid BP and shard services from sketchy 3rd parties that will muck things up somehow. Of course, if you limit it to, say, +25K bp and +200 shards at most per game, that would probably keep that stuff from happening.

  • @Metzu said:

    Keys affect almost every match now, are you on drugs? Lmao.


    This is incorrect. They affect the outcome of less than 3% of all matches.

  • Starstruck?

    Blood Echo?

    Star Echo?

    Bloodstruck?


    Also, I think "need" is a strong word for this issue.

  • Holy #########. Now this is quality bait posting.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2138101#Comment_2138101

    Yeah thats what I find most of my games do. I will have like 4 toolboxes to do gens fast 2 green medkits stashed somewhere and either a flashy or a key for chases.


    J/W, what's your general plundering build?

    I usually run plunder/appraisal/ace and lithe or deception.

    I used to do plunder/ace or plunder/appraisal with some combo of lithe, IW, deception, and Q&Q.


    For me, it seems like ace makes even the "bad" items good (brown first aid with purple addon, for example, or broken keys which are completely useless without ace), and some good items become ridiculous (like white-ward level stuff). I'd say I only pickup a "trash" item (brown with 1/2 brown addons) on a very rare occassion - maybe once every 5 games or so.

  • I run a plundering build (Imagine that) and I think it's significantly underrated. It rarely results in a hatch win (solo-q), but when I pull 2 commodious with +charge addons, purple meds with styptic agents, and a broken key with a blood amber, it can really change the game.\\

    It's all in how you use it, obviously. I think if you run plunder build and try to hide items and save them for yourself your gonna lose a lot of games. Instead I place the items I get in places where the other players can see/grab them easily. A medkit in this doorway, a toolkit by this 1-person generator, etc. You can really set people up for success.

    Also, a truly underrated tactic: Drop a medkit by someone right before you pull them off the hook. This allows you to run away and distract the killer, and they have the opportunity to get healed even if you're not around. Let's you do the work of two people on a budget.


    I have terrible mechanical skills, but supporting and buffing my team like this got me into red ranks easily.

  • (1) Vanilla

    (2) Dwight

    (3) Huntress

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137740#Comment_2137740

    Ignoring our legitimate concerns when swf attempt to psychologically damage us with tactics like bringing broken keys disregards the lived experience of killer mains.

    Referring to said experiences as "bait" is violence, plain and simple.


    I lmao'd more than I should have.

  • As a survivor main, I agree. SWF is bullshit.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137413#Comment_2137413

    That's the point. You buff solos and then balance the game around coordinated survivors

    @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137413#Comment_2137413

    The entire point is that we superbuff killers, their perks, and general game mechanics like totems or generator regression to compensate for the newfound strength of survivors. Nobody just wants a solo buff, they want a solo and killer buff.

    You're never getting rid of SWF, this is the next best alternative.


    Fact Check: True. I should have read the entire OP instead of being a dipshit.

  • @Baby_Victor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137551#Comment_2137551

    why are you focusing so much on how serious one might take DbD. You want to say “it’s just a game bro” but in a proper and sophisticated manner? Okay, I’ll agree this is a game, I’ll even agree that your free to play the game as “intensely” as you want.

    I merely presented my viewpoint that gifting a hit to the killer at the door isn’t ‘nice’ and despite intentions from the survivor, I view it as toxic and I tried to clearly state my opinion as clearly as possible.

    Not sure what your doing. At first you brought up your viewpoint about it being a sign of respect, comparing it to sportsmanship and you’ve quickly devolved the conversation to the point where you....what, vaguely point out that I should start defining every word I use so you can more clearly “own” me?

    Just focus on sharing your opinion, like everybody else dood, an stop trying to cut me down.

    Even if this is a leisure activity, I would still like players to play the game as their respective roles seriously. I don’t think that is “intense”.


    Alright, you seem a bit agitated. Let's take the temperature down a bit. I guess I should have spent a few more words on things along the way:

    Here's a recap with elaboration: It's not fair to malign large groups of people with ill intent because you believe they are either being toxic or "pitying" when they stay in the exit gate area. There are plenty of other possible explanations for this and consistently zeroing in on the most negative possibility is a well documented dysfunctional thought mechanism most widely known as "mind reading". It's generally not good for a person to approach a lot of situations with this manner of thinking, which is why I pointed to your opinion of other's motives as being a likely "internal issue" as opposed to an "external" one. Meaning that it's very possible that there's a lot less ill intent out there than you think there is. However, if you're looking for ill intent you're always going to manage to find it somewhere, even if it doesn't exist. I think dbd naturally magnifies some of this, because it's a game that is literally meant to be devoid of communication, and therefore people have the ability to project a lot of interesting motives on virtual meat puppets.

    As stated, I don't find it to be toxic when these things happen when I play killer or survivor, which I added in direct contravention to your statement that "nobody likes the pity hit". That statement assumes that everyone else agrees with you, which is incorrect because at least one person doesn't agree with you, and based on this thread, there are more. If you think that there's a toxic element coming from nameless faceless and generally conversation-less people in the ether, then that type of thinking can potentially frustrate you or make you feel like garbage for no good reason at all, with enough exposure. These things also tend to self-reinforce when they are not interrupted by some outside force saying "Hey, that's not necessarily how it is."

    I also stated that it seems like you play the game with an intensity that many may not - which is a way of communicating that if it bothers you enough to be a discussion-worthy issue then it's possible you're placing too much importance on it. Meaning that you're supposed to be having fun while playing dbd, not getting frustrated. Occasionally I get frustrated playing dbd (I think everyone has these moments), and sometimes finding something else to do ends up providing a lot more utility than dbd does. Most often though, I have a blast playing dbd, and I hope you do too.

    As for the last post, I stated that you might not be approaching recreation appropriately, which is both cohesive and thematic with all of my replies thus far. I also expressed some concern about just how much impact you felt that dbd could have on individuals, to the point of causing them harm. This seems relatively extreme for what amounts to a bunch of lights on a screen, and I truly hope that you don't feel like dbd, or anyone in it, has the ability to cause you any harm.

    Anyway, I hope that smooths out any misunderstandings, and you have a great time playing dbd

  • @Baby_Victor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137495#Comment_2137495

    If playing the game as intended is intense to you, maybe your playing at an overly relaxed level that is indirectly hurting the others around you~

    I don't find playing DBD to be an intense activity. I did, however, imply that you may have a fundamental misunderstanding of the intent of a leisure activity.

    Additionally, if you believe that someone playing a game in a relaxed state would be potentially hurtful to people, than I might suggest that you find a more sensical definition of the word. We need to work from common definitions in order to have good discussions, and your usage here creates an implicit definition so broad that it makes the word virtually meaningless.

  • @Baby_Victor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137470#Comment_2137470

    ohhh, like how, in other video games people will shoot each other in the shoulder, respectively, or end a fighting game by jumping in place.

    ######### are you talking about? You fight till someone dies in fighting games, you shoot someone until they die, in shooting games, and you run out the god damn door when your trying to survive as a survivor.


    It seems likely that you apply a level of intensity to your gaming that many others may not.

  • Killing people is stressful. If it were easy, more people would do it.

    Likely Unpopular Opinion: In this lovely community we want playing killer to be just stressful enough that about 80% of players DON'T want to play it regularly.

  • @Baby_Victor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137432#Comment_2137432

    Well stop it. We barely get any points and half of the survivors are just fishing for WGLF stacks or at-bag session.

    nobody feels good about the pity hit and your wasting everyone’s time~


    Your statement is incorrect. I don't feel pity when I let killers hit me, and I don't feel diminished when a survivor lets me hit them. Dunno where this "pity" comes in during your games. It's a sportsmanlike gesture. Like a "gg" lineup at the end of a game. If you feel "pitiful" about it, then perhaps that's an internal issue rather than an external one.

  • Honestly, I generally hang by the gate for one of two reasons:

    (1) You're close to me so I want to get that little BP bump I get when you hit me while I'm on my way out (this bumps your BP a bit too)

    (2) I'm waiting to see if the other survivors are going to make it, or if they need a last minute save.

    If you come into the exit area, it's basically 100% guaranteed I'll leave.


    Friday Trivia: Those who stick around to T-Bag are what we like to call "d-bags" which is ancient Greek for "small, petty people".

    Bonus Fact: If you run blood warden, I'm #########.

  • I feel like ping command would just make solo queue more like SWF.


    As a survivor main, I whole-heartedly regard SWF to be terrible for the game. Honestly, if people are going to have the equivalent of 100% killer aura reading all game (because they just tell their buds where the the killer is) the game needs to be rebalanced for that. I think the game is OK for solo-Q as is (there's always room for improvement). I think that for SWF it's basically broken due to being so survivor-sided.

  • Don't worry about tunneling. Salty player's are gonna salt. The trick to winning is to have fun, and let the sweaty folks cry themselves to sleep after their temper tantrums are done. If you aren't having fun or can't have fun while playing, then that's a good time to find a whole new recreational activity that yields higher utility.

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