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Thusly_Boned

Thusly_Boned

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Thusly_Boned
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  • @GreyBigfoot said:

    Legit, I think Jonah is the most uncommon survivor.

    Amid the rarest, I'd say it's Jeff, Zarina, Laurie, Quentin, Tapp, and then Jonah

    Even if we're adjusting the timeframe to be fair, since he was added most recently, I have still seen Jonah players the least since November when the chapter was released.

    I think it's because he looks like the entity plucked him from an Oakley kiosk at a mall in 1993

  • I've had a couple of weird bootings in the past few days, as killer. Each time it said I needed to be connected to the network, I got the penalty, but was awarded all my earned BP and the kills I got registered for a challenge.

  • @anarchy753 said:

    To be fair to all these unloved losers, I've never seen a Jonah who wasn't doing adept.

    Lol, I forgot he existed for a minute

  • Yeah, I see plenty of Adam. Ash is probably the one I see least, which is a shame. And Jeff is a rarity.

    Any of the larger character models. Jeff is like a land yacht running around out there.

  • I let a lot of survs go, but I almost always have made my mind up about that long before they set their item down.

    How they played, how their teammates played (toward them), if/when there were DCs, etc. all factor in to my decision. Setting down an item never tipped the balance for me.

  • Boring? Freddy or Legion. Poor Legion; boring and weak. I want so badly to for Legion to be better.

    And an icon like Freddy deserves better.

  • Yeah, zero complaints about DS from me anymore.

    I still assume everyone is running it (and I might down and pick up after an unhook just to get it out of the way), but I feel no annoyance towards it at all.

  • Yes, I think it promotes tunneling, and bumps medkits from useful to OP.

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2821810#Comment_2821810

    They complain about the DS/BT loadout because it's the most flowchart-ass way you could possibly play this game, not because DS is OP.

    Bingo.

    Some composition of DS/DH/BT/UB/SC for an easy 70% of survs I go against. It's like mindless programming. Of those, only DH is OP/busted, but it's just so boring to go against the same builds ad nauseum. The Surv perk meta is stale as hell.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823470#Comment_2823470

    Are they really "leaving" or are they just going to add some variety to their streams? Leaving would imply all of them will stop playing DbD entirely, which I doubt would be the case, simply because they know the content their viewers are there to see.

    Otz and Tru will probably mix it up, Scott Jund may well not play any DBD for a while. He said as much, we'll see. If any of their viewer counts take a big enough hit, they'll revert pretty quickly, I'd think.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822314#Comment_2822314

    Ruin doesn't really mix well with other regression perks by design I'm sure. If your blocking gens it's not regressing.

    No, but if you're assuming Ruin goes down at some point (even with Undying), it'd be nice insurance. As mad as it sounds, some people (not me) even run Pop and Ruin together, with the assumption that Ruin will go down at some point.

    Or you wait you run something like Grim Embrace, hook three survs and avoid hooking the last until Ruin goes down. Just when you get free of Ruin, some new slowdown appears.

    My entire point was that having Undying be basekit might make you consider risky/inefficient options that you might not have considered before you opened up that perk slot. Assuming anyone running one of the few powerful Hexes is almost always going to be running Undying regardless.

    As a killer I'd love it, but it's too much.

  • NGL, if Undying were basekit, I might run ruin AND another slowdown/gen regression perk with the extra slot, at least on some killers. And that would be kinda OP. Corrupt + Ruin + Undying using only two slots? Or maybe Grim Embrace?

    So no, it absolutely should not be basekit.

    I would be on board with reverting it to its original state, though.

  • Bubba. Not because of his design, but because his most commonly used playstyle is so damned boring.

  • @SunsetSherbet said:

    If your rig is so bad that you cannot run a 6 year old game unless it's at like 480p, then you just shouldn't be playing and I don't at all feel bad about saying that. I'd prefer you upgrade over me having to put up with cheating for the 5 people out there who need to run the game on a TI Graphics calculator to still play.

    It feels crappy to say that when I have the good fortune to have a nice machine, but it's the truth.

  • @AJStyIez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2821571#Comment_2821571

    https://forum.deadbydaylight.com/en/discussion/comment/2821754#Comment_2821754

    It’s funny how anybody against blatant cheating is a ‘bot’ but the people crying over the cheat that supposedly doesn’t make that much of a difference are “good” players with or without it.

    If you guys are so great then why are you gaslighting people into thinking they’re bad for not supporting cheaters? It’s not against the law, stretch your Rez for 7 extra FPS all you want but stop acting as if you’re doing it with pure intentions. You’re doing it because it provides advantages, if it didn’t then there would be no reason to cry over it

    I think you badly misinterpreted what I said. That was a hard dig at people saying it wasn't an advantage; as they seem to be the only ones sad it is gone.

    It absolutely is/was an advantage.

  • It's probably not the flashlights themselves (learning counters make them largely irrelevant is killer 101), it's the spirit of the thing; I would not mind a team switching to flashlights, but to medkits might annoy me, and probably be a better justification for tunneling. Can't heal if you're dead. One could look at last second switching as being deceptive, or as simple gamesmanship. Either way it's legal and not an exploit.

    But if the killer wants to employ a legal but less than sympathetic strategy as counter or retribution for it, that is also their right.

  • @Jaxton2000 said:

    We all know what I'm talking about.

    Trapper

    Cannibal

    Hillbilly

    I'm excited to see killer mains say no to this idea.

    But point is, as soon as one of these killers (especially trapper) gets one into the basement, you're either stuck on gens or left to leave that person to die... and you know what. Solo que, people don't leave them to die and it's quite annoying to know as soon as someone else goes to save them, the games over and killer wins. It's basically inevitable. I think basement is fine, but with teammates that don't really understand to leave the person alone until they are in the absolute CLEAREST CLEAR. Do not get them! Sheesh.

    Basement play is one of the only things that keeps Trapper appealing or viable, and it actually takes a bit of luck and planning to make it really work.

    Agree to an extent on Cannibal, because even a trained ape can basement camp with Bubba. Not really at all on Billy, and his chainsaw mechanic isn't as mindless as Bubba's (at leas to my memory, it's been an eternity since I played Billy).

    But you can't just remove a core game element for certain killers.

  • EVERYONE misses the occasional skill check, so skill check elitism is kind of funny.

    But having some sort of "you were supposed to cut the red wire!" injuring/explosion perk would be funny af.

  • @fulltonon said:

    But weirdly highest kill rate killers are generally M1 killers with something, pretty strange.

    I think game is actually centered around low MMR, even though you can easily get to higher MMR and can't go back.

    I think they often balance around high MMR (see the Twins nerf), but at the very least, the extremes. Which leaved the majority of players out in the cold.

  • Telling that it's the "it doesn't make a difference" crowd that are in mourning over it being removed.

  • @Aurelle said:

    https://forum.deadbydaylight.com/en/discussion/comment/2821320#Comment_2821320

    Yeah, that's sadly the truth. Can't play any low or mid tier killers because you'll just get gen rushed and bullied. Got to go with the few good killers we have left.

    That's why I throw a few matches every time I move to far up in MMR. I like using a wide array of killers, and while I don't feel the need to 3-4k every match, it's nice feel like there is a meaningful back and forth.

  • "It looks better", lol. Either just say you wanted the FPS, or that it gave you a technically legal advantage, or both.

    But "it looks better" is a non-starter as far as justifications.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2821142#Comment_2821142

    I agree, I am not entitled to free escapes or hatches. But I am entitled to HAVING THE CHANCE TO PLAY. Which is why camping shouldn't be allowed. Because, you know, the game is bought, not given for free. Unless, of course, you'd find it fair if survivors would have the ability of completely denying the killer any movement and hits. Not to mention that why does a killer camp? Because he thinks he is entitled to get kills, otherwise he wouldn't really need to resort to cheap stuff. Oh, by the way, playing to win isn't related to being a noob and doing noob things. Even those who use macros/cronus on online shooter games are doing it to win, yet it doesn't mean they aren't being toxic or unfair. Words have precise meanings, and you can only try to fool people who don't actually know said meanings.

    I see where you are coming from, but play enough and the law of averages will take hold; for every time you are face camped, there will be a time one of your teammates is camped and you're essentially ignored by the killer for a good portion of the match. And full on camping doesn't happen every match, or even close to.

    I am no fan of face camping, to say the least, but if we can take a step back from these single experiences and view them in context, it isn't so bad.

    That said, the one part of the current meta that makes it harder to swallow are the often insane surv queue times. No one wants to spend 10 minutes in queue and then be bounced from the match in 3. But that isn't the killer's fault.

  • Lumberjack Huntress

    Jester Trickster

    Classic bedsheet ghost Spirit (lol)

    Robert Englund Freddy (yeah, not gonna happen, but still)

    Silent Hill Nurse

  • @tesla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819639#Comment_2819639

    Yeah, because their DS, BT, UB, Adrenaline are not doing the exact same thing for them.

    Yeah, I agree that NOED is training wheels for killer*, but I feel the exact same way about DH - perks that bail you out when you get outplayed.

    I also find it funny that in comp DBD (what little of if can watch because it is boring af), you see tons of killers running NOED.

    *Unless they are running a dedicated endgame build, or one of those "afk until the last gen is done" challenges.

  • @Clevite said:

    I say, play how you would like to verse.

    If you really have no problems facing some unfun tactics, then by all means use them.

    But, if you dislike when something is done to you, then why do it to someone else? 🤔

    "Do unto others" may be the optimal way to approach life (it's the way I try to play), but expecting everyone else to do so is setting yourself up for feeling anger and disappointment.

  • @Marc_123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820815#Comment_2820815

    Yes - a strong killer or only a killer who is better as you might always be annoying.

    And what you think is annoying is maybe not everyones opinion.


    Absolutely.

    One thing you'll find that is that many times the "losing" side will often engineer a reason to justify their annoyance, often engaging in impressive feats of mental gymnastics to do so, but the heart of the annoyance is that they can't accept the notion that the other side just played better. They didn't get their validation and want to make that someone else's fault.

    It's human nature to try to make excuses and displace blame when we lose, feel humiliated, etc., but be self-aware. Getting owned feels bad, man. But that doesn't make the person who owned you somehow wrong.

  • I use PH a ton, but not really anything I can add to GBK's excellent and exhaustive advice here, but I just wanted to add a plug for I'm All Ears - there is no PH build I use that doesn't include this perk.

    I consider it essential, and leads to supremely gratifying hits.

  • @Azshhh said:

    Because potatoes like to run off to Narnia after they're unhooked and I'm not following them

    I actually think it's far more common for the unhooked surv to just wait right under the hook, unless the killer is hanging about.

  • @Krimbar said:

    What I did was: Wait for a survivor to get hooked and then wait until somebody comes for the unhook, then I ran to the hook and healed the unhooked survivor together with the person that did the unhook. Things like Kindred, Bond and Empathy also help.

    It's not easy, but doable.

    That's pretty much the only viable method in solo. That challenge was not well thought out.

  • Corrupt is one of the few things that keeps really low mobility killers from having an even worse time than they already do.

  • At the end of the day, if the killer considers the "fun" of a surv, that is a courtesy, a nicety.

    The killer is in no way, shape, or form obligated to do anything but kill all four survivors in the most expedient fashion they can. If they choose to drum what they feel is the weakest (or strongest) link out of the game right out of the chute, thems the breaks.

    The same way survs are not obligated not to pound out all 5 gens and gtfo the match.

    You can argue about whether or not that is good for game health in an asymmetrical 4v1 game, but that isn't the point, and a lot of people should really lose the entitlement. Not just for the sake of others, but your own stress levels will go down if you aren't carrying all that expectation (and the inevitable sense of being wronged when they aren't met) around with you.

    You were dead four minutes into the trial? That's annoying af, but oh well, on to the next.

  • @Fuzzycube said:

    The issue with BT and DS is they fix a fundamental game issue, there’s no other way to deal with a killer who is dead set in tunnelling.

    And gen regression perks are popular since many killer players think kicking gens is normally a waste of time.

    With Dead Hard personally I think it should just be combined with No Mither and David be given another perk to replace the missing one.

    And finally with CoH make self healing the same speed as Self Care.

    A killer who is dead set on tunneling isn't going to be dealt with by anything (perk-wise), unfortunately. If a killer wants to tunnel you out, that is what is going to happen (unless they are terrible).

    And kicking gens is a waste of time (assuming you're not running pop/overcharge). It takes way longer for the kick than for a surv to tap it, and the base regression speed is glacially slow.

    You won't see regression perks fall out of favor until regression speeds get a serious buff, or it is made more time intensive for a surv to stop the regression.

  • Yeah, I don't check names a whole lot, either. A good portion of my games I'm just kind of on autopilot, just doing the grind.

  • A lot of people think they want a unique killer, but they really don't. Every time a killer tries to be different, the whinging begins.

    Plus I think to make a truly unique killer, they'd have to alter the game fundamentally in a way that would probably be a ton of work, or break the game.

    I have heard it said that DBD was not initially intended to be a long terms thing, and that to make any substantial changes they would have to rewrite most or all of the code; essentially build from the ground up. If there is any truth to this, I think they should. Hire people and/or assemble a team dedicated to building a new more friendly base code, and have them work on it separately from the current build until it is ready.

  • I once had a teammate who had ~600 ping, topped out at 1K while I was looking at it. I was 100% sure they were hacking and I bm'ed them, then I saw their ping and felt bad.

  • Or just let killers break the bones. Seems the simplest solution.

  • NOED is the best boon counter, imo. I don't like it, but shortly after boons were introduced, NOED use seemed to spike, which motivated more people to destroy the bones rather than bless them. Remember, a snuffed boon is still a potential NOED.

    But for the 10,483,891ist time, the real problem here is just CoH.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818318#Comment_2818318

    Only if you play predictably. If you keep running in the same direction as you were when you broke LoS, then of course she can hit you.

    And here is the crux of the issue; most survs loop predictably. Very predictably, and funnily enough moreso the more experienced they are. Not only do they do so, but they expect that predicable pattern of looping to always be effective, an are often lost when it isn't (and then resort to blaming the killer design, or the player for not playing "the right way").

    That's not all a criticism of surv players (well, the entitlement part is), that's just hundreds or thousands of ours of conditioning, watching "how to loop" vids, and their favorite streamers doing the same things over an over again. If you want to counter "anti-loop" killers, you have to unlearn some of that.

    I play artist a fair deal, and players who don't follow the prescribed looping strats often do pretty well, better than 3k hour survs who are just more thoroughly conditioned.

  • Yes, if survs can break hexes, killers should be able to break boons.

    Or maybe we can let killers re-light their hexes? All is fair, right? lol

    But I also agree that CoH is the problem here. It should be nerfed to the point where it can largely be offset by killer perks, or removed entirely. Even after the nerf, it's still busted.

  • I think a graveyard map is the most glaring absence for the current lineup of maps. And not like the Eyrie of Crows, but a proper gothic graveyard. Cliche as hell, but fun. I'm guessing that if we ever get a vampire killer, we'll see it then.

    A shopping mall might be fun, like day of the dead. Probably would be too big, though.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818074#Comment_2818074

    My whole post is about latency and exploits unpredictability. 0 words about game design

    "Terrible flawed and boring killers"

    Your exact words. That's game design. It's not a killer issue when you get hit around the corner by a hatchet. I get nailed by terrible latency hits by all killers on the regular, it just seems worse with a projectile, but it's all the same BS.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818019#Comment_2818019

    High mobility Killers get a lot of mileage out of them.

    Much easier to defend Hexes when you down people fast and can fly over to them at a moments notice.

    Eh, I don't think hex defense is a viable strat in any scenario, really. It all comes down to the rng and hoping for the best. And if you run undying.

    I could be running spirit with MD ring and the amulet, and even with that insane mobility I am still not going to go too far out of my way to defend bones. You're losing any time you gain. I will only defend a hex if I am right there when the surv goes for it.

    And I recently lost a game where Ruin stayed up the whole match (mostly because 3 of the 4 survs were using green tool boxes with the yellow add ons/BNP, and the buffed built to last). Ruin can be overcome.

  • NGL, I have noticed that it SEEMS like I get Coldwind or Ormond a disproportionate amount of the time when using Myers/Ghostface/Etc. Might just be annoyance bias or something, though.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816606#Comment_2816606

    Because unpredictable is unfun. Games supposed to be fun

    "Predictable is unfun" is the best thing I've ever heard. A statement diametrically opposed to the truth. The minute a thing becomes totally predictable, the last iota of fun has been drained from it. Which is why doing the same looping dance every game suuuucks.


    Unpredictable hit boxes suck, tho. But that's not a killer design issue, it's a latency issue.

  • @Pukenplag said:

    I can't get a single killer match without either:

    1. Game randomly freezing

    2. Game freezing then kicking me out, giving me a DC penalty — worth noticing I still gain bp, xp etc.

    3. Getting survivors 10 times better than me

    4. Me trying to play Billy after 10 years, just to get sent to The Game and face survivors with 2000 hours.

    I'm trying to have fun, but I haven't gotten anything better than 1k since 2 days.

    There are so few killers playing that you just kind of get thrown wherever, I think. For me as killer, the distribution of fair matches, me vs. potatoes, and me getting stomped is pretty even.

  • Sadako is super weak in chase, but could be improved with a couple of light tweaks. I think BHVR was trying to split the difference between an anti-loop killer that forces most survs to just hold W and killer that that is a standard dull as dishwater, rinse and repeat M1 looper.

    In her current form, that has failed, but the bones of a strong killer are there; the design is really quite good. She just needs some tweaks to be viable at almost all levels.

    The problem seems to be that you have a faction who sees standard looping as the "correct" and "fun" playstyle, and hate anything that shakes that up. But they also decry tunneling and camping, which the current healing meta has made necessary.

    On the other hand, killers who completely shut down loops and force most survs to adopt a hold W strat can be boring, but the standard model is played out for a lot of people (myself included). I hate tunneling and camping, so I don't like playing at high MMR (high mmr is tedious and repetitive af, imo).

    I think the way BHVR tweaks (or doesn't) Sadako will speak to what we might expect going forward.

  • It's really dead simple - Killers have no downtime, and have to be constantly active and engaged. Survivors do have downtime, and the killer's focus is divided among four. As a killer, you are your entire team, and while that gives you more control, it also gives you all the responsibility.

    It's also way basic surv gameplay is just less fun to watch than killer. Way more downtime.

  • Also, experience may vary, as some may just not be subjected to a good jump scare, while some are.

    I'm pretty conditioned to horror and am generally pretty stoic, but every once in a great while a Myers will get a really good one on me and make me almost poop my pants.

    No one is immune to a properly executed jump scare. If you are, you probably are suffering from a neurological deficit.

    But generally speaking, fake reactors are a plague.

  • @GoodBoyKaru said:

    been trying to get in for a moment now and keep getting this

    https://us.v-cdn.net/6030815/uploads/KERWK4AJKSM1/image.png

    now i know my internet is working because youtube + netflix + discord all work fine so

    did dbd die on me or am i just unlucky?

    I was getting booted like mad the night before last, when everything else on my network was fine. Still thought it was somehow me, but is there some general instability going on?

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