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@Falkner09 said:
https://forum.deadbydaylight.com/en/discussion/comment/3089912#Comment_3089912
Well it's not supposed to. Lethal extends the time an aura is revealed when the aura is revealed for a certain time, but vanity mirror is proximity based, not time based.
- Extends the duration of a Survivor's Aura being revealed to you by +2 seconds.
To me, it seems like that means that any time a survivor's aura would be revealed to you, it would continue to be revealed to you for two seconds after it would normally stop being revealed. It doesn't say that it only applies to effects with an explicit timer.
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@VaporLion said:
https://forum.deadbydaylight.com/en/discussion/comment/3091883#Comment_3091883
No dude, the regression is permanent. If i repair that generator and let go off it, it instantly regresses without the killer kicking it.
Were you playing against Legion, perchance?
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"Rubber banding."
I like it. When I miss hits, I'm going to start using this as an excuse.
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@[Deleted User] said:
Eruption needs a timer in the worst way, or the incapacitated status needs to not be a thing. Putting a player in timeout for 25 seconds on top of 10% regression is absurd. It completely eliminates the need for game sense in the late game. Take any chase you want as long as you've kicked the gens in the 3 gen.
The Call of Brine/Overcharge synergy is way too much. I've had to do gens 2 or 3 times over because of these perks.
Call of Brine/Overcharge isn't that much stronger than Call of Brine/Pop used to be, but nobody ran that because everyone kept saying that CoB was a worthless perk. And at least compared to Ruin/Undying, you actually have to kick the gens, and they don't work well with Surveillance.
Excellent survivors will still slam out two or three gens in your first chase if you're playing a low-mobility killer with no antiloop and didn't have the sense to run a borderline-broken slowdown build. But this means you can actually be competitive with lower-tier killers, and I also don't feel like I have to tunnel someone out of the game immediately. I can be perfectly content to just hook two people twice and then go chase someone else.
Isn't that what survivors wanted?
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@Oscarnator said:
Nobody, not a single person is complaining about DH when talking about how horrible the SoloQ is experience is. We get it it was OP, it was nerfed, please move on. I’ve seen this reply almost every time anyone talks about how bad SoloQ feels with the new changes. DH was not even mentioned in the conversation topic why bring it up?
I feel like DH being gone is doing more for chases than any of the killer basekit changes. You agree that it was overpowered, and when 75% of people are running an OP perk that gives them an extra health state, that gives them a massive boost, and suddenly they might not perform as well in their current MMR without it.
I feel like there are two things that are really ruining the survivor experience right now, and those are DCs/suicides and the fact that DH doesn't exist anymore. The killer chase buffs are nice, but I don't think they hold a candle to DH. Losing a one-half to one-third of your chase potential every single hook state is a lot bigger deal than some people think it is. That's more game-changing that a minuscule buff to a handful of killer actions.
And if you weren't one of the 75% of survivors who ran DH every match, you're now playing with three other people every game who did, and now they don't know what to do.
The gen speed buff is stronger than I thought it'd be, but it also means that I don't necessarily have to tunnel someone off hook in the first few minutes of the match or risk losing the game.
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While we're at it, Vanity Mirror on Myers doesn't stack with Lethal.
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@Aurelle said:
Yeah I've seen a video about these Clown bugs. Ironically these bugs make him better, but they need to be fixed because infinite wall hacks is just plain unfair.
Which is why I keep saying that Vanity Mirror/Dead Rabbit with M&A is Myers' strongest build (gotta try new Lethal with this!), but everyone just keeps talking about Tombstone.
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3085318#Comment_3085318
You should compare your p9 kiler with p0 killer (maybe two of each to be sure) going through same levels. Smth like from 0 to 40. And compare them level by level and on average. I bet, you won't notice a big difference. Maybe couple iris more on average. At least that's how I feel with my characters. Even if I won't compare killers with survs, only killers with killers and survs with survs: P0 pig, p9 Michael, p11 Felix, p4 not main survs... Pretty same, I don't see crazy stuff like yours. At least not 7 iris mid 20s... Idk
The experiment continues.
Mikey (P10) had a similar experience as Clown, with iris beginning to appear in the 20s and becoming ubiquitous (in 3/4ths of bloodwebs) in the 30s.
The only P0 I have at this point is Demo, and he's at level 40, so I might have to try leveling up him up and see how he does on P1. Will report back.
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@RodDeWitt said:
I know that a lot has already been said about the nerf to the solo q, but I think that something that has not been mentioned is how this supposed patch did not change the build of the killers at all. I keep reading and reading about how this patch was about "shaking up the meta" I read it from killers and specially from the devs. But besides shaking it for survivors, the meta is pretty much the same for killers.
Of the games I've played as solo q, I still see the same perks in all of them: BBQ & Chilli, Save the best for last, all of the gen regression perks and of course, I keep seeing Noed (As if the killers didn't already have enough help, they keep using Noed) and with new additions like thana, buts besides that, is pretty much the same.
Which is a bit exhausting, because while the survivors have to adapt with the leftovers from the nerfed perks, the killers are still in a comfort zone, which in my opinion is one of the big problems with this patch, there was no "New meta" for the killers
Disagree about as strongly as I can.
I think I've seen BBQ one time as a survivor in all of my games (and I'd know, because I'm running Distortion), while I've removed it from every killer build I was using it on. Don't even get me started on Ruin, Pop, Corrupt, Pain Resonance etc.
I've started running STBFL regularly on some killers where I didn't before. I still almost never see it as survivor (same as before) except on certain killers.
As a survivor, I see Thana just about every other game, yeah.
As a killer, I'm finding that Overcharge, Call of Brine, Eruption, and one other perk (usually Deadlock, Pain Resonance, Pop, Brutal, or Dragon's) works well on almost every killer. I almost never touched Overcharge or Eruption before the update. I did run Call of Brine, but I'm in the minority on that.
Dead Hard is gone.
Yes, the meta has changed.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3087546#Comment_3087546
They have said that they can differentiate between DC's and Kills.
Suicides they cannot, obviously.
Yea, but if one survivor DCs, it means the killer is likely going to get more kills since there are less survivors around to do gens and go for saves. So it still inflates kill rates unless any match with a DC is discarded,
Suicides are rampant. I think survivors are doing more damage to their own teams by giving up than the update is doing.
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@BlazePyron2 said:
I just had a legion game where an extremely obvious bully swf just simply gave up partway into the match because they simply didn't want to play with the gen speeds I had forced them to. I was running thana, thrilling tremors, surveillance, and oppression. They finished one gen but it was obviously going to require too much of a time investment for them to continue the game, and they weren't going to get the satisfaction of stomping on a killer, so they just simply locker-hopped to annoy me until I finally hooked them all.
These are the kind of survivors that are going to be very vocal about how the balance in this patch is too killer-sided. So enjoy your slowdown builds while they last, I can't imagine bhvr not listening to the bully swf people who want to be able to feel invincible again.
The survivors who are actually good at the game will eventually learn to loop without Dead Hard and use strategies that work in the new meta. Bad ones will either adapt or leave.
Kill rates will go back down once survivors figure out how to deal with some of the changes. They're used to getting an extra 20 seconds every chase, but since click E to safety to erase mistakes no longer works, they're stuck trying to figure out how to use other exhaustion perks effectively (mostly bad ones like Sprint Burst) and deal with gen speeds.
Their MMR might go down some. Killer MMR might go up. And then things will balance out as survivors relearn how to play the game, which is basically what they need to do since they have an extra 10 seconds on gens and no free escape perk for every chase.
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@Grandpa_Crack_Pipe said:
How do you define a crutch?
I've seen a few popular definitions.
1. Something that lets you play above your skill level and gives you rewards you didn't work for.
Now, far be it from me to ask how you can arbitrarily define someone's skill level and how much they do or don't deserve a perk's rewards. But isn't this what literally every perk does? Adds rewards for things you're already doing? At what point do you suddenly stop deserving the rewards, and who's the judge?
2. Something that helps in literally any tangible way.
An opinion I'm sure we've all come across a couple times. Even if it doesn't make sense. Especially if it doesn't make sense. Flip flop? Crutch. Third seal? Crutch. If you can't play perkless, why are you even playing?
3. Something that's annoying ME at the particular moment.
This one's an interesting one. While what annoys people is usually something strong and you'll hear the same old perks being yelled about, the quiet seethes against weaker perks does make itself known sometimes. To moderate confusion.
4. Whatever I can say you're mad about losing so I can ignore whatever you say.
This one's gotten popular the past few days. Schadenfreude is apparently a good community building exercise.
As for my personal opinion about what a crutch is, I'd have to say a crutch is Jesus Christ shut up and let people use good perks without shaming them to salvage your brittle ego.
Please don't use Jesus' name in vain. You'll offend the FNAF fans.
A pair of crutches allow to you to walk when can't otherwise walk. A crutch is something that you can't make progress without and reply upon in order to move forward, without which you'd be significantly hindered.
DH was a crutch for a lot of survivors (75% pick rate). Ruin/Undying was mine on some killers.
Crutches don't have to be good perks, just ones you're personally addicted to. For my first year of playing the game, I could not play survivor without running Urban Evasion. It just didn't feel right, and when I tried, I'd hit the crouch button and wonder for a second why I was moving so slowly, or I'd try to walk in an area where I should have crouched and got hooked.
Get it?
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3084199#Comment_3084199
My Felix is p11. How many should it be? 18%? Haven't seen any BNP and maybe got one or two syringes. In 35 levels. There were more purple things, but not like crazy more, just ok, and mostly it was purple offerings, not items. And my Pig (p0, 30-35lvl) yesterday got 2 iri tapes with 3 purple timers in one blood web. So maybe you're lucky. Just like my friends who somehow stack bloody streamers when I get one in a blue moon.
Anyway, if your case is normal, then everything is pretty fine and there's nothing to change. But I saw posts where people on ptb spent bp to count how many addons they can get with new system versus old system. +5% every 3 prestiges? Doesn't seem like that. In luckiest case it saves p3 bonus, without further increasing.
And the fact that bhvr acknowledged this and promised to increase rarity speaks for itself.
I'm still getting iris once per bloodweb, but I haven't tried survivor.
Either I'm lucky, or the rates for killer and survivor are different. Which would make some sense. A lot of killers don't even have iris worth running, but I definitely don't want to see four BNPs every match.
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@PBsamichShoe said:
If you havent noticed these forums and the subreddit are very killer sided. They make up the minority of the playerbase but theyre the most vocal on the online part of the community and theyve historically made the forums pretty unwelcoming to other players.
Tbf like two years ago the game was heavily balanced towards survivor with the old DS and old keys/hatch, old maps with infinite loops but with each patch over the last 2-4 years theyve consistently given qol updates for killers.
Its gotten to a point where they need to stop catering to the minority of the playerbase because its simply bad business to alienate and piss off 70% of your customers.
Probably 70-80% of killers just want ez 4ks. For them a 2k is not a desirable outcome at all. Even a 3k isnt good enough for them. Many of them dont ever consider that they lost because they didnt play skillfully or because their strategy was poor. Its always going to be something in the mechanics of the game that needs to be addressed, not their own lack of skill.
Theres definitely sweaty survivor players but by far killers make up the majority of players who take the competitive aspect of the game far too seriously. Which is why a lot of survivors for a long time really didnt care about the incremental changes that were happening to buff killers and nerf survivors. The power creep has been slowly been going on for years but now its super obvious that the devs are only listening to that highly vocal minority to the exclusion of anything else. Mostly because theyre super toxic.
Their job is to make a fun game, not cater to one side of the playerbase over another.
The recent killer buffs aren't even all that. Chase times are slightly improved, but that's it. Survivors are just salty that their crutch perk is gone and constantly give up or ragequit games when they see a killer or build they don't like. The psychological effect of the killer buff boogeyman is doing more damage than the buffs themselves.
And most survivors want easy 4Es. Everyone wants to win. They looked at the stats, decided that survivors were winning too often for the health of the game, and did something about it.
Personally, I consider a 2K a tie (I tell myself I did okay) and a 3K as a win (I pat myself on the back).
Dead Hard needed to be killed. Does anyone serious disagree with that? It was an instant eraser for any mistake a survivor made. Other than that, a few actions were increased by 10%, and bloodlust now activates quicker. Most of the best killer perks are gone.
Give it a few weeks and see how things go. Or just... stop playing. Killers dealt with a survivor-sided game for years, and if survivors are going to whine about how they'll threaten BHVR's pocketbook by never playing again when kill rates have only slightly increased if anything, they should go ahead and make good on it. Community is probably better without people like that.
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@Phasmamain said:
I’ve been thinking about this especially since the new patch and it feels like the devs are afraid of making strong survivor perk options.
If we look at killer over the past year we have got Pain resonance, Pentimento, Lethal pursuer, Call of brine and Deadlock as new great options. Out of the three scourge hooks so far only one launched weak being gift of pain but it has now been buffed into a solid position
Now if we look at survivor over the past year we have gotten COH which was completely busted on release and is now a solid option and that’s about it really. Overcome is decent but worse than other exhaustion options and Shadowstep isn’t strong enough to run on its own. Hell they even nerfed parental guidance before release despite it not being incredibly strong in the first place. Perks like overzealous and inner focus are being buffed literally a month and a half after their launch because they released which such trivial numbers. For example how strong would overzealous actually be if the 16% boost happened regardless of a hex totem or not? Encourage side objectives with bonus gen speed that goes away when the killers pressure gens well sounds pretty balanced in my opinion. Boons overall are weak especially in the case of dark theory like when was the last time you saw someone run a boon perk without COH as well?
Looking at the new patch the same problem shows itself. Calm spirit apparently needing a 30% reduction in speed to compensate for its mediocre effect, Pharmacy needing the prerequisite of being injured, Botany having a medkit efficiency debuff and Dark sense having its endgame activation removed. It just feels like the devs want to make a new meta but absolutely refused to make new strong options for survivor players to use meaning we’ll just use the old meta regardless. To me it just feels like the devs are afraid of similar outcry to COH or dead hard when they release a strong perk for survivors. It’s not all negative though with perks like distortion and ITR record but it still feels like they are p,saying it very safe at the moment which feels weird for a meta shake up
Circle of Healing is still busted, and it's also the reason why boon perks will never work as a gameplay mechanic. It's the only boon perk that's any good, and I'd honestly be angry as survivor if I went running halfway across the map to heal myself after seeing a boon totem go up and realizing that it's not CoH. There is effectively only one boon perk, and it's CoH.
Free infinite heal with the only counter perk being viable in niche builds is still OP.
Pain Resonance got a nerf that makes it all but useless. Without information, 10% doesn't seem worth running. Making it not work with DMS would probably have been healthy, but now it's just not that great.
I agree that Call of Brine is an awesome perk, but most killer mains don't agree with me.
Overcome is actually stronger than the other exhaustion perks with used correctly. Shadow Step, Circle of Healing, Lightweight, Overcome can be devastating.
I'd say that OTR is now a strong perk. Distortion is now busted as all #########. Spine Chill got a buff disguised as a nerf. You got a bunch of new perks with the update, while killers only really got Overcharge (and it was nerfed before release).
You mentioned some strong killer perks, but those came at the cost of every good perk we had before that getting nuked. Unlike those, DH is still viable, even if it isn't OP anymore; I've had survivors tank a ton of hits with it.
I don't think you have a point.
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@foss said:
So where's the Steam Deck and Linux support? It is not a lot of effort, it is a single checkbox they have to click.
They made a switch port that I'm sure took a lot of effort and no-one asked for. Same with mobile. Making it available on the Steam Deck (and by extension Linux) is both something easy, and something a lot of people want.
They just added the EAC Linux libraries in a recent update, so they're working on it. It apparently doesn't get past the EAC loading screen, but they're dropping hints that they're getting it done by including the files.
I agree. Tired of having to play on Stadia. But thanks to Valve, Linux gaming support will be the standard over the coming years, and nobody is going to have to pay $150 for glorified bloated spyware to play their games again.
BHVR is a company, and before anything gets done, they have to have lots of meetings, and if they're going for the shiny official Steam Deck seal of approval, that's a lot of extra coding and testing that they have to do in the meantime, and then they have to submit it to Valve for review.
I do wish they'd silently enable support in the meantime and just deny knowing anything about it so that they wouldn't have to officially support players who can't get it to work. It's not like people who are gaming on Linux aren't used to having to do their own tech support, anyway.
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@tenoresax said:
Maybe if they released it alot closer to Mikaela's release it would've seen some use but in the current meta it seems like the most situational perk in the game, I mean, I dont see Boons used too often anymore, let alone a survivor constantly reblessing the same totem so what's the point? I dont think I've heard a single person talk about this perk excluding the day it was released.
Have you ever used it? If so did you get meaningful value from it?
Yes. Actually got a huge amount of use out of it my first time running it, made a thread here: https://forum.deadbydaylight.com/en/discussion/334941/came-across-an-exploit-strategy-that-ive-never-seen-before#latest
It's flaming garbage on its own, but it's good when used with a Pentimento build. Pentimento, Shattered Hope, two random Hex perks of your choice (Plaything is especially effective, but survivors will know what you're up to if they see it; Ruin is not as great since it deactivates and survivors may not cleanse it).
I still see Circle of Healing in 2/3 of my games, so I get value out of it, but it's not worth running on its own since it won't activate in 1/3 of games, and survivors can just keep finding new bones to bless. It becomes a real threat when combined with Penti, however.
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@Nico_0 said:
One would assume they have done their own testing with P100 characters...
Imagine getting only iris at that level
It would be nice though
I assumed that, if they did such a thing, they'd make it so that browns and yellows would still appear more often than rarer addons, but maybe not by much once you're at P100.
Nothing but iris would be awful on a lot of killers. Ghostface and Sadako's best addons are yellow and brown.
@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3084066#Comment_3084066
Even if it saves rarity chances, those chances are so low it doesn't really matter. Neither for P3 nor for P9, I'm afraid.
Devs mentioned in mid-ptb report that they've heard a ton of feedback about how hard getting rare addon now should be (and really is). They promised to address this proplem in future by increasing rarity of addons and items. I think we should interpret this as "no, prestiging doesn't boost the rate at which rare items are found in the bloodweb" or at least as "doesn't boost it enough". Hope, they will implement this boost soon tho.
What were the increased iri chances at old P3? Like, 5%? People did testing, and it almost never made a difference in practice, but 15% at P9 might.
I'm getting iris in two-thirds of my bloodwebs, it seems like. Not sure what it means. Were ultra rare addons this common in the 20s and 30s before the update?
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Just went through another five bloodwebs. Four iris.
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@Mr_K said:
What you can't tell?
It could just be RNG. I also notice that I had to go through almost thirty bloodwebs to get three or four of my favorite green addons, even though 2-3 greens were dropping per bloodweb. Meanwhile, I got almost three times as many of my favorite purple addon.
I remember making a thread here when I first started posting accusing the devs of having removed Dead Rabbit from Michael because it took so many level 50 bloodwebs for me to find another one. Then I got a whole bunch just after I made the thread. RNG just be like that sometimes.
I hope it does, though. It'd be nice.
@Remedicist said:
I think it still does up until p3 like it did before; However, I am uncertain if the chance of getting better rarity add-ons increases past p3. I don't recall any devs saying anything about that, but it would make sense actually. I noticed I have been getting higher rarities at lower levels as well
It'll be interesting to see if there's any noticeable difference once you start getting up to the really high prestige bloodwebs.
I'd be interested to hear if anyone else has any anecdotal reports of this. It could just be coincidence that I'm getting a bunch of iri addons at low levels, but if other people are experiencing it, too, it might actually be a thing.
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@KolbyKolbyKolby said:
I used to use brutal as a comfy perk and now it is completely unnecessary because it's practically built in.
Yeah, but before, that's all it was: a comfy, feel-good perk. It didn't actually do anything unless you used it with Fire Up. Now, it's actually fast enough to make a difference on its own.
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@lauraa said:
I couldn't notice a difference but maybe I wasnt trying hard enough
Well, pallet break speed was increased by 10%, which means that, when compared to the old kick speed, it only actually increases your speed by 18%, but that adds up to 28% total when compared to the 20% before the nerf, which is like having two Fire Up stacks at the beginning of the game on top of Brutal.
It might not make an overall difference in kill rates unless your entire build is anti-chase, but it can make chases end much quicker when combined with other speed increases/decreases. It makes a huge difference if you hit someone with Afterpiece Tonic just as they're dropping a pallet. Throw Bamboozle and STBFL in there, and it's a beast.
It really shines when you combine it with Fire Up, but that's two perk slots, and by the time you have full stacks, the game is over and most of the pallets are already gone.
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@Lecruidant said:
The amount of Killers trash talking people that used DS. Not DH. Because DH was understandable. But DS? You're trash talking people using a perk designed and intended for anti tunneling, that worked well for them. And you're happy that it's gone so you can tunnel efficiently without fear of losing out on said tunnel kill. It's honestly sad. All from people who can't pressure the map and camp too no doubt. And when you point it out, they say you're "Crying". It's mind boggling how that works.
DS isn't gone. It's every bit as annoying as it ever was, and survivors are still jumping in lockers and forcing me to either eat it or let them go. Two second nerf is nothing; the only thing you can't do with it that you used to be able to do was abuse it for free escapes during the endgame.
I don't think there's been a single kill that I got that I wouldn't have gotten because of the two second DS nerf. It makes no difference at all. And if you're just mad about the fact that you can't abuse it to make hooks impossible once all the gens are done, you don't have any place complaining about killers using cheap strategies.
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Clown. I've been running Brutal Strength/Bamboozle/STBFL/Call of Brine with Flask of Bleach and Ether 15%. There are no chases, only downs.
Brutal Strength is actually a useful perk now, since running it is like having old Brutal Strength with a couple of Fire Up stacks, except you don't actually need to run Fire Up, and you get it at the beginning of the game. (Fire Up in place of Call of Brine is also highly effective in this build, but Clown needs some information and potential for slowdown, and Call of Brine synergizes with Brutal Strength and provides both.)
Legion went down a tier, in my experience. Thana buff is extremely overrated. On the other hand, Ruin/Undying/Thana/Pentimento isn't an effective combo anymore. Legion was A-tier with 200% autoregression and/or 30-50% gen slowdown the entire game.
The Overcharge buff brings a lot to the Impossible Skill Check Doctor build. Easy 4K if you have the right map addons.
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@Deme said:
https://forum.deadbydaylight.com/en/discussion/comment/3077891#Comment_3077891
if its an emergency 15 minutes wouldnt do anything lmao so dumb
That's a good point, I guess.
I'm not saying I never quit for selfish reasons, either. I try not to, but it happens once in a while. I almost never disconnect as a survivor, but I had a moment of weakness this week where I was running a full aura breading build with Lethal Pursuer and there were no auras visible at the beginning of the game, and I DC'd.
I'm okay with bumping the penalty up to 15 minutes for people who use their free 1-2 disconnects every day to ragequit games (I'm sure that's where 95% of this problem is coming from), but I don't want to be punished for doing it once every couple of weeks or whatever.
Yeah, it's a small gripe, but that penalty should be there to punish people who regularly use DC's to get out of games. Maybe the DC penalty shouldn't necessarily reset at the end of the day, but rely on a weighted system that detects how often you disconnect and decides your first DC penalty from there. People who disconnect every day for three days in a row might get 20 minutes on their first, while people who haven't done it in a while get 5.
tl;dr: I don't think you should bet getting free disconnects every day, but I'm not against cutting someone a little slack for doing it once in a while.
@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3077889#Comment_3077889
The game crashes once every few months. That's not too much. Any other inconvenience does not warrant a DC. (Bad teammates, bad map, annoying killer, being the first one to be hit, playing Dead by Daylight, ...)
https://forum.deadbydaylight.com/en/discussion/comment/3077891#Comment_3077891
If it's something important IRL, you can wait 15 minutes before coming back.
I can understand DCing for external reasons. It happens to me regularly, but I don't come back to the game that day.
Again, this is a good point. There have been situations (I can think of one in the last week) where I was back in 10, but I guess that's an outlier. I can't think of another time where this was the case.
Refer to my above response for the rest of my thoughts on this, but, basically, I don't think someone should be penalized for more than five minutes if they disconnect once a week or whatever. If someone is doing it 2-3 times a day, the system should flag them and give them a harsher penalty until they stop doing it for a while. That alone would bring the numbers down.
I'm not saying I never disconnect for selfish reasons, but I also notice the high number of disconnects (hate it as survivor, love it as killer; won't lie), and I'm pretty sure most of those people are just abusing the system to get out of any game that doesn't go their way, multiple times a day. But I'm not one of the egregious offenders, and I don't want to be punished like one.
This probably isn't important enough to keep responding and write multiple paragraphs about since I don't ragequit a whole lot, but I had a lot of caffeine this evening, and there you go.
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@drsoontm said:
The game is already annoying enough with incompetent survivors to also have to compose with rage-quitters (and other kind of losers).
Why are they even playing?
Let's not. Some people's games crash. Some of us disconnect once in a blue moon - I don't think I've ever DC'd more than twice in a day, to the point where I didn't realize there were longer penalties for people who disconnect repeatedly until I read it here.
It's okay to disconnect once in a while. Sometimes there's even a good reason for it if something important or emergent is going on IRL.
People who disconnect repeatedly should be banned until they learn to stop doing that, and I think the current system is effective considering how ridiculous the DC rates become when the penalty is turned off.
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@Hensen2100 said:
https://forum.deadbydaylight.com/en/discussion/comment/3072420#Comment_3072420
Sure it's not as potent during daytime but with good timing or Boat Key it's fine to use for more than mobility. Nightfall it's super strong and infinitely stronger than anything sadako has.
Why do you say she is good at tunneling because she can sneak up to survivors on gens? That is not tunneling. Tunneling is proxy camping the hook and then immediately going after someone the second they get off it, which she is bad at.
I also want to say that just his remnant is better than Sadako's entire kit. She's that bad. The absolutely massive CD on the TVs means hit-and-run doesn't work unless you have Iri video tape. And you need bloody fingernails to make the TVs do literally anything chase-wise. So that leaves no room for passive phasing addons which means she has nothing at all for a chase other than being a lousy M1 killer who gets looped to oblivion.
It actually kinda blows my mind people would ever put them on the same level. One is anti-loop, the other is not. That alone puts them on entirely different tiers.
You apparently didn't read my original reply to you, but it already addressed several of your points. Hit-and-run doesn't work at all on Sadako, ever. I explained why. She's not a hit-and-run killer. If that's how you tried to play her, it explains everything.
Her iri addon is barely better (in some situations, worse) than her similar brown addon, and the only addons you should be running are her brown and yellow cooldown addons (as I also explained earlier).
I elaborated quite a bit more on the above two points and others you may have missed in my original reply to you.
You cut down half of the time it takes to start tunneling if you get a free hit. The problem that some M1 killers have is that you have to go through two chases to get your first down, which can lose you three gens against good survivors. Sadako needs one chase to start, and then she can proxy camp, and two or more survivors are not doing gens while they go for the rescue.
If you want to know why Sadako is in the same tier as Dredge, read my other posts. I don't wanna retype it all.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/335340/so-do-brine-and-overcharge-stack-if-so-how
If survivors taping a gen, there is 0 point from overcharge, it's even more like a nerf to you. 75% even less than you could do, and it needs like 12 seconds if I'm not mistaken to be 100%, and 30 seconds to 200% which is... Wait... Call of brine is already 200% from the start.
Overcharge is just garbage by it's own!
Tbh, I'd rather ran POP and COB...
Well, it worked "on its own" very well in that Doctor build, but it wasn't really "on its own" since it synergizes with Unnerving and Distressing pretty nicely.
I tried the same build, replacing Eruption with Call of Brine, and the survivors got straight-up mauled. 4K at 5 gens. They just couldn't keep one up. It was on Coldwind.
Overcharge is still a garbage perk without synergy, I agree, but now it actually synergizes with some builds. I'm a fan.
Also, keep in mind that if they keep tapping gens, you can now keep kicking gens, and they'll lose 2.5% every time you do. If they keep tapping gens in front of you, they're going to end up regretting it.
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@Deadeye said:
Not sure who ever said 700% -.- but also Call of Bryne has no 'peak' - it is constant. The only thing you could add to get above the 500% on PTB is with Legions new ultra rare addon.
Yeah, Oercharge now needs 24 seconds to compensate its drawback, if survivors manage to tap the gen within these 24 seconds, it is actually worth running the perk than not having it. It only might be viable with Dragons Grip
"Is it additive, as in, does it start at 175% with a kick and then work its way up to 300% and then drop back down to 200% when Brine deactivates" is correct
Someone people in some thread (don't remember if it was here or Reddit) during the PTB were throwing out ridiculous numbers like that.
Wait, so Legion's new iri adds extra regression to gens already regressing? I did not know that. I have a ton of those. I'm gonna try it out.
Cool, that's what I wanted to know.
I might try to combine the two. It's not that bad if it starts at 175% regression and then works its way up to 300. It might be better than Eruption on that Doctor build.
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@Hensen2100 said:
https://forum.deadbydaylight.com/en/discussion/comment/3069134#Comment_3069134
Yeah but why would you wanna tunnel with Sadako? She is awful at it unless you have 3x chase perks in which case it's the perks doing the work not Sadako anyways. Even the Trapper has a better chase because at least his power can do ~something~ for you. No competent survivor is getting hit from a TV without a massive outplay, even with bloody fingernails. There is way too much notification it's coming and the animation takes too long.
I also don't think it's better than Dredges teleport. Dredge teleport is super deadly mid-chase, especially with addons or in nightfall. It turns all sorts of what would normally be god-loops into basically free hits if you time it correctly. The survivor gets almost no time to react if you teleport to an unlocked locker during nightfall.
She has nothing at all going for her. If you stomp a team with Sadako, you could have stomped them with any killer. I play her for the memes only when I feel like punishing myself.
No, you won't hit them straight out of a TV, but you can easily get them a couple seconds after that.
Sadako is awesome at tunneling, on the contrary, because a lot of survivors won't hear the lullaby if they're working on a gen and you're approaching from a distance with your terror radius off, giving you a free hit, and you can go kick a couple gens across the map while the survivors think it's safe to unhook
In my experience, using Dredge's teleport in chase only works against potatoes. Good survivors will see your husk and change directions, and it's too slow to do anything about it unless you're in nightfall. Sadako's teleport is fast for the entire game, not just a handful of thirty second intervals.
The key to chasing with Sadako is to use guerrilla M1 tactics, like I said. You don't need chase perks as long as you're pressuring gens correctly and abandoning hopeless chases. Once a few pallets are gone, she becomes easy.
Sadako has gen regression going for her. She can dominate a three-gen better than any other killer, hands-down. Get one kill and three gens close together with the right build, and it's over.
Any killer can be viable against almost any team. Absolute top-tier survivors who play with surgical precision, pound gens out in less than five minutes, and make no mistakes in chase can decimate everyone but an equally tryhard Nurse or Blight, but those aren't as common as some people seem to think. Back when there was a rank system, there were plenty of people playing Myers, Clown, and Legion at Rank 1. They weren't common, but they existed. Some people just prefer easier killers.
Dredge is a very different killer than Sadako, and, IMO, in the same tier. Dredge is really not much stronger. He has some strengths that Sadako has, but the reverse is also true.
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@SOULWARRIOR71K said:
Also pretty sure it's the second one. That being said, I don't think it's even worth stacking it with brine anymore since the combo's effectiveness was reduced by over 40% (500% down to 300% with a slower starting build up). And it's outright garbage on it's own because it starts slower than a normal kick for 12 seconds and will still need another 18 uninterrupted seconds to get to 200% regression speed.
I just played a couple of games with Doctor running Overcharge/Unnerving/Eruption/Distressing/Carter's Notes/Class II plus indoor map offerings, and it worked really well in that build. First game was a 3K, second game was a 4K (well, 3K and one DC who still stuck around long enough to talk ######### in the chatbox - good lord was this guy salty).
Granted, that's a little bit of an evil build, but.
I still think it'd be worth it to run it with Brine on a 99-to-0 build. If you keep someone off the gen long enough to get it to 300%, the gen's as good as gone, especially with Pop (despite its nerf) and another gen-kicking perk.
Still interested if anyone knows definitively how they work together. I appreciate the replies, but a lot of people have been pretty sure about a lot of wildly conflicting things (in other threads/sites).
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@dictep said:
Killers always say queue for survivor is bigger than queue for killers, so I suppose many people has seen it already
The queue for killers is still much shorter than the queue for survivors, even though I'm offered a bonus for playing survivor. It takes about ten seconds for me to get into a killer lobby, while it takes a couple of minutes to get into a survivor lobby.
Killer queue times do go up drastically when a new killer is released and during events with special bloodpoint offerings and bloodhunts, but it doesn't seem to be the case right now, despite the BP bonus for survivors. Something's whacky.
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@Grandpa_Crack_Pipe said:
It was buffed by 2%. Yes, I know every second counts, but assuming you're getting the full bonus out of it a gen will take less than 2 seconds longer, which is apparently enough for people to foretell the coming of the doombringers Legion and Plague.
I don't understand why this is suddenly a scourge upon the community.
This is the truth.
People complain because it didn't really need a buff, already being one of the most-used perks on a couple of killers and having its place in niche builds in a few others, and it can be annoying. But the "buff" was hardly a buff at all. They lightly touched the perk to give it some more visibility.
@Carth said:
A streamer showcased one game where he almost instantly got pentimento up plus thana on legion on the PTB.
It comes with the idea that everyone is instantly injured and no one can cleanse pentimento
I got my first five-stack Penitmento ever today, although it was before the build dropped.
Pentimento has always been a staple of my Legion builds, but it won't be as strong without Ruin and Undying, sadly. Do remember, however, that Pentimento is extremely, extremely temporary unless your entire build is built around getting Pentimento stacks. Survivors will know where it is right off the bat, and it's gone as soon as they can be bothered to go cleanse it. I only got a five-stack today because I was running Plaything/Ruin/Shattered Hope/Pentimento all at once.
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@Hi_Im_Chucky said:
Pretty lucky to get so much value from SH on your first try of it. I’ve run it 3 times with no value, so I can’t get myself to keep using it. Glad you got the win~
I didn't get any value out of it the game after that. I think it's a trash perk in general, but it's essential if you're running a Pentimento build. I still see boon totems two out of three matches, so I think I'll get some use out of it. It's just not useful enough to run on its own without Pentimento and a couple of Hex perks.
@amazing_grace said:
Nice win. It feels so satisfying when you bring a niche build that actually perfectly counters the other side.
I've had a similar thing happen to me only they brought no mithers/breakdown/boil over. Glad you were able to adapt and overcome and not get frustrated. It seems like you handled the situation perfectly.
It really does feel satisfying.
@[Deleted User] said:
This has existed for months. Whenever i see an rpd offering as killer, i seem to collapse on my desk, pressing alt f4 in the process.
I almost did that exactly when I saw the RPD offering and no flan. I don't mind RPD at all on most of my mains, just because Shape, Ghostface, and Sadako do so well on it, but Clown has a much harder time. I'd never seen this strategy before, but if you see and RPD offering with an SWF, you know they're plotting something heinous.
@Triplehoo said:
When I see RPD offering, or when we are summoned into that map, I give up immediately. I just go hiding near the exit gate and let survs do the gens. And when they're done, I open the gate and go some corner or basement so that they can't farm chase points.
Who do you main? I don't mind RPD at all if I'm playing Shape or Ghostface, but I ######### hate Coldwind with a passion on every killer.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3068988#Comment_3068988
I will be really upset if update is next week. I P1'ed my all non-prestiged characters and i lost a lot BP offerings and add-ons. I'd use them if update is next week.
And I'll be ecstatic, since I already had my killer mains P3'd and all perks unlocked on my Nea, but I haven't gotten all survivors P1'd yet (though I did get all of the killers).
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@DEMONANCE said:
https://forum.deadbydaylight.com/en/discussion/comment/3069062#Comment_3069062
i play almost every killer except ( huntress, billy, spirit)
but i guess the one i enjoy the most is trickster and I've also been enjoying nurse a lot, because these killers are a break from the usual chase loop every other killer has to do.
michael is also one of my favorites and the one i go to when I want to warm up even tho he's one of the weakest fellas but I don't care for that.
my problem with sadako is how the devs treated that license with such disrespect.
it felt like a rushed chapter just to get a popular license into the game and draw more players but completely ignoring the meta that their game is in and how it affects her she's neither unique in what she does or is she effective in doing it. then the very next chapter has a killer that's her but better and with mecanics +design never before seen in the game which felt like a such slap to the face for the people who enjoyed her.
unless she gets heavily buffed to be able to function in current time dbd she's just another killer that will never say play except by the few people that like her already.
Well, I saw the Ring movies years ago (the American versions; haven't seen the Japanese ones), and they're good, but I wouldn't say I'm a huge fan of the license or anything.
I think that a lot of the people even in this thread have some incorrect ideas about her. She's not a hit-and-run killer like most people seem to think; play her that way, and you're going lose.
Take this post, for example:
@Hensen2100 said:
https://forum.deadbydaylight.com/en/discussion/comment/3068868#Comment_3068868
I don't know what baby survivors you are getting that will allow you to "chase them off gens" for 20 minutes solid. Most good survivors are going to barely respect your presence as Sadako when you are nearby their gen, and will start working on it the second you go away. The only way to stop gens is by downing people, which Sadako is terrible at.
Condemned is trivial to remove, and without multiple stacks of STBFL (a horrible choice on a killer who can't preserve the stacks) they can just put the tape into the TV right in your face even if they are incompetent enough to actually reach full condemned in the first place.
And that's not even getting into how the survivors can just disable your teleportation power, or how she needs to run her absolute best addons to make her power even a mild threat in chase.
Dredge does everything she does but 5x better, that's all there is to it. There is no secret way of playing her that your average DBD player just hasn't "learned yet"
No, that's actually correct, sort of.
The very first thing you should do with Sadako is get a down, yes. Then teleport to a few gens, kick one with a reasonable amount of progression with Pop and Brine (I may replace Pop after its nerf, but maybe not; it'll still give a decent amount of regression on a 90% gen), maybe hit whoever's next to it if they hand it to you gift-wrapped, and then teleport over to the hook just as the other survivor is getting unhooked and down them again. Bait the DH, wait out the BT, eat the DS, and rehook them. Survivor near the gen you kicked has probably just activated Dragon's Grip; go back and take care of them. That survivor will be too scared to tap the gen immediately next time, giving Brine some time to work.
Playing mean is the only way to win with Sadako. (If tunneling is much harder with new OTR, it might be worth replacing Nurse's with Make Your Choice.) Genrush squads will often slow themselves down to go for hook saves or bodyblock if they know that you're tunneling, giving you free hits and extra slowdown.
Sadako isn't any worse at getting downs than other M1 killers, if you know how to play them. Know your mindgames. Break pallets; don't play around them. That just wastes time, and once you've been fed every pallet on the map, which will happen over the course of a few chases, there won't be chases anymore. (Obviously, still know when to abandon chases to protect your three-gen, which you should have picked at the beginning of the game. If you get a three-gen with 2-3 survivors left, that's game. However, her teleport speed means that you can effectively treat most endgame setups as a three-gen, even if they're not actually close together.) The killer chase buffs will help here, but I generally don't even have to run anti-chase perks since, as he pointed out, survivors don't respect Sadako's presence and will hand you your first hit for free, especially if you approach while cloaked.
You do need to run her best addons, and her only good ones are the yellow and brown that decrease her teleport cooldown. That makes the game. Her teleport is much better than Freddy's or Dredge's because you can check every gen in the map within a couple of seconds due to no overall cooldown, and with the individual TV cooldown lessened and usually multiple TVs in an area, you can pretty easily move across the map quick;y or immediately with no penalty.
Condemned does indeed suck, and you should not be playing for it. Ignore that unless survivors hand you a kill, which will happen once every twenty or thirty games, sometimes in the first couple minutes of the match because Dwight thought it would be helpful to remove every video tape on the entire map at once. However, survivors will mostly ignore TVs, and the rare ones who don't have an extra objective, and it actually won't slow you down much since you can just use the next-closest TV instead. With the brown and yellow addons, the TVs will be back up much quicker than they can deal with effectively. As survivor, I only mess around with TVs if I'm trying to open an exit gate.
tl;dr: Tunneling and gen regression are where Sadako excels. If you try to hit-and-run people or make the mistake of playing nice, you are going to lose.
I'm not saying she's perfect. She does need some buffs. Her stealth is semi-ineffective, and condemned doesn't become a threat unless you're absolutely not paying attention; even Pig's RBTs are significantly more menacing. But if they fix those things, she might become a higher mid-tier killer considering the recent killer buffs.
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@DEMONANCE said:
https://forum.deadbydaylight.com/en/discussion/comment/3068805#Comment_3068805
I've never seen so much copium in my life.
it's like how legion mains relentlessly tried to tell how pre buff legion was actually not the worst killer in the game, but at least they actually had a point.
however sadako mains are on another level lol.
Well, to each their own. I can't win with Dredge. I win most of my games with Sadako.
I'm a Myers main, actually, but Sadako is one of my primary side killers.
Legion is pretty good, too, or was, even before the buff. I don't know if I'll 3-4K 90% of games anymore since Ruin was so central to my Legion builds. Ruin/Undying/Thana/Pentimento was a monster.
Who do you main? Most of the people I see hating on Sadako are addicted to killers with strong antiloop and/or M2 instadowns and can't play with anything else. You probably don't even think that Michael is SS tier.
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@PNgamer said:
yo,
whether it will run better after the patch 6.1, I dare to doubt unfortunately
Condemned ? .... just a Gimmick
Of course there are killer and survivor maps, we know that and that´s ok, but especially the Badham 1-5 (especially 4) Cowshed and Eyrie of Crow give her extra trouble. As if Sadako did not have enough problems already...
I just have no motivation to play Sadako right now because she just doesn't feel good.
Is this the same for you guys?
Not at all. Me and Sadako are doing just fine. She's one of my favorite killers.
I don't get why so many people think she's bad. Maybe it's just that I mostly play Myers, Ghostface, Legion, Pig, and Clown (and Sadako!), but I feel exhilarated when I play her. She can take a 99'd gen back down to zero multiple times every match with the right build, and she can catch survivors off-guard just enough to get hits. I kick some serious ass with Sadako. I tunnel relentlessly with her and pressure gens as hard as I can, and it works well. She'll suffer some from OTR and basekit BT, but I'll also have an extra perk slot to do something about it now that I don't have as much of a reason to run BBQ, and she'll benefit more from the faster chases more than most of the rest of the roster. She'll also get free hits out of Spine Chill getting killed, and Dead Hard will no longer be a threat.
Unpopular opinion time:
I think Dredge, by comparison, feels clunky, and I can't consistently win games with him to save my life. He's like a worse Sadako, not the other way around. He's not undetectable most of the time, his teleportation is extremely slow, no mori ability, no basekit Whispers, fully visible at all times. His antiloop is easily counterable, and his mindgames only work on survivors who don't know how to play against him. His perks suck. His addons are better than Sadako's, but that's it, and at least Sadako's best addons are brown and yellow.
Sadako could use a buff, but so could a lot of killers. Get rid of her lullaby and/or slightly increase condemned buildup. Also, give her some green, blue, and red addons that aren't awful and actually synergize with her power.
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@duygu said:
last time i checked, i think there was 20 fps gameplay and pretty bad gameplay experience overall. well maybe with recent updates they have improved performance. is this true or is the game still not worth buying on the switch?
If you have an Android, get it on Stadia instead and buy yourself an ipega controller or the $80 equivalent at your local Best Buy.
It has cross-progression with PC, plus you can play it anywhere (I find that 4G usually works better than 5G in most places). The input lag is slightly noticeable, but it's a lot more playable than 20fps.
And no, you don't have to pay a subscription to keep playing it. Buy it when it's on sale for $10, keep it forever, cross-progression with Steam.
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@FlamingFurball said:
It's a popular myth among dbd players that devotion increases the number of shards you earn per level. Players believe this because it makes sense as a mechanic. If players got a few percent more iridescent shards per devotion every time they leveled up, they would feel rewarded for spending time with the game and increasing their devotion. The fact that this isn't a mechanic is just confusing, and it really should be implemented by now.
"It's a popular myth among dbd players that devotion increases the number of shards you earn per level."
No the ######### it isn't. Who told you that?
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/3068394#Comment_3068394
Exactly!! Why would they delay it??
Hopefully, they're giving us a chance to P1 every character before the thing goes live.
I'd be pretty happy if it doesn't go live until next week, because then I could get every perk unlocked immediatelt, but I think Otz posted in one of his videos that it's tomorrow.
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@Rizzo said:
I'd say that explaining it before the match could be a good idea.
I still don't think everyone will listen, as they could just do it on purpose, however it might help you out with some of the more understanding ones.
I never read your response in my inbox, because I was really drunk when I wrote all that, and I don't want to think about it. However you responded, never mind.
@TheKissKing said:
i think it might be a troll instead of an idiot idk, anyway you cant really do anything except find another locker and announce that you are using bult to last in pre game chat. and no i have not witnessed or experienced any survivor on survivor locker harassment before
To both of you (since you both raise the possibility of this being a troll):
I mean, some people are just going to sandbag, sure, but those people are going to find ways to be annoying regardless, so I shouldn't worry about them in the first place.
I think the problem is usually that they assume I'm going for the key achievement or something, since going into a locker wouldn't make good sense most of the times I go into lockers if you didn't know that this perk exists.
In this case, a Nea tried to suicide on hook when she got downed first and nobody came immediately, so I went and saved her. She demanded to be healed even though we weren't a safe distance from the hook, so I did. Then she saw me go into a locker and started playing with the door. I did not heal her when she demanded it the next time.
She brought meta perks, and the person she came in with was a saint, so I'm assuming she was probably just selfish.
@Dennis_van_eijk said:
I would personally not go in a locker straight after finishing a gen, especially if that happens more often.
I would just run towards a different gen and jump into a locker during my travel there.
Maybe, but it's a strategic decision, too: it seems like a killer will almost never check a locker that's next to a just-finished gen. Instead, they start walking towards the nearest gen to see if I decided to try doing that one, I exit the locker roughly around the time they continue their patrol, and then I go do the gen that they don't think anyone is on.
I might just try explaining this in the chat before the game. That way, if someone does decide to mess with a locker, I know they're just being a jackass. And those types of players aren't incredibly common, in my experience.
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@Sepex said:
I've rarely seen him mentioned as of late. Anybody consistently have 'it' in your rotation of killers? I still find him a blast to play with the semi jump scares and Nightfall.
Or has he just been forgotten in a long list?
I still see him quite a bit when I play as survivor. Maybe not as much as some of the other staples at this point, but he's still a regular.
I've been trying to play more games with him since I need to push the P1 button before the midchapter drops and he still has a hundred flans, but I 0K with him pretty constantly unless I'm using his Exposed iri and the purple addon that starts Nightfall at the beginning of the game. I don't enjoy playing with him for some reason.
Sadako, on the other hand, is digital crack. I play one game with her and I want to play a dozen more, and I 3-4K the majority of them. I've been taking a break from playing her (mostly been focusing on Ghostie and Clown, for no reason in particular), but I don't think she's ever really going out of my killer rotation.
I think some of it has to do with the fact that I just don't understand Dredge's playstyle. Sadako has excellent gen regression potential due to her fast, infinite teleport with no cooldown between jumps, and playing CoB/Pop/Dragon's/Nurse's can be extremely oppressive, but I just can't figure out what to do with Dredge. He works well with Make Your Choice, I guess, and he can camp lockers right next to a hooked survivor... which isn't nice, but it's fun when it works. Nightfall is cool, but mediocre without addons.
I don't know how to use his supposed antiloop at all, but it is fun to jump to a locker in the middle of the loop a survivor is currently running to. It only really works if the survivors don't seem to have played against Dredge before, but, again, it's exciting when it works.
Ditto for teleport locker grabs - I had a Meg just type "What? What? What?" over and over again in the endgame chat after she spent her final moments trying to distract me from a hooked survivor by jumping in and out of a locker on the other side of a map.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/3061873#Comment_3061873
It's not like Dead Hard is leaving and taking half the pallets on Gideon Meat Plant with it
Why are they reworking RPD when The Game is still a thing?
As an M1 killer main, RPD is perfectly fine, and it always has been, but I'm tired of getting 0K games after kicking damn near ever pallet in The Game.
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@MikaelaWantsYourBoon said:
No, perk is still rewarding bad play. I am not happy with change at all, they did not even change base problem of Noed.
Some builds for certain killers revolved around setting up a good endgame and then using NOED with Blood Warden, No Way Out, etc. The real problem with this nerf is that it guts those builds.
It might actually be stronger than before, especially on stealth killers. Before, you didn't know whether to facecamp the survivor you just downed in hopes that the others wouldn't find it or go running over to where the totem is in hopes you can down the person working on it before they finish.
Now you know to just always do the latter. If you get one down, they're immediately going to run around the map looking for the totem instead of going for the save, and you know exactly where they're all headed. Ghostie can just turn his terror radius off and go shower in survivor blood.
I was getting tired or running NOED because I would always facecamp with it, and someone would find it and cleanse it within seconds, making it useless. Now, I can just make sure to make a beeline for it as soon as I slug the first survivor and then just make sure to hook whoever went to cleanse it nearby so that I can watch the hook and the totem.
@Ksekwlothreftis said:
Noed gives the survivors a second objective and i feel thats why it gets the hate it does. It can easily be countered by doing totems so i dont understand why u wanna nerf it more. If u want to do the gens in 5 mins and immediately go to the exit gates to escape then u should have something worry about.
Searching for and cleansing all of the totems was a worse strategy than ignoring them. It took too much time. The correct way to deal with it has always been to only cleanse extremely well-hidden or hard-to-reach totems you come across and just memorize the others that you come across, then go check once you see the NOED notification during the endgame.
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I really want some DBD novels. Why aren't there any?
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Meg, Dwight, Clauette, and David would be the main characters at the start, but Nea would be introduced near the end of the first season as the edgy badass character who always shows up at some point, and she would seem like the coolest character at first, but then it turns out that at some point, she started working with the Entity behind the other surrivors' backs, but she has a redemption arc by the end of the second season where she turns on the Entity and saves Meg from Trapper at the last second.
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@loothound said:
https://forum.deadbydaylight.com/en/discussion/334031/will-the-game-even-cope-with-a-0-5-second-dh
People will just move onto different exhaustion perks like sprint burst or lithe. You don't have to run dead hard or else you die or something.
Why does everyone always list these two when Overcome exists?
Sprint Burst is trash. There, I said it. In order to get any use out of it, you have to tiptoe around the match the entire game, and the time you do that isn't spent doing gens. You're handing the killer a win every time you run it.
Lithe is better, but you still have to be able to get to a vault location in order to use it.
With Overcome, you basically get a free escape every time you're hit, and it can actually make Lightweight a useful perk. When combined with CoH and Shadow Step, it's mean af.
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@SuzuKR said:
There is never ever an excuse to say a slur, encourage suicide, or threaten someone IRL over a video game. If you are incapable of that, you should not be allowed to participate in a game or its community - you clearly aren’t mature enough to handle being responsible.
A permanent mute does not excuse the fact it was said in the first place. A person who would say something like that does not belong in any game community ever.
As far as I'm aware, these things are already bannable offenses, but the problem with making something like that "non-appealable" is that zero tolerance policies rarely work out in the ways they are intended to work out.
Example: A streamer called me the n-word while they were livestreaming a game I played in the other day (and, I suspect, also used it in the in-game chat, although I couldn't see it because some of the words were blocked).
Without context, that sounds pretty bad, but the streamer was African-American, and it was clearly being used in a casual, conversational context, not intended as a racial slur. But let's say that I, for whatever reason, decided to report them to BHVR, accused them of calling me "the n-word" (without context), included the audio and the chatlogs in my report, and then sent it off to BHVR. And then let's say that whoever read my report was apathetic or just wasn't paying close attention, skimmed through the chatlogs, saw the word, and hit the permaban button, with no way for said streamer to appeal. Would that be fair?
Homophobic slurs can be even more of an issue, simply because the most popular one isn't used in a homophobic context in 90% of its internet gaming community appearances. You can argue that its status as a slur puts it on a higher level than most obscenities even when not used in a homophobic context, but I still think there's a clear difference between using it as a synonym for "idiot" and using it to intentionally target LGBT people. I think the latter is deserving of a permaban, while the former should be a shorter ban or not bannable at all (like any other swear word, assuming you didn't try to get around the chat filter and the word ended up being edited out of the conversation).
I've been autobanned by Facebook's system for using that word in perfectly benign, self-referential contexts, and when I appealed the ban, whoever was reading the appeal clearly didn't understand that I was quoting something or that I'm not straight myself and didn't intend it as a slur. I didn't break Facebook's policies at all, but if whoever's reading my appeal doesn't understand the context, what recourse do I have?
In other cases, I've gotten 30-day bans for calling someone a "cow" (in a context where we were joking about eating grass) or saying "girls are weird" (in a comment that should have been perfectly clear that I was mocking an ignorant point of view). But whoever read the reports - if anyone - didn't understand that, and I got a popup saying that they didn't have enough people to double-check the report due to COVID when I tried to appeal, resulting in multiple 30-day bans for no sane reason.
If Facebook can't make this stuff work right, what makes you think BHVR has the resources to investigate these things properly? And unlike Facebook, people are actually paying to play DBD.
As far as suicide goading goes, there's a lot of potential for discussions about suiciding on hook, etc. to be misunderstood by an automated system or even careless human employees. As far as I'm aware, this is also already bannable, but you're more likely to get a temp ban for it (I've never done this or been banned from DBD, myself).
Context is more important than the use of individual words or phrases themselves. Clear hate speech should be bannable, yes, but there should be a working appeal mechanism in place with multiple tiers of appeal if they did decide to crack down on this stuff more, because it would result in false positives.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3041807#Comment_3041807
You punish survivors using perks to try and keep themselves from getting kicked out early by kicking them out early?
Yes.
