lagosta
lagosta
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@ShamelessPigMain said:
I agree. The asymmetric nature really does make it hard for one side to sympathize with the other, especially on the survivor side, where your fate is determined by teammates. It's easy to get frustrated when you get beat by something you don't understand.
That being said, I think a bigger factor is that the community is just filled with awful people. Of course, other games also have the issue where people think "strategist" is pronounced "cheater" and "outplayed" is pronounced "robbed by noobs," but nowhere near the level in DBD. Here, toxic players come straight from Chernobyl. These are issues that can't be fixed by the developers; awful people will be awful people, and always find a reason to ######### and moan about how the game isn't spoon feeding them victories. It's a shame too, since DBD is really a wonderful game.
I don't think the community is filled with awful people, but the few that exist are quite vocal in their chronic lack of empathy.
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Not at all. I hate being on the other side, so I don't do it.
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@WishIcouldmain said:
Imaging saying Noed is an issue comment made by a Detectives Hunch gamer. Cleansing all 5 bones per game since it popped on the Shrine.
An argument on lower ranks is that Detective's Hunch is behind a paywall new players can't really afford while NOED isn't. They also lack the experience to know the true value of DH and Tapp doesn't bring other valuable perks to the table. For someone starting the game, resources are limited.
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@Phasmamain said:
Coulrophobia would regress heal progress when in a hex form on top of its current effect
Someone in the forums suggested having hemorrhage doing that since the status isn't impactful enough.
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@Trashmaster said:
Cleansing a totem takes whole 8 seconds? Nope can't do bones that's a whole 10% generator progress lost right there
It actually takes 14, more if Thrill is active. Closer to 20% of a generator than 10%. Also not factoring the time to search for it, which accounts for much more than those 14.
@darkcloudlink said:
I've been wondering lately about how effective going out of your way to cleanse all 5 totems in a match is. I'm not really trying to start any sort of NOED argument or anything of that nature, but more often than not, especially when I play solo queue, I find that unless I run Detective's Hunch and, given the opportunity, cleanse all 5 totems myself, totems rarely get cleansed outside of hexes. I can understand the 4 man SWF sort of approach, but a solo survivor or duo won't likely be able to do every one. 9/10 times, if I see a totem, I do a totem, that how I play, and that's how I always play, but I came across a survivor today who couldn't understand why we'd cleanse totems when ruin was gone, and insisted it's useless. Do any of you feel like cleansing totems is useless outside of visible Hex perks (Ruin/Undying/Devour Hope/Huntress Lullaby etc)?
Not cleansing a dull or cleansing a dull totem can be a strategic decision. If Thrill is active, cleansing dull totems reduce its tokens.
Now to the NOED situation. Suppose the last generator was completed, the killer has NOED and is now camping your teammate. If you cleansed 3 dull totems during the match. Since totems are usually spread out from each other, you know that areas around the cleansed dull totems are less likely to have more totems so you search somewhere else. Now imagine the same situation where you ran into those totems but didn't cleanse them. You now know precisely 3 possible spawn spots for NOED and you can check them fast.
Those are just different playstyles.
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Most anticipated killer:
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Hmm, for me it's bc to find a very, and I mean VERY, good nurse, the solar system needs to align.
Jokes aside, the grind to be an unstoppable nurse is steep enough to make them infrequent.
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no preferences, but I have a distaste for the scream team: Laurie, Jane, Steve, and Elodie.
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Nah, the only unfair part of Bubba is camping and it's only unfair to the person on the hook. The team can capitalize on gens and escape if he does so.
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There is a hypothesis that states that after a killer commits to a chase for too long, giving up objectives and time, their mindset changes to "I win if I catch you".
I don't a killer main, but I experienced something like that in a game where 2 died in the basement in mid to early game. Felix was giving me a run for the money and it was genuinely a pleasant experience being outplayed by him and I committed to the chase for a long time mostly because Nea was following me, click the flashlight, and create loud noise notifications. I was more ignoring her than chasing him at that point, bc I knew the moment I left him alone, he would start working on gens or find the hatch. Needless to say, they were both mad in the post-game chat.
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Sweaty Oni running around wearing nuthin' but bandages while bloodletting survivors with that giant dildo?
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..
...
where do I sign?
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@Equus said:
Definitely that Dwight the brave challenge; I acted like such a stalker hiding behind everything while trying to count if I hid long enough and close enough. It figures I got killed loads of times until encountering a friendly wraith that helped me out. I even tried hiding behind a facecamper but I wasn't stealthy enough... I got so much salt for my stupid actions from my team.
Oh yeah, Dwight the brave :D
Huntress was chasing a Claudette on top of the Grim Pantry and I was following underneath them. Whenever she tried to leave, I went upstairs, made noises, and proceeded to follow her steps underneath again. She was annoyed for not finding what was causing that, the team was annoyed for playing a 3v1 and I was having a blast.
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What a shame, That beautiful soul didn't live up to its name.
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@Kebek said:
Maybe once we actually have AI for killers and survivors then it might be possible. Right now, I don't think it's possible.
I thought they did have AI. Weren't the AFK's in the mobile game substituted by bots?
Also, the spawn points of illusions are inconsistent. They sometimes spawn on top of walls, objects, and places that are not connected to a path in the direction of survivors.
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@[Deleted User] said:
Just had a streamer just abusing his team so much, insulting them and such in post game.
They just kept going on insulting me, insulting their teammates, being a vulgar awful human being- yet this person has more viewers/followers than some decent streamers who are not terrible people.
This is the kind of behaviour that this community endorses and chooses to exemplify as the "okay" behaviour. I just can't stomach it any more, nothing is done about this kind of thing in game, I know there is nothing done because I have reported someone in our discord for telling people to go kill themselves, get cancer and die, and so on in postgame chat in the few matches I played with them and nothing ever came of it ever. Eventually they got banned from the discord thankfully at least.
Still; why on earth does this community insist on treating everyone like absolute garbage?
Humilitainment. There are some nice sources you can find online about the subject (Cringe by ContraPoints is a nice one) but in summary, there is an innate pleasure in watching other people's anguish and many go as far as to intentionally provoke those kinds of reactions.
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IMO, give a token each time it activates and increase the range by 8 meters for each token.
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Weak. Dream pallets are a straight Downgrade compared to Snares. Freddy cannot use them to efficiently impact in a chase unless he had prepared the area before. They transform Freddy into a trap killer whose traps won't work against awake survivors. The only benefit compared to other trap killers is that he doesn't need to stop to lay them down.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1897806#Comment_1897806
Yeah the Red Forest maps are infamous for their size. I'm surprised they never did a Swamp-esque map shrink in an update.
Swamps and Farms might be a higher priority on the update list now. Fingers crossed
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1897732#Comment_1897732
To a degree, I think on some maps this already exists. Haddonfield has a lot of LOS breakers near gens and vaults to help Micheal, Same thing with Pig and the game. Farm maps have cornfields for Billy to appear out of in a sprint at a moments notice, Crotus Prenn has a lot of open, empty space near the main building for Nurse's blinks. Trappers maps are dark, making it harder to see traps, Pyramid head can easily shut down exits/entrances to classrooms and force a torment, etc.
Its a cool idea but for the most part I think its already a thing.
The devs really took the killer's powers into consideration when developing maps, but in some cases, it seemed to backfire. I imagined that made Mother's Dwelling big with a high central hub so the Huntress could snipe ppl from it, but it turns out she suffers dramatically there due to low mobility.
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@Father_Dark said:
It's an interesting concept that would make the game more interesting, as the 3 survivor/killer teachable perks are typically not that strong (with only one really being good...depending on the character.)
In a similar vein, someone had floated the idea that the killer/survivor for their specific map, would get a bonus on that map.
I feel both ideas would create more depth and playability to characters instead of them being just skins for the survivors.
Thanks. The home ground advantage also seems like a good idea.
I was really hoping interactions such as these can create more depth for killers and survivors who use them and reward opponents who are aware of them.
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@ALostPuppy said:
This would get pretty boring. The only survivors you'll see would be Laurie, Meg, David and Bill. Do you really want Object, DS, dead hard and unbreakable to have even stronger effects?
@WeenieDog said:
Laurie can ds twice, hag's totems never break, pop removes 30%, meg is always sprinting.
Please. My heart can't take anymore.
The main idea is to provide some benefit for choosing a specific survivor besides just being a skin as well as help killers and survivors going for adept. You can regulate the effects by:
1-providing minor benefits to already strong perks: DS being active for 70 seconds instead of 60, DH causing exhaustion for 30 seconds instead of 40.
2-giving stronger effects to niche or just plain weak perks: Hex: Haunted Grounds now lights all remaining totems instead of 2, Zanshin Tactics now highlights the aura of pallets and windows in white for 4 seconds after a survivor vaults it.
3-granting killer power/perk interactions: Doctor Shock Therapy applies Overcharge to gens, Demo teleport now applies Cruel Limits around the exiting portal.
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See more spirits than nurses, but they are not as popular. Not sure why, but I believe she is the killer that relies the most on sound, you need headphones to be able to do well with her. That alone is a first barrier for players,
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1881347#Comment_1881347
Did you read the discussion? The OP is saying that it isn't overpowered and it encourages anti-camping.
Yep, and I agree with him. BBQ tracking provides a healthy playstyle for both sides and by no means its effects are OP in match. What I am saying is that if BBQ had no extra BP tokens attached, it would not enjoy its current usage.
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Favorite: Midwich. I really like the atmosphere, don't care about balance.
Least: Purgation temple. Really think they missed a great opportunity here by moving the temple into the black forest. So much potential for an open desert with a temple carved in solid rock.
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I said in another thread but here we go again. BBQ is not OP, it is overused due to how grindy the game is. If the extra BP tokens were tied to Monstrous Shrine killers would use it instead, just like survivors used WGLF when it had no extra benefits besides BP.
Until this issue is fixed, BBQ will continue being used by 80% of the killers. IMHO, allow players to sell items back to the entity at 50% rate.
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@Trashmaster said:
I find huntress to be just overall worse with the massive hatchet hitbox and servers being completely unable to handle them. Deathslinger also can't guard hooks 30 meters away or abuse the ######### out of aura reading
I have to digress here. Huntress have a Wind Up Time and whenever she lands a Hatchet from 30+ meters away, I miss having a clapping animation like the one in Dark Souls 3.
From his normal animation to effectively shooting, Slinger doesn't provide reactionary time. So most average Slingers will just walk to you toggling M2 while you dance around only to take an M1 on the back. The amazing Slingers won't do that, they can shoot through small cracks and leave you wondering how you got hit. Both styles are aggravating/unfun bc there is no reaction involved, you need to predict and if you do it wrong, you lose distance.
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Yeah, Freddy with Tinkerer alone requires coordination. Ruin+Undying makes it exponentially harder for SQ. Work on separate gens I say and try to save resources by leaving gens early when he is approaching. If he is hardcore defending the totems, you can keep drawing his attention by tapping the totems and leaving multiple times before attempting to cleanse. At least you'll be dragging him away from your teammates.
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@EpicBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1879591#Comment_1879591
Imo I dont really like the look of the crowns because they poke out but I still see the issue
Also, Jesus Jeff. Nuff said.
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@EpicBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1879591#Comment_1879591
Imo I dont really like the look of the crowns because they poke out but I still see the issue
I love mine! It looks nice on David's Halloween costume and whenever I have a challenge to be chased for X amount of time, the crown works like a charm.
The head of the halloween Costume I use as Dr. Eggman's cosplay.
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@Withered8 said:
Title. I don't understand why these two strongest killers in the game are allowed to the further benefit from m1 basic attack perks yet other killers are not allowed to, even though blight's and nurse's attacks function pretty similarly.
Perks. Rather than listing exceptions in the perk descriptions, they segregate killer powers individually. Those are defined by design decisions, but they tend to be conservative after the legion launch (when they changed the feral frenzy property making it not count as basic attack). Not having a power count as a basic attack is not necessarily bad, see Demo with STBFL.
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@EpicBigBrain said:
Plz correct me if I'm wrong but wouldn't it be easy to port the blood over to those cosmetics since theyre just reskins. I see people asking for blood on all cosmetics and I see how that is too much to ask for but I'd love if they could put it on the reskins of the defaults
This seems to be an issue with customization as a whole. A similar concern was the 4th anniversary crown that many suggested to be a separate option rather than attached to the default head piece.
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@bjorksnas said:
Alright there is a clip of otz getting owned by this addon but basically if the area is a realative hook dead zone and the killer is about to pick up a survivor saboing the nearest hook before they can see auras will probably make them go for a hook to far away and lose the survivor from their grasp
https://youtu.be/IqgmNId2ILM?t=389
for more context there was a hook about 10 meters away but with no notification / sound he didn't and couldn't have known about the preemptive sabotage
That clip is amazing XD.
Yeah OP, most survivors use the gloves to complete dailies without notifying the killer. A more subtle approach is shown in Otz video where they kept sabotaging hooks in an area of the map completely barren of hooks.
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Eventually all killers will have their own. All new killers got chase music and most of the ones that have been through reworks got too.
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I understand where you're coming from, but there are 2 benefits for waiting by the exits:
1-Get WGLF stacks from sleazy protection hits.
2-Award the killer points for landing those hits.
I won't butt dance or delay the exit by minutes, but i like my stacks...
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@TeabaggingGhostface said:
It's not op, its merely a BP farming perk
@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1877674#Comment_1877674
This. I run it almost solely for the BBQ -- I've lost count of the number of times I've said after a hook "No one's showing up on BBQ". Any surivivor that isn't brand new to the game, if they even suspect BBQ in the slightest, will find a locker, hide behind a gen, or simply reverse direction after a few seconds (when I play survivor, that's what I do -- when I don't and have a killer bearing down on me, it's not because the perk is "OP", but because I've made a rookie mistake. That's on me). 40 meters away is a good distance to traverse for many killers and plenty of time for someone who does show up on BBQ to hide/slip away.
Some killers, it does actually hinder, as mentioned here. If you're a Hag or a Trapper, it's a waste of a perk slot (unless you're looking for the BP), as you don't want to leave your territory to chase after survivors that far away who'll be distant memories by the time you get to where you saw the aura. The way the current game is, if you hook someone, you need to be pressuring generators -- BBQ isn't necessary to know that the gens are where the survivors are likely to be.
If the grind were reduced in the game, the builds I do run BBQ on, I'd likely swap it off to something more helpful. But with so many survivor/killer perks and the insane amount of BP needed to level anyone up, it's almost a necessity.
If they removed the extra BP token effect from BBQ and strapped it on monstrous shrine, lots of killers would use MS instead. BBQ tracking is not OP.
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MMR is not in place yet, the current system is the old ranking system. What you're probably experiencing is the lack of players on queue. The system tends to flex the requirements for players the longer they've been waiting for a match.
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If anything we should be able to "sell" items back to the entity at half rate. :P
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FFS BBQ tracking is not OP and I am a survivor main. It is overused, which is different. BBQ is a solid track perk on par with Thrilling Tremors, but the extra BP reward by just doing what a killer's supposed to do drives it above any other perk. If the token based extra BP was removed/made passive, its usage would plummet besides for high mobility killers. The real issue is how grindy the game is.
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Your point A implies that you didn't play against Undying+Ruin in current Midwich without tracking perks.
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Hmm, whenever I wait on hatch is not to mock the killer, but to show them the location of the hatch so they know a possible spawn location to patrol in future games. Sometimes i just create a loud noise notification and don't even wait for them to arrive, others I just leave the game immediately. I never wait against a stealth killer or if someone used hatch offerings tho.
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Unless they have Unbreakable+BT+Soul Guard, hook tech is involuntary euthanizing your teammate.
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As a suggestion, you can put offerings for open maps so you can exercise visual awareness. Search for gens in elevated places or restricted access like the houses in Haddonfield/Preschool.
Also, before you start working on objectives that will require your periodic attention for skill checks, look around and trace some escape routes. You won't miss SC so much if you build your confidence by knowing your surroundings.
Sprint Burst can help you relocate in case you don't get a good grasp of the killer's position before they're too close.
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If you're aware of your surroundings and on an open map, you don't need Spine Chill. Another issue with SC is that, until you're more experienced using the perk, it might lead to false readings. Ex: If you see the perk turning on and off, changes are the killer is close chasing someone around a loop. Newer players tend to take that as a sign to stop doing objectives and hide and focus or depend too much on the perk to the point where they can't play without it.
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@Aven_Fallen said:
"I honestly think that there should be an option that only let's you queue up with random players. That way, SWF can still have their fun and killers can still have fun too."
This would mean, Queue Times for Killers would be higher who dont want to play against SWFs and Queue Times for SWFs would be higher. Also, Killers should not be able to cherry-pick their games, they are already doing that by Lobby-Dodging, but more restrictions before searching for a Lobby dont really make sense.
Personally, I would rather say that the problem here is the Matchmaking. Matchmaking is a little bit broken sometimes (from my experience, everytime when a Console-player is in the Match, the Matchmaking becomes odd), but there will be a MMR-system coming soonish, which (hopefully, but I dont think so) will fix that.
I digress on a few points here. In this case, specifically, matchmaking seems to have flexed the level range for killer after the SWF were in the queue for a while. This is the intended behaviour of the current tool. As a survivor main, I don't think choosing your queue is cherry-picking, that can already be done by dodging suspicious lobbies.
I believe that it is impossible to balance SWF and SQ together. The variant here is not the killer, it's the survivor team. SWF are prone to use comms to coordinate efficient and bold strategies. Even without comms, when you play SWF you're playing with selected teammates that have experience with your playstyle and you with theirs.
IMHO, separate the queues and balance around that, either giving SQ some kind of benefit (IDK built-in kindred to allow some level of coordination) or increasing the difficulty for SWF (by giving the killer some built-in perk too/increasing the number of gens to be completed by 1).
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Oni roars and other killers breathing is the reason why after playing killer I change back to legion to log out.
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To fulfill what we can't in real life, duh. /jk
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As many said, camp them. It's a 2 for one deal.
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They've been working around reducing map sizes. Unfortunately, that is a long process.
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IMHO, change her fountains interactions.
1-She starts the game with no corrupted fountains.
2-Whenever a gen is completed a clean fountain is corrupted.
3-Survivors can consume the corruption of the fountains, cleansing the fountain in the process. By doing so, a healthy survivor becomes sick, a sick survivor becomes badly ill for 1 minute.
4-Badly ill survivors take damage from Vile Purge.
5-Sick Survivors (but not badly ill) can cleanse on clean fountains, corrupting them in the process.
6-Plague can consume corruption from fountains too, gaining Corrupted Purge as usual.
The idea is to create another objective for survivors, making them fight to reach and ingest the corruption before the plague, so they can partially suppress her power. I am still not sure what could be done when all fountains are corrupted tho.
