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lagosta

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  • @Ripley said:

    "I see you are injured, fellow survivor. Let me heal you."

    "YOU'RE NOT MY MOM! LEAVE ME ALONE!"

    I give you this legend :D

    12 seconds · Clipped by Emanuel Príncipe · Original video ""Best Survivor Team Mate of 2022" | Weekly Compilation" by not Otzdarva


  • That skin has way too much sauce.

  • The unseen Bubba is the deadliest: Tinkerer, Dark Devotion, Hex: Thrill of the Hunt, Hex: Plaything + indoor map offering. Just the basic sneak up on people with a chainsaw.

    Brain Dead Legion: Hex: Blood Favour, Hex: Undying, Hex: Crowd Control + Frank's Mix Tape. You stabby stabby run run stabby stabby run.

  • In a utopia, it would be up to the rest of the team to punish Camping and Tunneling by rushing gens and leaving. While survivors continue to reward killers, the issue will persist.

  • @Malum_Midnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2796328#Comment_2796328

    Maybe, but why would they mention Yamaoka specifically? Also, Ithought the toolbox was under the house

    Well, time to dust off the Nurse with a Plaid Flannel and search for hidden rooms.

  • Windows of Opportunity. Countless times in SQ I died after reaching a tile only to discover the pallet was used.

    Lethal Pursuer: The amount of knowledge this perk gives is absurd.

  • @SuzuKR said:

    McLean (Blight's creator): I want Blight to be able to pick when to slide or slam

    McLean: [Makes his Rush collision detector have 2 components, the second of which uses the camera angle to determine the collision size and thus whether he collides or slides]

    People: "This is clearly unintentional."

    Source? I am genuinely curious.

  • The issue with that mask was getting quite the Streisand effect and getting rather difficult to control. It's impossible to proof a game against ill-intentions but when a piece of cosmetic is getting weaponized by racists then it's not just a matter of punishing those players, but preventing others from following their lead.

    In summary, no answer from BHVR would sit well with all members of the community.

  • Is there a possibility she was uncrouching instead of ambushing?

  • Soul Guard base effect is the Endurance upon pick up, the self pick up if cursed is just caveat. Everyone who uses SG does it for the Endurance and not to bet the killer will bring hexes.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2795477#Comment_2795477

    That's not a really good line of thinking for solo Q imo. At the end of the day, to win the game if you are the best player on the team you need to handle looping the killer. And that usually results in your personal death, which is not a win for solo Q.

    Or, alternatively, if the killer realizes you are looping them too hard they can just focus your teammates and leave you to hold M1. That's what I usually found happens. And tons of the time, you cannot hold M1 hard enough to win the games. Especially if you get some spuds on your team and it's a really strong killer.

    The only way you are surviving tons of solo Q games is by the hatch/door. So for it to be less miserable I usually have a plan B in place.

    I digress on a few points. There are several variables to the outcome of a trial, yes, but the performance across matches remains tied to the player. And no matter the number of games you play, the final trend should be a 50/50 ratio as you reach a stable rating.

  • @solidhex

    SQ and SWF are totally different games. The first thing I'd advise you is to change your build. If you're dying after reaching tiles only to find that pallets were used before, equip Windows of Opportunity. If you're dying on your first hook, put on kindred. You need to make up for that level of communication that comes naturally in SFW.

    Also, play more SQ instead of SWF. To play SQ well you need to perform the role that your team needs the most, not the one you're more suited for. Learn with your losses, ask yourself where did the match go wrong, what you could've done differently, and be genuine with yourself if that different decision-making would've resulted in a win or a loss. As long as you bettered yourself by the end of a match or at least had fun, that counts as a victory for me.

  • Bro, there's something wrong with your narrative. You cannot be stuck in an ELO while losing 8/10 games, you'd be actively losing your ranking as reaching a stable rank means a 50/50 escape/death ratio. I would advise you to look at your matches more objectively and review what is really happening.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794919#Comment_2794919

    It's definitely interesting. Could make it a more effective perk overall.

    Yep, even if NOED doesn't activate it brings value by meaning the survivors spent time to cleanse and bless all totems.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794828#Comment_2794828

    That would buff NOED to quite an extent. As is, once it activates you only have to find a single totem and remove/bless it to completely kill the perk. Why add more totems to that equation?

    Because I think the problems with NOED are 2 fold: consistency (in terms of use and counterplay) and the context it's inserted (for SBMM and the current boon meta).

    On the latter, the optimal way is to NOT cleanse dull totems at all as they can be blessed by teammates. Furthermore, they become known spawn points for NOED, so that you can ignore them for the whole match and if the perk activates you can just go check them. Cleansing the totems means you need to blindly search for NOED which is much more time-consuming.

    Adding more totems brings decisions before NOED's activation (Do I keep the totem dull for a boon while risking it's going to be used by the killer's NOED instead?), provides incremental value for each totem cleansed/blessed, makes survivors actions feel more meaningful, and dull totems a more valid secondary objective.

    The upside of that design for killers is that teams that consistently ignored totems (and gen rushed) are more prone to the scenario where NOED activates with multiple instances being as you said stronger. On the other side, teams that partly cleansed dull totems will be hit with 1 or 2 instances of the Exposed Status Effect before NOED completely deactivates.

  • Not my opinion, but my take on the community's feelings regarding NOED is that the perk is an unnecessary safety net for unskilled killers. After the introduction of the current SBMM iteration, this perk alone can turn a loss into a draw and a draw into a victory by effectively boosting you by one kill as survivors are not encouraged to play altruistic.

    Another point of contention is the binary counter-play of the perk. It doesn't matter if 4 totems were dealt with if one remains, the perk will activate with full effect. That's 70 seconds of cleansing time alone, not counting the real time-waster that is finding the totems meaning that if you want to make sure NOED doesn't activate you have to invest 2-3 gens worth of time when the perk might not even be there.

    My opinion is: I think the game is too snowbally and needs more catch-up mechanics but NOED in its current state is way too impactful in the current SBMM system. What I would do to change that? When the last generator is powered, NOED activates ALL remaining dull totems and the killer gains a stack for each. Putting someone down with a basic attack will consume a token, and turn one of the NOED totems dull. Cleansing or blessing a NOED totem will remove 1 stack.

  • Lady Nemetrescu when BHVR?

    Untitled Image


  • Any builds recommended for someone who never played hag but wants the go for Adept? My MMR on her is quite low since I do not play her.

  • OH YEAH, BABE! Hit me with the memories from that Crotus Preen Asylum totem wide in the open.

    Untitled Image

    RIP, beautiful soul.

  • I'd rather play a 3v1 than another game with that Dwight that sandbagged my teammate, came to the basement where I was hooked, looted the chest, teabagged me, and left me to die. Didn't even touch a gen after the ordeal, just guided the killer to another teammate.

  • Grim gatsby for the memes.

  • Still missing: Pinhead, Artist, Victor, and Charlotte isolated portraits along with the Legendaries for Lisa, Cybil, James.

  • @ShinobuSK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2791477#Comment_2791477

    Good idea but that would mean every player need to wait until match is over? If you get killed fast and then you have to watch 10min match just for your MMR to adjust?

    You wouldn't need to wait for the match to end, the system could still use your previous MMR to start a new match and update the number when the previous one is over since the variance is so small compared to the total.

  • Unfortunately, the current survivor MMR criteria do NOT benefit different playstyles. Until survivors are leveraged as a TEAM with everyone receiving the same amount of points for the outcome of a match, and that outcome is evaluated by the total of generators completed + total survivors that escaped the scenario will continue to happen.

  • @Entinaty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2784943#Comment_2784943

    Well this is an interesting response to a simple question of whether or not we need Prove Thyself in the game currently regarding gen speeds. My experience with it is that I would rather split up on gens instead of having two or three people hovering around one generator as it is more efficient and splits the killer's attention.

    Also regarding "putting the burden of proof on the supposed guilty side is a lazy strategy to instill bad faith in discourse" does my question honestly seem that way? What guilty party? I am not shaming anyone for using the perk and had a simple opinion that with gen speeds they way they currently are that if base regression was addressed then maybe we would get more unique perks instead of the base gen regression/gen blocking perks we seem to get with each new Killer announced. Would be surprised if the new Ringu chapter didn't come with some type of gen blocking/gen regression perk since it seems like they are currently in that type of development cycle. Honestly perks that effect gen speeds or regression I believe shouldn't be necessary but I understand why they are currently used on both sides.

    My apologies for whatever I said in the original post that caught your ire, just simply wanted to know people's opinions on this perk and why they like or dislike it.

    I am sorry if I came out aggressively. I will address the points in your second paragraph and give you my personal opinion on why I think PT gets more credit for what it should. I will change Guilty Side to Other Side as my first post was unintentionally too focused on one application of the Bad Faith discourse.

    Bad Faith has a formal yet broad definition that I will not address here, but one known technique for its application in general discourse is to set the arguments and put the burden of proof on the other side even when, sometimes, the proof of the negative statement is unfeasible. That tactic is unfortunately used by many denialists to lend credibility to their claims while tricking others into a lose-lose situation of finding an improbable counter-example or being handed an impossible task. An example is Black Swan Paradox, when centuries ago in Europe black swans were not believed to exist as they were not native to the region. The argument stated that "All swans seen so far are white, therefore all swans that exist are white", a clear extrapolation. Disproving that belief by counter-example would require someone to discover a new Continent and bring a bird from Australia.

    In a similar fashion, by stating PT is not needed and inquiring proof from the others you're handing them the impossible task while not providing a setting stage or clear goal. Is a compilation of win rates of 30 games with and without the perk enough? Perk popularity versus outcome? Video evidence of one match in which the perk made a difference? What I personally observed in this kind of discussion is that Stats released by the devs are often discredited by the members of the community if they do not fit their narrative and personal experience, especially when reinforced by the Negativity Bias.

    Now if you want to know what I think of PT, I'll be using the stats from https://deadbydaylight.fandom.com/wiki/Prove_Thyself and https://deadbydaylight.fandom.com/wiki/Repair_Time_Calculation and keep in mind that PT doesn't stack.

    PT is niche and overrated.

    The most infuriating aspect of playing against PT is seeing a gen pop up roughly 25(4 men)-30(3-men) after the beginning of the match. That has a psychological impact on the killer, again Negativity Bias, but is strategically bad for the survivors. Even with PT, they would've made more progress and impact working on different gens at the start of the trial working at 4c/s instead of 0.8 or 0.91c/s. The scenario where PT is indeed invaluable is two survivors collaborating to break a strong 3-gen, assuming the survivor with PT is not the one being chased. In that situation, the perk can cut at most 6 seconds from the repair time (47.06-40.92) and, while each second in that situation is critical, reaching a 3 gen is not a merit of a killer instead more fault of survivors, exceptions are given by the map layout (Azarov's Resting Place, Suffocation Pit) where I've seen 5 gens spawned on one side, but those are games lost to RNG.

    When you look at team efficiency, an exhaustion or second chance perk that granted 6 more seconds in a chase is giving 6 more seconds to each of your team members, up to 18 seconds of teamwork. Those perks are also popular because they are in general selfish, and most of the population of this game plays SQ, not relying on their team. SWFs make the best use of it by having dedicated gen-jockeys and other team members more suited with experience and perks for Chase.

    In summary, PT requires coordination, stacks suboptimally, its best use case is when the killer ignores you, and the scenarios where it can make a difference can generally be avoided by breaking 3 gens before they even happen.

  • @ThePolice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789711#Comment_2789711

    But survivors can progress the game, they can all 99 gens and the ones with no trap can get hatch

    The ones in the video cannot. Hatch will not spawn if more than one survivor cannot leave and in the video, there were 4.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789905#Comment_2789905

    No, bodyblocking should remain as a strat - because you can do it tactically. The same way you can bodyblock prepared exit gate switches

    And yes, I agree not escaping with an active RBT should stay on NORMAL pig, but with the video tape addon perhaps that should be disabled as a solution to the problems being discussed in this thread

    I'm not saying the change should be made, it's a suggestion based on my perspective of the issue. I don't really care myself bc seeing pig players do this is hilarious. Like old facecamping bubba-tier hilarious.

    You cannot bodyblock two switches at the same time, but either can be used to escape. If a key is in a box, only that box can remove the trap. That's not the same at all.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789711#Comment_2789711

    Even with an active trap, you can still escape through the hatch. So it's actually still not bannable. It's not stopping the match from ending.

    Hatch won't spawn unless there is only one survivor in the match. The video clearly shows 4.

  • @Marc_123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789711#Comment_2789711

    As i remeber they said that it is not if it is in EGC. Because there it is clear that the killer want to block a surv in order to kill him.

    If you just block somebody in game and nobody can do anything, then yes.

    Oh wait - you wrote before EGC. But in this case you can secure a kill with it. It is like camping a box and down a surv when he comes - just mor obvious.

    It's as much securing a kill as body-blocking someone for the whole match. Survivors a put in a deadlock: they cannot progress the game if they wish to escape. And until we get Dev confirmation of this scenario, you might be risking your account.

  • @Marc_123 said:

    They are not AFK, most only pretend.

    It may be dumb, but it seem to work and is kinda funny.

    It's hilarious but is a bannable offense. This is no different than body blocking someone before ECG, which was confirmed by devs in this forums to be worthy of a ban. Survivors cannot progress the game or the traps will activate and cannot remove them either.

  • @eloise said:

    On the perk that said when you stop to fix the gen not when you scream, this perk with the perk front artist is too stronge, you need to fix if you scream but not stop the gen the gen are not block

    What made you scream was Scourge Hook: Pain Resonance, not Dead Man's Switch.

  • Release the gen BEFORE the hook and stay away for a few seconds while she shoots the crows. If PR triggers it will regress for a few seconds, but not block, If it doesn't it means another gen has more progress or she didn't use a Scourge Hook either way, your gen is not losing progress.

    If she starts heading towards you, you can tap to gen to intentionally block it and prevent regression or leave it so that she needs to kick it and another teammate can work on it.

    If you're using Repressed Alliance and you know your gen is very close to completion, you can intentionally block it immediately before the hook happens. That way PR procs in another gen, your teammates can see the aura of your gen and it stays blocked for less time.

  • It's very hard to solve the box while being targeted by chains, you need to watch where the chain will spawn, seek cover and start solving before the chain is gone. I am not sure if that is intended as chains will not spawn during the solving of the box. One alternative would be to keep the progress between attempts instead of resetting it and another could be still attaching the chains during the solving but not interrupting it.

  • Probably introduce a way to use their power in a chase while offering counterplay, unlike OG Legion.

  • It's easy:

    Rescue 2 people safely for altruism, do 1 gen and dull totems for easy Lightbringer, escape for survival. Boldness can be tricky if you struggle in chases and if you do, just use perks to extend and lose chases. You want them to be as long as possible and to end them without taking a hit.

  • Repressed Alliance is one of my favorites. You can block all gen regression perks with it and show the aura of the gen to your teammates.

  • @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786227#Comment_2786227

    Well on account of Boons no one breaks totems anymore so it would likely show up to be quite niche.

    You cannot boon a pentimento totem, Pentimento would be more viable if killers could at least choose to snuff or destroy the totem instead.

  • People call for that stuff because those perks solve core issues within the game.

    Killer Camping? BT.

    Killer Tunneling? DS.

    3 gens pop after the first chase? Corrupt.

    Kicking gens takes more time from a killer than a survivor tapping it? Pop.

    SQ is impossible to coordinate in-game? Kindred

    With how SBMM is implemented, there is little incentive for a killer to leave a hook and not secure a kill, for survivors to commit altruistic actions and risk being killed instead. It's no news people are asking those issues to be fixed by making perks baseline when, in fact, those issues are all ingrained to the core mechanics of the game. Just like Otz said, the side who's willing to play dirtiest takes the cake.

  • @Tr1nity said:

    They should be able to be rekindled an infinite amount of times.

    That sounds horrible. And I dunno why snuffing boons won't break the totems yet.

  • Lithe has too broad of activation requirement IMO. Instead of using windows and pallet vaults to their fullest, you're committed to using your haste suboptimally. It should not be base kit.

    Something more manageable would be a nerfed version of Overcome (call it Undercome) which extended the haste effect after a hit to something around 2,5 to 3 seconds instead of 4 and deactivated if an exhaustion perk was selected. That way, exhaustion-free builds would have better viability, and selecting the most powerful survivor perks would have a trade-off.

  • Not a nerf/buff, but a complete redesign. Old Ruin was not that good against veteran players while completely destroying new ones. At best it trained survivors to land Great Skill Checks, at worst it taught them to gen tap. Good Riddance, IMO.

  • The reveal mechanic needs an overhaul as the others said. It's can be frustrating to deal with and against it, and stretched res shouldn't affect it.

  • Putting the burden of proof on the supposed guilty side is a lazy strategy to instill bad faith in a discourse. If you really think PT is impactful then share your experience through collected data or other evidence you managed to acquire. Do not just point fingers and delegate the responsibility of a counter-argument you didn't bother to elaborate on.

  • image.png

    Demo appreciation indeed.

  • Windows of Opportunity: so that you're not surprised by a pallet that has been used

    Repressed Alliance: So good against DMS/SH: PR, Ruin, Pop.

    Decisive Strike: if you're getting camped and tunneled.

    Circle of Healing: if you're feeling like providing Utility.

    Seasonal Bonus (Spine Chill): lots of piggies due to the archive challenges.

  • More an issue of map design IMO. I dunno why there aren't hooks both on the top and bottom levels of the library of that size.

  • Way too powerful. No healing, picking other survivors from the ground, or using items is way too much. That would basically kill sabotage and would allow killers to just sit on top of a slug to prevent anyone from picking them up.

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