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Gorgonzola

Gorgonzola

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Gorgonzola
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  • @bluedusef said:

    https://forum.deadbydaylight.com/en/discussion/comment/2063215#Comment_2063215

    off the top of my head, there are a few pallets in the centre of that map which are very strong for survivor, which u kinda have to break but almost every other pallet around the centre and upstairs is actually very unsafe. theres a reason why streamers normally say they hate that map. its just not very fun for either side and boring to play.

    https://www.youtube.com/watch?v=paSweiny_3w

    otz goes in depth about the maps and mentions how easy it is to work around pallets.

    If you panic vault at corner pallets of course they gonna suck, you need to look at them "wider", the loops usually extends to walls, you need to change your usual mindset when playing on Hawkins.

    I do agree that Bloodlust kinda destroys the fun factor of the pallets on this map however ^_^ From the other hand if you need to get bloodlust 2/3 to get one hit you are probably wasting a lot of time which other survivors are(or should be) spending on gens.

  • @Kolossoni said:

    People keep complaining he's weak, but frankly I like it when the newest killer isn't OP or strong.

    Imagine the match ups against him being new AND being strong since release.

    It would've been a nightmare.

    This game should focus on preventing power creeps and the Trickster is exactly that.

    All he needs is more fair balancing and he'll be A o-KAY.

    While we're here, let's balance Spirit and Freddy too and also, OP survivor perks like Unbreakable and Dead Hard.

    Preventing power creeps?

    This killer suffers from power creep despite being the newest killer lmao

    There is literally no reason to play him over Huntress/Slinger when it comes to effectiveness.

  • The only thing he can maybe to better than Huntress is downing survivors who run in a straight line in an opened field. That's it.

    Every other thing Slinger and Huntress can do better. He has potential to get faster downs than Slinger but only if survivors are braindead, otherwise nopers. His wind-up is similar to Huntress so he can get a few knives hits on windows where Huntress can also throw one hatchet and get a health state. In every maze tile or high walls loops he can only get a few knives as well in the same places as Huntress can get one hatchet. And if there's lets say two connected maze tiles there's literally no reason to go for knives because they will decay anyway so it's more beneficial to go for m1s... As 4.4m/s killer :)

    Idk, even Trapper and Myers feel OP compared to this killer.

  • @bluedusef said:

    what isit with indoor maps that the devs have trouble making fun?

    hawkins = 90 percent of the pallets are very unsafe

    game map = 90 percent very safe/god pallets

    slient hill map= breakable walls inbetween strong loops, lots of strong pallets, double pallets within 1 metre of eachother in courtyard

    why cant we just have a 50/50 or close enough to a 50/50 sided indoor map, they all suck.....

    Pallets on Hawkins are actually pretty good if you know how to use them. There are some awful ones but there's a lot of good pallets and some of them are really well designed as it requires survivors to actually think and allow for mindgames rather than braindeadly throwing a pallet and being already safe.

  • @ImHexyAndINoed said:

    Title, its no surprise people want Iridescent Head huntress nerfed. Especially if you run the infantry belt if it. But what if there was a fair distance in place in order to one down someone? It would mean a Huntress would have to successfully predict a survivors movements and be correct in they're distance from said survivor to earn the one shot reward. Instead of just waiting till they drop a pallet and winning a chase with minimal effort.

    I suggest 20 to 25 metres, and as a counter messure to keep the add on fair the huntress would only carry 2 less Hatchets, so she's got 3 Hatchets instead of the one.

    Huntress is supposed to be getting an Add on pass after Freddy gets looked at, let me know what you think....or one up me and give your own ideas on how you'd fix iri head...or give your own ideas on iri head or even other huntress add ons and what you want to see In the add on fix.

    No, hatchets should never instadown. Imagine getting instadowned from across the map, does it sound fun and balanced?

  • @Aven_Fallen said:

    I mean, this is how The Game always has been. It was always boring gameplay, just looping safe Pallets.

    Yes but no. Before the amount of pallets wasn't that awful at least. Now I feel like every possible pallet spawn is filled and I wonder if something is bugged or idk.

    Anyway from now on I'm just going AFK every single time I get sent to this map. I don't care if I get banned, I want to play a game, not braindead pallet breaking simulator. And I feel everyone should do this.

    The issue is bad teams get absolutely demolished on this map because it's pretty small and squeezed in so I guess the "StAtS" show that it's killer-sided.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1948017#Comment_1948017

    Have you never had your eyes suddenly scorched by blindingly bright light before? Do you think the experience is somehow not painful? because it is. You can can even go blind by staring into sun. Too much light in the eyes hurts.

    You can also just close your eyes but ok. If you even have eyes. Demo, PH and Nurse should be immune to flashlights completely following your logic.

  • @Mastermind said:

    https://forum.deadbydaylight.com/en/discussion/227308/pallets-saves-shouldnt-require-waiting

    The range on pallet stuns is already absurd as most of the time I get hit by stuns when I respect and stop in front of the pallet. If you're unable to wait the time for an EXTREMELY lenient save then you deserve to fail.

    "Oh a killer doesn't look around."

    The issue here is, that I can look around all I want, the animation takes approximately two centuries to finish, if you down a survivor by a pallet they'll crawl there and stay under it like a stubborn baby and what if I find someone who's waiting nearby?

    • If I chase them off and follow them, someone else might get the downed player or they might get unbreakable to trigger.
    • If I chase them off but then stop and go back to pick up the survivor, unless someone made their way to him in the mean time, the same person can just see me backing up and just run back after me and it's just a waste of time that benefits survivors already.
    • If I chase them and actually take the time to down them then if they have some basic looping abilities, it's probably going to take a good amount of time to do so and someone else might get the first guy and this guy might get downed by a pallet and just lay down catching sun under a pallet again with someone else round the corner and the killer is back at square 1 with nothing gained but a lot of time wasted.

    You'd know this if you actually played killer for a fair amount of time. Next thing you'll want to request a timer showing you when the next skill check will happen because that shouldn't require timing either...

    @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947538#Comment_1947538

    Disagree, as long as a survivor is nearby the killer is getting stunned regardless. That's how pallets work. I just don't see why I should risk taking a hit because I have to wait for an animation to end, the pallet should interrupt the animation and drop the survivor, it's not hard to understand physics.

    If you care about physics so much, flashlights saves shouldn't be a thing. Why in the hell would getting blinded make you drop a survivor?

  • I kinda agree, the Autohaven maps are too dark and I feel really tired after playing on them, trying to see things. And idk but the darkness level gives me a feeling you wanted to hide not exactly the best quality texture(even if that's not the case, I just don't see why you want people not be able to see anything).

  • I had the same problem. All 4 stacks but no bonus BPs. And I am not sure, but I think I did get bonus bbps until I upgraded BBQ to tier 3.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1782589#Comment_1782589

    I don't believe that it would still be bad. If you make it so it will always work on every M1, scenarios will inevitably come up where a Survivor gets screwed over by it.

    Yea, once in a few matches such a scenario would happen LUL idk, imo it's just bad.

  • You can delete the daily if you don't want to play a certain killer.

  • @Felnex said:

    Like everyone I'm disappointed by how every survivor is just mechanically the same as the next: Same speeds, actions available, etc... This is not good because you put yourself at a disadvantage if you're not playing Claudette (hardest to see) or Ace (built in Iron Will)

    SO what if Survivors had powers? Not boring "Repair 1% faster" or Entity forbid "Run 1% faster" because that's creates the problem of "well now this survivor is optimal for genrushing/chasing", but more along the lines of interesting effects that help inform character.

    So, Dwight, the nervous leader. His perks are about trying to gain respect from other people, and he's also very afraid. Maybe ONLY when he's around others, his sounds (Breathing, Grunts of Pain) are reduced by 25%? This shows that he tries to act tough in front of others when injured, and he's also less likely to be chased/noticed because he's nervous and thus quieter.

    Situational advantages like that could add a lot of depth to the game and selecting a survivor. Obviously none of these effects will be as powerful as a perk and like I said I don't want any flat % buffs to any action speeds, just situational advantages (or even advantages AND disadvantages) in certain situations.

    • David is a scrapper. Maybe his protection hits earn him twice as much BP, and the Survivor he protects leaves no Scratch Marks for 2 seconds.
    • Claudette is empathetic. While within 15 meters of an teammate, she can tell how injured they are (Repair % of their heal) by the intensity of their aura. Claudette receives a small amount of bonus BP for altruistic actions.
    • Jake Park is used to the wilderness. He does not move grass while walking or crouching and the Crows are highlighted for him.
    • Jane is all about helping people overcome obstacles. When completing an objective with a survivor (Finishing a gen or a heal together) they both gain bonus Blood points.
    • Meg is a great athlete. She has no heavy breathing sounds for 3 seconds after starting to run, and her breathing while uninjured is reduced by 25%.

    Any other ideas? Just remember, don't make them anything that would make them "optimal" in all situations. No % boosts to action speed like Healing/Repairing/Movement, because that Survivor would instantly become OP. Situational advantages/disadvantages only.

    This would create the meta because certain survivors would be way stronger than others and you would be facing the same survivors all the time.

  • @_VTK_ said:

    I like BBQ as a killer, it's a great perk, it tracks survivors and brings a huge BP bonus. Partially merging it with Deerstalker and letting us see survivors that are downed seems cheesy and unnecessary.

    The purpose of BBQ is to motivate the killer from camping and tunneling and go after another survivor, it shouldn't help hooking downed survivors. Besides we have Deerstalker for that and BBQ makes it useless in many situations.

    Do tou like bleeding out for 5 minutes because killers can't find you when they've already won the game?

  • @TAG said:

    Make it not a Hex perk. I'd be okay with increasing the cooldown to compensate. I just don't think it needs to both be a Hex perk and have a cooldown.

    Nobody would use that even if it wasn't a hex and even if it didn't have a cooldown. The perk is just bad and buffing it while keeping its effect to a viable level would make the perk oppressive.

  • It'a a shame because after Bubba update PWYF was basically only even usable on Plague, otherwise it's kinda trash filler perk.

  • I don't play him just because his POV is so bad I literally can't see anything. I wish I got my money back sometimes...

  • @tj0108 said:

    Personally for me nothing has changed, i feel like it will only affect bad killers who overcommit to there chases which if you do that you will loose games as killer anyway.

    Im pretty confident it shouldnt affect killers who have basic knowledge on killer and when to let go of chases.

    even dowsey thinks bloodlust is dumb and should be removed, hasnt affected him at all either according to him.

    As a killer - I haven't noticed any difference. As a survivor? I can loop casual killer players for ages now, I don't know if it's good or bad. I feel rewarded for playing TL walls well and not being immedietaly catched by BL3 zooming baby Leatherface. But from the other hand I understand that most players aren't playing this game every single game and it may be extremely frustrating for them, just like old Ruin was for newer survivors.

  • @TheClownIsKing said:

    Is anybody else sick to death of Nurses Calling?!

    Is anybody else pretty much seeing it almost every damn match?!?!

    Sure, we have 3 aura blocking perks, but they really don’t help much against the ultra annoying Nurses Calling.

    Distortion: 3 tokens. You might burn one healing a team mate, which was a waste of a token because THEIR aura is still being shown. All you can do is leg it and hope the “no scratch marks” saves your butt. And in the end, tokens might be burned so quickly that when it’s most crucial to self heal, when you need a token is probably when they’re all gone.

    Off the record: granted that this is great if healing is only worried about after being unhooked. But it runs into the same problem of if needing to be healed by a team mate, their aura will still give you both away anyway.

    Sole Survivor: this doesn’t start helping against Nurses until it’s acquired 2 tokens. 2 dead team mates isn’t good. And again, won’t block the aura of whoever is healing you, or whoever you’re healing.

    I really get ticked off by Nurses Calling, because there’s little that can be done against it, other than being lucky enough that the killer had a 32m TR, and know to stop healing the moment you hear the heartbeat.

    Please please please, give survivors something that restrict aura blocking to JUST the healing action, and have its aura blocking effect extend to whoever you are healing, or whomever is healing you.

    Please. Geez...

    #########, who runs Nurse's in 2020? It's only good on like 4 killers. Just heal in loops no in a basement or corners of a map...

  • It happens if you shoot the punishment of the damned and stops after being stunned and in some other cases. My right ear is completely destroyed after playing just one match as him :(

    Definitely not touching him until the fix ^_^

  • If you play Doctor he doesn't have his theme either

  • In my opinion Pig is the worst killer in the game along with Trapper. The thing about her is that she, while being bad, is extremely effective against bad players, if you have right build. 90% of her addons are useless or BS. Imo she really needs changes, desperately.

  • The biggest issue with Myers is that he is extremely outdated and boring. There's no reason to really play him when there's Ghostface, Plague or Oni (I consider those killers to be all better versions of Myers, but in different ways). I guess people play gim because they like the character or because he's so meme popular.

  • There's an event going on?

    The so-called event is so lackluster, I wouldn't even notice it, if it wasn't so hyped before. The most disappointing part is that there's no way to unlock outfits by gameplay(other tha iri shards, so ni difference from any other skins).

    Now, I buy every chapter, every rift and usually 1-2 cosmetics sets every update. It's not like I'm greedy and want a bunch of free skins. It's just something that makes you want to play the event. It's kinda satisfying that you fulfilled some objective and earned something, not just paid money.

    Events are getting worse and worse honestly, the last good event was probably Lunar New Year event with lanterns and it was still not as good as Hallowed Blight.

    Recently I really don't think like playing this game, thought the event will bring me back, but well, no event, so f me I guess.

  • @Madjura said:

    Plague can vomit on breakable walls to infect them, the same as dropped pallets for example.

    Survivors become infected when interacting with infected objects. However survivors can't interact with walls, so infecting them does nothing.

    Instead Plague should break infected walls faster. That way infecting walls does something meaningful.

    It would make no sense, spraying the walls and then breaking them would take too much time anyway in most scenarios. There are probably plans tomake survivors interact with the walls, just wait.

  • Clown'smap at least fits him.

    Red Forest for Plague is a joke. Babylon's temple in taiga? No. No. No.

    Imo Plague has priority in getting her own realm, the map is quite good gameplay wisely but it's one of the ugliest maps in the map, nothing fits it the theme of Plague.

  • Deathslinger has poo map pressure but he's very oppressive and annoying in 1v1. The changes he needs is 115% MS and longer wind up time to allow more counterplay. And maybe two shots? Because the most annoying thing when playing him is that he is soooo slow. He needs to wander his ass with 110%, shoot, reel in, hit, reload, catch up again with his slow MS, shoot, reel in again and then he gets a down. That's what prevents him from being a good killer. He can get downs easily with not much counterplay but it takes a lot of time. Kinda like the old Legion.

  • @Deadeye said:

    I think the improvements of Knockout are even bad, because it is not the worst idea to recover against slugging. And recovering takes 32 seconds, so when you are done 50% then the extra effects are already gone, when you simply were not even affected. Not sure how blindness makes me change my behaviour when I am just lying on the floor watching the progress go up. And having slower crawling speed does not affect me at all while recovering. The crawling slowdown should be constant until healed for one health state, and blindness probably until recovered to 95%

    Exactly. The only reason to crawl right after being downed is when you have tenacity(which trumps the MS penalty anyway) or you are really close to a pallet.

  • Some of her traps don't work at all. For example traps in the shack can;t be triggered. I have peope running over it multiple times and nothing happened. I was very confused. And being looped as Hag in shack is a nightmare if you can't use a trap there.

  • I had the same problem but it may be the bigger issue with sound overall. Sometimes they just don't play.

  • @Onyx_Blue said:

    @Gorgonzola has that been confirmed? 'Cause don't you go giving me false hope now lol

    McLean told me so on Otz's stream ^_^ Hag is bugged too btw.

  • It's a bug. It really hindreds the Clown as you can fake reload(some survivors will leave loops when they notice you reloading).

  • I had the same bug. My trap at the shack wasn't working (and Hag without trap in the shack can be looped forever). I also planted one trap on one of the harvesters on Rotten Fields and it was unsuable as well.

  • I had the same problem, I was playing Deathslinger on Coal Tower. Picking up a survivor solved the issue but you need them to help you so...

    https://youtu.be/KczCxsaluws

  • @Peasant said:

    https://us.v-cdn.net/6030815/uploads/601/T6WI8R3DRBVE.jpg

    https://us.v-cdn.net/6030815/uploads/611/DRZE7V4V7V36.jpg

    The fact that there is a generator spawn that can only be accessed by a staircase that can be body-blocked that also has access to 3 different drop offs for Balanced Landing baffles me. This position is absurdly defend-able for survivors.

    I feel this spawn is too powerful and just want to know your reasoning for adding it to the game.

    This is nothing compared to the stupidly overpowered spawn on the top of the saloon. I just never bother going there as there are two god windows by the gen and getting up there takes ages. And if you do finally get there survivor is already far away as they can easily spot you going in from the outside.

  • @alienschmalien said:

    It amuses me that no one notices just how hand held killers really are right now.

    There is literally a meta killer perk for any situation that annoys you.

    Pallets? Enduring and Spirit Fury.

    Window Loops? Bamboozle.

    Can't find those pesky survivors? BBQ, Bitter Murmur, Whispers, Nurses, etc.

    Generators going too fast: Ruin, Corrupt Intervention, Thrilling Tremors, Pop, etc.

    Meanwhile, every survivor meta perk is trash to the point you have people excited for a stupid perk where you hide in a locker and get a chance at a stun.

    The game is the worst balance wise it has ever been.

    Are you joking? Most of those perks are just bandaid fix to poorly designed game... Fractured Cowshed has so many safe pallets you can predrop every each of them without looping and still easily win the game if your teammates know how to hold m1 on gens. Bamboozle can fix stupid braindead windows like Ironworks of Misery, Rancid Abattoir, Badham Preschool or Suffocation Pit. BBQ is being run mostly for points as countering it is super easy. Just hide in a locker or run towards a killer. It also rewards killer for playing well, as he managed to find, down and hook a survivor, same with Pop or Thrilling.

    Survivor meta is DS, Ubreakable, Dead Hard, Adrenaline, BT.... Those are stupidly good perks and most of them reward you for playing poorly or allow you to play poorly. Your team is getting downed to fast, because you group up and can't loop? Oof, I have 60 seconds immunity and can stop killer from snowballing, because I was hooked before. I got downed with my DS/I got downed and my stupid teammate was around outpositioned? Oof, I can just hold m1 and get up for free. I misjudged the distance between me and the killer on a loop/I got mindgamed on a loop? Oof, I can press E and undo the mistake. I got injured in a chase and I am in the middle of nowhere? Good thing my SWF team is just finishing the last gen, I'll just get a free health state and run with the speed of light for 5 seconds. My teammate got hooked? Why would I wait for the killer to go away if I can just farm them with BT, they will bodyblock for me and they still have DS, hehe.

  • @Jigsaw_pprentice1993 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1170048#Comment_1170048

    its all about keeping the 2nd blink for the chase that way u have a small cooldown dont overblink too much and ur fine

    And if you miss the 2nd blink you may as well abandon the chase.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1166824#Comment_1166824

    @SpaceCoconut

    Neither is using a singular case scenario as hardcore proof that gens go by fast.

    You never included the part when you engage in a chase. So it’s really hard understand why it took you 1 minute and 25 seconds to hook someone. Was it the set up? Did you miss a hatchet? Etc

    Much of why gens go by fast is the missing skill gap in some of the killer playerbase.

    In other words you can get into a match right now and just tunnel the first survivor you see and KNOWINGLY give up on the gens and hope that they used enough pallets so that the next time you’re in a chase they will have nothing to work with because you knew gens were about to pop.

    That’s an example of why you can’t just present one scenario (or a snippet of it) and expect the rest to understand if there is really a “gen speed problem”.

    So I guess you are not allowed to miss a single hatchet? While survivors can do a lot of mistakes and still easily win? You can always dead hard, run into killer after getting unhooked and just use DS, use Sprint Burst whn your positioning is bad etc etc. And "Did you miss a hatchet?" answered with "Yes, I missed 1/2" means you deserve to instantly loose.

  • @Jigsaw_pprentice1993 said:

    nothing i got a 4k today on hawkins and i barely play nurse she is still as good as old nurse

    It's not about how strong she is. The cooldown is just extremely annoying and unfun. I just don't play Nurse because it's super boring to be forced to walk for 6 seconds without any power with her terrible MS.

  • Do you seriously want DBD to be Pay to Win?

  • @Godot said:

    I think the game still has the horror aspect to it.

    I get scared by a no terror radius/red stain Ghost Face or Myers every single time.

    Or any killer that pops up without a terror radius/red stain.

    Ruin is fine in my opinion. The hex skill check thing was stupid.

    I'm terrified of survivors and toolboxes.

  • Some animal or someone who has to do with animals?

  • I'm gonna be honest, no matter how strong she is, cooldowns are just annoying and unfun for most people. And calling them "lazy, because they don't want to learn her" is somehow unfair. I don't say the cooldown is bad, but cooldowns are just irritating to deal with and make the experience less dynamic. No intense chases when you have to slowly float waiting for your blinks to come back.

  • The onyl frustrating thing about Doctor is playing as him. As a survivor when I see Doctor I know it's gonna be ez win.

  • @Peanits said:

    I'd hesitate to call the Doctor and Lery's updates nerfs, especially given you haven't had a chance to play them first. I would say give it a try once the PTB is live. That's the point of a PTB, after all.

    You worded it as if it was a nerf. He was changed because "he's frustrating to play against". The only frutrating thing bout Doctor was playing him, because he's hopeless against any decent survivor due to his slowdowns, cooldowns and other restrictions.

  • I don't use ruin only on a few killers, like Pig(Corrupt is a better choice for her) or Plague.

    I won;t play Clown or Doctor anymore most likely. Without ruin they are worthless and Doctor is gonna be even more worthless apparently.

  • Killers already have too little time, try playing killer in red ranks and good luck!

  • With RM, class photo/bitter murmur Freddy is one of the best end game killers. Opening gates with RM stacked and in dream world takes longer than doing an additional gen ^_^

  • @MhhBurgers said:

    https://forum.deadbydaylight.com/en/discussion/comment/348367#Comment_348367

    You can literally ALL sneak around the first part of the game looking for totems instead of running into a gen if you're on comms, the killer won't find you. But then again NOED is not that big of a deal in the first place. When I play surv I usually just cleanse every totem I come across or memorize where I saw one and cleanse it as soon as I can. I rarely get games that get out of control by NOED and I'm currently just rank10 too due to not playing surv much this month.

    Doyou ever play survivor? One of survivors usually spawns really near to the killer and if you fail to hide from him you are being chased. During a chase you use pallets. Other survivors should do gens when one of survivors is chased because the longer a match goes the less chances of survival are.

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