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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3122844#Comment_3122844
I mean, you can still go from being downed to injured with it, so you can still get some value from the health state.
Also "we have worked hard to get to end game so i should be allowed some fun", and what about everyone else, or the killer? Should they be allowed fun for enduring a match until the end? Youre logic doesnt make sense, both sides have to go through stuff, you arent owed anything for playing the game.
Your comment made me smile. The way you said the killers should be allowed fun for enduring a match until the end sounded like the killer is about to die or something by the end of the match ? Is there another option where the killer is not strong enough and he just doesnt make it to the end ? Oh wait thats when the killer actually win the game before the end game. You talk about logic and yours is strange as well
Anyway my problem with this new Teminus perk is that there is no requirement for the killer - something to do for it. You just apply it to everyone if they manage to get to the end game which means they are kinda winning. Adrenaline is a perk that was made to reward exactly this. You do 5 gens for it and make it to the end. With the current state of the game this is a rare thing esp for solo queue. So adrenaline fits even better when it works. And suddenly the killer gets this without doing anything ? The survivors do they objectives and suddenly the killer is getting the upper hand because of that ? It is kinda weird. THe perk needs something more to be done by the killer so HE gets rewarded by it for doing SOMETHING worth the effect.
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Just to add something myself since I just read something interesting from another dev \Warhammer: Vermintide 2\ on steam forums. According to him and Ill quote " EAC has two versions. Non-EOS and EOS (Epic Online Services). Most games historically use Non-EOS EAC. It's the one Vermintide 2 uses as well. Epic only added Proton support for the EOS version of EAC. Therefor in order to implement proton support for Vermintide 2, a huge amount of reworking of the EAC implementation would be required, which may also require all players to authenticate with Epic Online Services as well -- perhaps even logging in to the Epic environment (to be confirmed, however)." So careful with that please ! You rush anything Epic related on Steam without announcments way before happening and there may be a missive backlash like the Tomb Raider games had recently!
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I perfectly understand that person but a warning is all they can do so far unless there is a better idea. The cooldown is a terrible idea. People who actually know how to play the game /which are very few around here sadly/ know very well a cooldown will ruin the timing of the flashlight saves. It is already very hard to get the blinding right so often even the best players have to click the flashlight twice in a very fast sequence to get it right /way less than a second between 2 clicks /. And this is the primary use of flashlights. If they are willing to remove the timing of the blinds now that would be another story / Lets say you can start 2 secons earlier and still get the blind/. Since everyone here seems so concerned about the that problem I tihnk it is fair all to agree to that change as well should be a must.
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Exactly the same problem. I was using Emergency med kit though + Gel dressing and I could not heal twice to full 2 games in a roll with that same combo
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What a "strange" logic. Actually that change will have the exact opposite effect - killers wil just kill their targets esp when there are 2 survivors left because you will never find the hatch until all but 1 are dead. Me as a survivor have no problem to just hide from you till you slug while looking for me. It is still fun for the survivors. Not for you though if that is what you want. 1 or 2 games later after you NEVER find the remaning survivor you will drop that and never ever slug the last 1 out of 2 and you wil just kill him right away so you can look for hatch instead and end the game
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@Saitamfed said:
I don't see it as a nerf... if a survivor or other survivor found the item before the timer went out, then the killer would have to hit said survivor and wait for the timer to go on again, now if the item depletes its charges is a good thing because let's suppose they bring a flashlight, at least in that way the flashlight will lose charges until they pick it up again.
And yes, survivors who used keys always drop them in certain spot... that way Franklin did nothing about it so no... Franklin didn't counter keys because first survivors are not stupid and second they can be found in chest so it wasn't like "Oh yeah! Key destroyed, now they can't escape" they could always find a key somewhere else.
I thought from the description of the perk that the perk will drain charges and when you pick that item back it will have lower charges 100% unless you pick it right away which would be impossible unless someone runs for your items after you /which would be dumb in general/. This somehow leave absolutely zero counter to NOT lose charges when I think about it in normal gameplay which is terrible ..... So I pick a brown medkit with the idea to heal once I get hit and suddenly I can no longer heal to full with it even if I run to it which would actually cost me time that wont be worth for what is left from the medkit
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What ... No ! This is one of the few addons that change the way wraith can play. The addon is perfectly fine. I don't even see anything in your post that says why exactly the addon is op beyond the fact that wraith is stronger now in other parts. But I really hate buffing wraith to leads to changing actually cool addons. I'd rather have wraith base kit nerfed back like the invis at range. I think the only problem here would be the combination of that addon+another strong addon that is now possible while you have the passive windstorm . But hey many killers have broken combinations like for example the trappers 2 ultra rare combo is just beyond stupid - auto reset + getting injured. And I just don't see this to be on that level even for wraith. They MAY change the addon to be ultra rare
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Yup I really don't like this change either. Make it immune to Franklins !!!
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I just find out about the model while reading what happened during the last stream. I have to say the model looks terrible in the face. I really don't like that new clean face and also the lack of emotions in his face. The old model you can tell he is scared - it looks so natural. The new one looks so weird like not a game model but a real face - its really strange cause this is a game. The hair also does not look as funky as the original one. There is a lot more going on in the original hair style.
This would probably be the final nail in the cofin for me since I like to play only very few survivors because of the way they look and Dweet is my favourite and this change is just horrible /in the face/
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@[Deleted User] said:
What are the infinite loops? I'd genuinely like to know
There are few requirements :
- You are aterrbile at the game
- You find out there are official forums where u can say anythhing
- An infinite was born already
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I am really lost with your logic if there is any logic
"So new Lucky Break is now 45 seconds. A Self-Care heal is 32 seconds. That means you effectively get 13 seconds of use out of this perk"
What happened to the other 32 seconds of Lucky Break ???x100000000
Or they count ? This perks wasnt made so u can heal and use it again at least not anymore. The idea here is one time use u get 45 seconds to escape the killer which is pretty good. From there we can talk if the perk needs something else like a passive or maybe the blood part should stay longer like it used to be. But the scratches part is absolutely fine. They just cant add more seconds to it cause it is STUPID powerful
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Do you know what was the initial idea about the perk ? The effect was and still is supposed to give the killer another target so that he does not camp. And till today I have to say it still works as intended. I hope this gives u all the answers /yup it is just that simple/
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I am tired of these threads. The same old nonsense I read and I again I even read " that instances where Dead Hard prevents you from being downed can be swapped with having Endurance from Mettle of Man" which my friend shows YOUR ignorance about the perk and the game. I've explained already why in another thread you can check my history if needed to learn the difference between taking a hit with endurance and avoiding a hit with DH.
Since many have said enough here why DH is actualy just fine I will add how I look at it when I play killer. The perk has 2 effects - one is giving u a chance to avoid my hit and second - you may gain distance to get to a pallet or a loop if you can't reach them. The first effect would not work in 99% of time because I know when to hit and when to wait. The second effect I cannot deal with but that is perfectly fine because that is the effect of the perk. You could use sprint burst and gain distance at the start of a chase with the same success. There is nothing wrong with that.
People who can use DH successfully are these who have hundreds of hours in the game. You claim there is no effort to use the perk but I have to disagree. Dodgind a hit with it requires perfect timing that rarely people can pull off. Meeting such good players who can godge your hits every game will never ever happen. Otherwise many killers would be nerfed to the ground with that logic already cause the truth is the game has never been easier on the killer side ever. We can't balance the game around players who have 5k hours into the game when majority of the playbase are terrible terrible players /that is why also that new MMR system will be a big failure /
It is interesting you pointed out also why most other exhasuting perks are bad and why they need to be buffed esp Balanced that is such garbage garbage perk, with the new stun perk being the second close to it. Personally I want to use Head on all time but first the perks requires to bring a second perk with you and second the effective time u have to run after the stun is way too short since the change they made to the perk years ago /but they never fixed the stun duration/
In the end the only problem I see here is that people are getting annoyed because they get to deal with the same perk over and over again and come up with all kind of excuses but in reality that problem comes from the fact survivors have no reason to use anything else /aka devs wont make anything else usable or remotely good/
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2106980#Comment_2106980
Thanks for highlighting your immense lack of intelligence.
When I made the comparison for avoiding a hit is alike to taking an additional hit, specifically saying FOR ALL INTENTS AND PURPOSES, my point was BOTH extend a chase by a significant amount, AND give the survivor the additional distance required to reach their next strong loop or structure.
The distance other exhaustion perks provide is not as “on demand” as DH.
Also I said IN THEORY regarding the perk being used once every 40 seconds. This is not an actuality during normal gameplay. My problem is that the design of the perk allows this to be possible, regardless of how remote that possibility is.
Conversely MoM allows for the possibility for endurance more than once per match, but look at how improbable that is.
You can keep you thanks back cause u need it .
"my point was BOTH extend a chase by a significant amount" - and here I explained with as many possible words how that is not true since gaining A LOT of distance when you get hit by getting speed boost is not "alike" to a very small distance with no speed boost that you gain when you avoid a hit. If you cant undrstand that, please don't talk about intelligence - it is just rude.
"The distance other exhaustion perks provide is not as “on demand” as DH". Different perks - different mechanics. If all the perks would act the same this would be a very boring game already. I can easly argue that all the other exhausing perks are pretty bad /with the expection of Sprint Burst/ for so many reason and instead they should just buff them so people actually start using them.
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Another day on the forums, another DH thread and again and again full of absurd agruments.
First and foremost your very first sentences start with a big nonsense and show such complete lack of knowledge of game mechanics that I wasn't even sure if I want to read it all. Saying and I quote "avoiding a hit is pretty much the same as being able to take an additional hit" is just so so so wrong that I am not sure if u are trolling or just mad about the perk in general and so you do not think when you type this ? Shall I tell why it is not the same ? First taking a hit makes a) the killer to stop for few second in a place cleaning his weapon b) gives a speed boost to the survivor who got hit creating a huuuge distance betwen him and the killer if he decides to run away ofc c) the killer lose his bloodlust which is super important also currently. Missing a hit makes the killer to stop for a very very very short time not even close to an actual hit. The distance you gain from the DH is nowhere near close to what you gain from being hit. If u get hit u can run probably from one side on a decent map to another with no problems unelss you play vs BIlly or another killer with ability to move faster /or save the best is in play/. Vs DH you are stucked around the same spot. And yes the killer wont lose bloodlust either if he missed a hit which is super important.
From here everything else you said wont make much sense since you created your entire point on something you thought was the same but it is not obviously so what are we even talking about. Not the mention the avoiding part is extremely hard with DH vs any competent killer. Only the disitance gain is really really helpfull but that is something ANY exhausting perk can provide.
Also you failed to provide how so the perk "buys a survivor an absurd amount of extra time compared to all other exhaustion perks". Getting to another loop is something any exhausting perk in the game can do, it just requires different activatiion to happen. Also any exhausting perk can be activated once every time you chase someone it is not just DH and again will create disatance.
And no u cannot use it every 40 seconds - whichful thinking but sadly it works just once in a chase
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@RoboMojo said:
Bit of a disclaimer here: In this post I am NOT trying to argue that any of the mentioned perks are too strong or need to be nerfed. I’m simply discussing why, in my view, their designs may be problematic.
Dead hard is a perk that's designed to reward risky plays, allowing you to dodge a hit by the press of a button/key. However I’d argue that this is a flawed design that can only lead to frustration and annoyance.
Dead hard has counterplay but only sometimes. If used for distance or if used against a Blight or Nurse in power then there's not a whole lot they can do. Blight can bait dead hard by bumping again close to them and then using another rush to get the hit. As you can imagine however, there are many situations where this isn't possible. In said situations, you are powerless. Even if you made a nice play, it's negated by the push of a button. It's become a crutch for many. They know they can make dumb plays because they have dead hard. In some scenarios you simply cannot bait it without them making it to a tile. If they’re in a dead zone then it’s trivially easy to bait but if they’re in a dead zone then they’re already going down regardless of if they have dead hard or not.
I’ll get to the point, Dead hard is problematic in my opinion particularly because of the fact that it requires zero effort to get. If you get hit, then you have dead hard. As well as this, it punishes something that must be done to progress the game at all as the Killer. Most other second chance perks exist to counter certain behaviours e.g. Borrowed time to allow a camped person to take a hit without going down, Decisive strike allowing a player to punish tunnelling (The effectiveness of it against genuine tunnellers is debatable but thats beside the point). However, Dead hard simply punishes the killer for doing something that they literally have to do to progress the game, that of course being, hitting survivors. Dead hard punishes the killer for something they are supposed to do. Am I the only one who thinks thats kind of odd? In this sense it’s somewhat similar to Noed. It punishes the other side for simply doing the thing that they MUST do to continue the game. There’s many other perks with similar design philosophies of punishing the other side for fulfilling basic tasks but Dead hard is undoubtedly the most commonly seen among them. Except perhaps Noed. Nonetheless, I hope I’ve done a good enough job of explaining my thoughts. You can insult me in the comments if you think my post is dumb but all I ask is to please be respectful to each other if a debate breaks out. Have a nice day, everyone!
What a terrible explanation of so called problematic design of a perk that for me is just in a perfect for spot in the current state of the game/really important to mention/
"Dead hard is a perk that's designed to reward risky plays" Who told you that ? I love when people assume things cause the perk is used one way or another. The perk may allow that but I have never heard that it has been designed following that idea.
"Dead hard has counterplay but only sometimes". - I think it it safe to say that statement is true for nearly all of the perks in the game. If you had 100% chance to counterplay the perk every time that perk would be useless.
"If used for distance or if used against a Blight or Nurse in power then there's not a whole lot they can do" . And where is the problem with that ? Almost every exhausting perk can be used for distance. You can bait a nurse hit with Sprint Burst with the exact same success as dead hard. You just don't see that perk so often so u don't complain about it yet/which you probably will/. That is the idea of these perks - to prolong the chase. Dead hard is doing that by either dodging the hit /not working 90% of the time/ or by just getting distance to reach a pallet/window. When someone is using Sping burst he is using the perk to get distance from the killer to reach a more distant pallet/window. Balanced landing or the new stun perk - exactly the same logic - you create distance and so does DH.
"Even if you made a nice play, it's negated by the push of a button" . First - the fact you made a nice play, does not mean you cannot be countered. For you is just a button. For the survivors it is extreme timing of a button hit + hit/lag prediction. Sadly the perk has just one use while the "nice plays" for the killer have no cooldown. Second - again the same is true for every time a killer swing. The hit validation is so horrible in general that surivors are getting punished all the time "by the push of one button" even though "you made a nice play" and this is not changing ever. This is one good reason why perks like Dead Hard are needed. To minimize the effect of that unfairness which they can't really change on a technical level. They just cant !!
"I’ll get to the point, Dead hard is problematic in my opinion particularly because of the fact that it requires zero effort to get". So what now we complain that perks have effects in general ??? What is even this logic. I swear people on these forums are just using the most absurd arguments to justify their poor logic. Again most of the peks have effects that require zero effort to get. Ironically the dead hard required actually to be injured which does not really stand for "zero effort to get" so your entire statemnt lose its purpose. By your logic the game should never ever have perks that can in any way slow down the killer in their attempt to kill a survivor because .... Again - absurd ! For me your second half sound just like a rant how unfair is that you can't hit something the first time you tried and you get frustrated and how dare the devs make perks that allow that. It has to be a 100% killer domination. Well - no. There have to be playmaking potential for both sides. Again any of the other exhausting perks have the potential to prolong the chase or what you call it - punish the killer. Yes you are pusnished by ALL exhausting perks and so by many other u just don't realise it. But hey look at the bright side - maybe perks are ment to do that since survivors rely on them /no special powers like the killers/
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@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/2102460#Comment_2102460
I think the soul guard change is supposed to prevent this:
Well this looks terrible for sure !
Still I have 2 problem with the change to Soul Guard :
- first the cooldown should be only and just only for the Endurance effect since the perk has a second effect ! The undying effect should not be affected by this change !
- second - since the problem is actually the super strong healing that creates these chain Endurance effects maybe they should put a cooldown ONLY when someone gets healed by someone else to injured state/or maybe even healed at all /. I don't think when u get up on your own aka there is a cursed effect totem active should put you on cd since that is when you actually need the perk the most being active/ vs NOED, Devour, camping their Ruin killers/. The idea is similar to how DS was changed - you heal something you lose the effect
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/2102126#Comment_2102126
Note: it is reduced by 5 degrees. That's narrower, not shorter. It gets more accurate as Totems are cleansed.
This is good only on paper. In a game is really absurd to be fair. Imagine running the perk and you clear 3 totems in Lery's. Now while u run it gets activated again and I have to assume that the totem got to be in a smaller degree range infront me when it activated. But how much smaller ? So I have to think now what was the basekit degree then exclude the range I get to remove from the totems I cleansed. That plus the fact we often don't really get the exact possition in which the perk got activated because we run often will make it just more and more confusing .
And I also think that would just create a bigger problem where the perk actually DOES NOT activate when you are around a totem because u didn't rorate the camera enough since you would reduce its effective degree range detection ... This is just not needed at all !!!
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@FrenziedRoach said:
Because just as survivors have strong areas of the map, killers need strong areas too.
It's part of the power dynamic between the two as the play area shrinks over the course of the game and as the chases progress with the hunter trying to push to areas they are strong at vs the hunted trying to stay in areas they're strong.
What about maps where the survivors don't have such areas yet there is basement ? There are plenty of such maps
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Simple killers cannot be too powerful. This has to be a rule. And wraith is a simpe killer. You don't need any skill to use the wraith. I think the current state is just fine for a simple killer like wraith
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@th3 said:
Forums moving on to the next perk they dislike like a rabid trainwreck
*Terrible players at the game" moving on to the next perk they dislike like a rabid trainwreck. There I fixed it for you ! Few weeks ago I saw someone here to make a statement that Head on is the only exhausting perk that does not give u exhaust effect when used and he was "dead hard" serious. And so is this guy.... I don't know if I have to cry or to laugh. And then I join to the game and as red rank I get these kind of payers who can't deal with simple Dead Hard god forbid vs other more complicated perks
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I think the devs keep maps to being one sided or another so there is something even about them. And I am saying that because they also did not change yet terrible killer sided maps like Shelter Woods with half the maps being a giant dead zone or the 3 gen heaven Azarovs where the killer can just stay on one side and just win or the one and only Wreckers where the basement is in the middle of the map and the killer can bring there the survivors almost from the entire territory of the map just like that. THen we also have the Spirit/Oni maps that have almost nothing to work with after tha changes esp the Sprit one - the middle is one big nothing. And then we have all the indoor maps which are usually Killer sided - only the Game now looks pretty even, even though I've noticed some really stupid changes in this last patch that make some pallets a terrible bait for survivors to get caught really easly which is really terrible but I don't expect much from the devs anyway so whatever /Ill have to check it myself if it is back to killer sided map /
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@CustomerService said:
What I find funny is, at this point it seems newer people who start playing killer don't want to kill. They want the game to kill for them. I've been playing killer since 2016 when self care was twice as fast as it is now, windows never got blocked, we had infinites and sabo was permanent. Today in 2021 killer is the single most boring and easiest experience in DBD putting veteran 4man SWF groups aside. You just have to press M1 and your perks and the killer powers do most of the work for you.
If you really can't wait 1 second and swing while you're closer to the survivor, then I honestly don't know what to tell you.
"They want the game to kill for them" - I couldn't say it better. The quality of the playerbase is so low. People don't know basics and it is getting worse and worse with time
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My only take about this perk is that is terror radius based which can be changed /made bigger/ with some killers/addons/perks and then there are actual small maps and also 3 gen is a thing esp on maps like Azarovs. I thought the idea of this perk is to make the survivors reconsider taking hits and in general to stay away but with maps like Saloon that is really mission impossible. I just don't think that it should be radius based but just set range that is smaller from what is now with the only idea to punish survivors who dare to go for a save and with no cooldown. I just don't get it how survivors should get exposed just like that out of nowhere being miles away for a doc just because he picked up someone to hook him. Seems legid stupid. There are even perks that can make your terror radius bigger ...
Also one personal problem I have with this perk and pallet stuns. When a killer pick up a surivivor on a pallet and he didn't see that there is someone else nearby he should be 100000% punished because he was careless. But as everyone who has played the game knows often killers are able to actually hit before u stun them which is ridiculous considering they were careless but still they abuse the fact u have a 60+ ping and with all the delay it is nearly impossible to time the pallet and imagine now that perk added ... My problem here is the tight timer on the stun even though the killer is under a pallet - that should be changed with that perk in play now !
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@Yords said:
Use small game, it actually detects his pallets.
Use a map with the red twine addon, maps actually mark his fake pallets (I am not sure if they work on his snares though).
And probably the least known one... You can actually look at the fake pallets to tell them apart. Fake pallets are brighter than real ones, almost like a slight ghosty (not as in ghostface) tint to them, real ones just look dark.
If only maps where more easly to get :( ... We have 5 different toolboxes that hardly do anything differently not to mention how boring they are but maps that have so much more usage get just 2 qualities that are red and green that we hardly see on the webs
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I would be fine as long as terrible maps like Shelter woods and Azarovs are disabled too.
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The leave button when you spectate is in a terrilble spot. Nobody puts buttons on their top left screen .... I don't know why that was even changed but this is not the spot. It feels very very unnatural to be there
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@Bwsted said:
Tbh, the only thing that Head On needs is to apply exhaustion when fast exiting a locker. As of now, it's the only exhaustion perk that doesn't exhausts upon activation. It has the peculiar additional condition that the stun has to be successfu, which doesn't make much sense.
They should really forbid people who are just not really good at the game to comment here actually because we get these absurd threads where someone says that Head on is activated when you exit a locker calling it the the only perk not causing exhaust uppon activation... holy moly ... Dude the perk activates WHEN YOU STUN - that is the actual effect of the perk. The perk is not for exiting lockers ahahaha. This made me laugh.
And the original comment - you just need to get better buddy. Basically what I read - I lose they win. It is hard to win cause ..... . You will get there just keep playing. Killer is as easy as it has been ever. Just press W. Don't tunnel the same person. Think when you play
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1921240#Comment_1921240
It was fixed some time back. I reported the bug a few times and it eventually got fixed. It went unnoticed for a long time because practically nobody uses it.
https://forum.deadbydaylight.com/en/discussion/comment/1921267#Comment_1921267
Not a bug. Open Handed works with Aura-Reading perks, not Aura-Blocking persk.
Well get ready to be bugged again since you know ... new patch is next week and we know what comes with every patch right ?
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I thought Sole Survivor does not even work ? I read it was bugged for a long time now
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1920678#Comment_1920678
I must have missed the survivor nerf where you are unable to rescue someone in the basement while the killer chases your other teammate.
Basement is in the middle of the map, survivor being chased runs one way, you walk in from the other direction and get the unhook. Not rocket science.
Which way is the way to run you have to tell me or better show me . I got to see that passage of glory where survivors are supposed to run which does not leave ANY way of the killer to just you know.... RUN BACK the moment he gets notified by the amazing new UI that gives you all info u need or just by seeing you going in which is not hard on that map or even better just by proxy camping it which is the best. Eventually you will have to unhook that person and oh what a surprise the killer will be just in time there from when u hit the stairs ! Now ofc that does not inlude killers like Hag, Trapper, Billy, Demo, Twins. These killers will be there before u even manage to make a step there if you can make one since Hag or Trapper for example willt trap everything so you are never gettting in or out
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@dezzmont said:
"If the killer has two people hooked in basemenet and is defending it and catches you unhooking, what are you supposed to do?"
You are supposed to lose.
I say this sincerely, not in a 'git good' sense, but a 'core gameplay interaction' sense.
The idea that survivors 'need' a way to get cheeky in your face hook rescues from basement is framed as a 'well if I don't have this how am I going to play in this situation' manner, but its really describing the core problem with DS: it allowed survivors to power through loss conditions they had no right to power through.
Basement is MEANT to be dangerous. Killers hooking two survivors close together is MEANT to be game endingly powerful without BT. If you do ANYTHING in front of the killer without concern for their ability to reach you, you are MEANT to lose.
So if you get into the situation OP is describing? It meant not only do you 'deserve' to lose. It means the only fair possible outcome is you losing. You HAVE to lose, for the game to make sense.
The killer's entire mechanical interaction with the survivors is 'Can't be directly opposed, but can't be everywhere at once.' If the survivors ever have tools that allow them to progress the game 'in their face' the game is broken, because the only function of the killer is to block progression locally.
That means that if you get basement hooked in a bad spot? GG. Sometimes your SUPPOSED to die on first hook. It HAPPENS. Its a possibility for a reason! Because sometimes you make such a big mistake you lose your other 'lives.' You made a series of mistakes to allow that to happen that NEED to end the game for you. If you didn't loop by the basement, or sit near a gen there, or run there when it was a deadzone, you wouldn't be down there. If you had more gen pressure the killer couldn't safely defend it. So its on you.
NO TOOL should exist to do what OP wants to do. And the ENTIRE PURPOSE of the DS rework is to punish survivors who do dumb ######### like unhook in the killer's face just because they have DS. If your unhooking in basement? Your not getting tunneled, your doing an objective instead of choosing to run and reset yourself to 'neutral' and the killer MUST be allowed to stop you.
The purpose of DS is to allow you time to reset yourself to neutral (Uninjured, in an area the killer doesn't know where you are) after at least one unhook, or to give the killer a big time and effort penalty for failing to let that happen, NOT to allow you to turn the game around.
Saying "DS now no longer lets me unhook in the killer's face in the basement after getting hooked myself by someone sloppily rescuing me in their face" is akin to saying "Power Struggle doesn't let me get out after being the last survivor in a deadzone with no pre-built wiggle time or hook spreading offerings during the end game collapse when the hatch is closed." Like... yeah, sure doesn't. Good. Your in a loss condition, you don't always have the right to get back into the game, that is why its called a 'loss condition' and not a 'whatever condition.'
"The killer's entire mechanical interaction with the survivors is 'Can't be directly opposed, but can't be everywhere at once." See here is where you are dead wrong. Hag can be everywhere easly esp if the basement is in play. Billy can be everywhere in less than 5 seconds. Demo can be everywhere by using his trap/teleport - the easiest teleport to the basement ever. Freddy can be everywhere since gens are all over the map and he can teleport to them. The new killer - do I even have to tell you ? The moment she gets someone in the basement killers usually leave her there for all eternity while Victor goes on a hunt. What you descried there was the game ages ago. It seems people dont realise that everything in this game has changed massively. The devs have nerfed most of the maps /only few left/ and game is way easier on the killer side with less pallets, less loops, smaller maps, way darker which helps a lot of them and the games in general are way way shorter. So the basement will have to be adjusted eventually to the new reality that is the game today.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/224316/ds-nerf-makes-basement-a-deathtrap
I'm sorry but if the killer manages to get 2 survivors in the basement then that's on your teammates.
Mistakes should be punished.
Heard of Wrecker's yard ? The basement is in the middle of the map. The killer can get anyone there from a very big portion of the map. WIth the 2 basement perks probably from any spot on that map. With the same 2 basement perks a killer can bring a surivor to the basement from quite far on many maps where the basement can spawn in a building that is usually in the middle and there are MANY such maps.
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/1919210#Comment_1919210
Keep dreaming? I don't appreciate that comment. I merely explained the logic used when deciding when DS deactivates.
Also, WHY would you heal someone if the killer is on your back? That's literally asking for them to die and then you.
Have you heard about soul guard ? Or maybe they are just next to a pallet that I can drop and then heal them ? Do you need more legic situations ? And I merely explained why that extremely simple logic where you said and I quote " if you're doing something to progress the game or impede the killer's progress, then you're not being tunnelled" is wrong . Now if u did not agree fully with that but you simply explained what the devs are trying to accomplish here then I apologize. I just thought you really believed such simple logic can actually be true !
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/1919210#Comment_1919210
That's another good example of why the change isn't perfect. They need to make it so if you're actively in chase you can do aggressive actions. Otherwise they dull out the most intense part of the matches because people are running DS.
It does sound good on paper but I do see many moments of getting cucked because of limitations you have running ds. Guess we'll have to wait and see. I'm all ears for this change though.
I wouldn't use the words agressive actions because this is more like a dire situation. You don't really want DS to be used to bomb a hook so the killer can pull you and you to DS him. I think this is one example where it is really stupid even though I like when there is action but in the end it was not made for that. But for getting someone up when chased or even healed may be a problem. The way many maps are designed today - very small with lots of vision for the killer, will make this very annoying for the survivors. I mean the killer can keep an eye of survivor easly from far while not chasing him and he can see him when hes healing someone /because the UI tells him eventually/ and wait and jump in the right moment. Personally I think I am going to abuse this change a lot on my wraith. Ill just sneak after a person who got unhooked, Ill just run after him /remember the wraith now is total invis from range/ and the moment he touches someone else or a gen Ill pop up and finish him off. Seems legit abuse
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@GrimReaperJr1232 said:
1. It was clarified to deactivate if you heal OTHERS, not if others heal you.
2. The idea is that if you're doing something to progress the game or impede the killer's progress, then you're not being tunnelled. If you're repairing, then you're doing the objective. If you're unhooking a teammate, you're impeding the killer's objective and are therefore not being tunnelled.
So if you get unhooked and killer follows you aka the definition for tunneling and you run run run and there is this guy whos in undying state infront of you already at 90% and you touch him to get him up while the killer is still after you as I said and this IS tunneling, suddenly this does not count as a tunneling because you touched someone ? Yea keep dreaming you may actually wake up one day. The idea is good on definition. The execution it will be problemetic. I can see healing others in general to be a problem.
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One think they may want to consider with DS is getting someone on the ground from dying to injured state not counting as healing. I have a feeling this will bring problems. Otherwise it looks just fine. Now I hope killers will abuse it as much as they can so the kill rates which were already high will be even higher and who knows one day we may actualy see real anticamp changes
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Bond + Second wind. Bond is just perfect to find any injured target while it also helps u play the game in general. Second Wind to get some somethintg out of the heals u do for yourself. 4th perk can be anything
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It is terrible idea. I guess you have not been around for very long or just very inexperienced in the game
A timer that goes down when I am not in chase - damn I wonder where I have heard this before. And if you still dont know just google the Legion after initial release and why it got nerfed to the ground. It was for the exact same reason. Because literally EVERYONE was abusing the Deep Wounded effect by dropping chase and survivors were dropping left and right on the ground like flies sprayed with raid lol
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Cause they don't know how yet for the keys and cause they don't know how to deal with camping/tunneling so they keep DS as it is. I can give u million ways to nerf Freddy without even changing anything that much. He needs adjustments that I can't even say its nerfing. For example it is just stupid he can spam his traps like that while ... hes moving. It is also strange how he puts u in dream world by default in 60 seconds but the wake up time gets longer every time for some very unknown reason cause ? I mean that could be a really good addon I think but base ...There are so many small things for freddy that can be just adjusted and it will feel way more ... normal
And to answer the question in the topic why ! If you haven't noticed by now devs include the really good perks and killers in paid only DLCs. You wont see the good perks in the shrine any time soon and these killers won't get touched as long as they can hold the line /aka how loud people are on the forums about them being op /
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Or they can just make the perk activate with E like many many many many - literally all other perks with special effects to activate. It is not a real vault so there is no need to be on space/by default/. Basically what they have done now is they saw the perk being reported as bugged because people where entering in the lockers by mistake when wanted to activate it and since everyone knows how good the devs are at fixing things they did something to not allow to enter lockers. Problem is they made that effect to last for so long that it affected the perk in really negative way where u cant enter in a locker for A WHILE after which was the the one of the main usage of that perk rn. Currently the perk is just garbage because of that and I am not sure if the devs are aware and I am also really pissed because I bought the new survivor just because of that perk /similar to how RepostRiposte feels/
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1644623#Comment_1644623
Kill rates are high because surviving isn't required to pip.
I have had many games where i killed all 4 survivors after the gens are done and the doors are 99 because they wanted to save someone instead of just leaving.
If death caused a depip or only a safety pip like not killing survivors does to killers then we would see different results.
Or maybe it is cause most fun for survivors come from saving others/running the killer. If everything was only about do the gens, leave the game that game would've been dead long ago. Ever thought about that ?
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1643546#Comment_1643546
You are right. The map in question is the Disturbed Ward. I reckon for most readers the description should have been enough to identify the layout rather precisely, I apologise if the way I described it wasn't sufficient.
Does it actually matter which Killer it was though? Or should Killers like Myers, GF, Wraith, Bubba, Pig, Oni in basemode or Demo just not be able to gain on a running survivor?
Being in chase uninterrupted there for as long as it had been there even without Bloodlust I should have gained at least some distance on the survivor.
Mind you I have 1300+ hours and I'm fairly confident in my ability to run loops. There are no shortcuts there. Jump through the window, run back in, jump through the other window, run back in, jump through first window, rinse and repeat for minutes. The window in the shattered, roundish area is slightly alleviated but seems to not cause a stagger when vaulting as survivor. If it weren't for the fact there were only 2 Survivors left by the time I engaged in the chase I wouldnt even have considered giving chase there.
I hope this sheds a bit more light on the issue for you.
For 1300+ hours you should know the killer matters and I am really confused how "Jump through the window, run back in, jump through the other window, run back in, jump through first window, rinse and repeat for minutes" happened and you give zero explanation. As I said after the 3rd jump these windows should've be blocked which takes way less time than minutes. You either did something terribly wrong or the blocking was bugged which is a bug.
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Best and balanced does not go well together in 99% of the cases. That I can tell for this game for sure. Even in your sentence you can tell how bad it sounds when you read it ^^
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@Slashstreetboy said:
So I had a match today on this map. 2 Survivors remain, I choose to chase the 2nd last survivor through the main building.
I´m sure you´re familiar with the vaults on the ground floor - one through the wall, one in the rounded area with the shattered glass which can spawn on either side.
The survivor in question was able to chain those easily and stupid me just following them through the vaults (no shortcuts possible here) yet I didnt´t gain any distance on him even in Bloodlust 3. Might be because the survivor didn´t stagger after the vault, I don´t know. No entity blocker too, after 3-4 minutes I finally gave up. By then the last Survivor had managed to complete the remaining 3 gens.
Bottom line is it is impossible to catch up with 115% MS Killer Bloodlust 3 if both vaults are used. Haven´t seen such a thing in AGES, you might wanna look into that.
I read few times what you said and there are few problems I have with it
First there is no such a map as crotus prenn - that is a realm name with 2 maps but I assume you mean the chapel map right ?
Information is critical to help you dealing with your situation and you did not provide much of it which kinda make your post sloppy which should not be the case when talking about loops. It is a serious problem sometimes but I have a feeling it is not really the case here for you.
So you mentioned the speed of the killer but the important part is what killer did you actually play. Because killer have powers. And we don't know if you did use them properly. Many killers have powers to deal with loops. For me you sounded like you pressed W and you asked why u never catched the survivor question mark ...
Also "No entity blocker too".Mind to explain that too ? Did they really not get blocked after the third loop ? If that is true you just experienced a bug obviously and this entire thread is pointless. Report a bug maybe ?
I know there loops can be good but I have to say this map is RNG as someone else mentioned. Sometimes you get absolutely nothing and to be fair I like it that way cause you have to pay attention what is up on the map and not just learn every single spot if they are not RNG. That would be pretty boring.
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@hangm_nn said:
same. I recently got a new computer and it's taking up 47GB.
**have faith with your customers behaviour**
Just for the record when I posted this my game was31.3 gigs. Now September same year 9 months later my game is 39.2 gigs
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Personally I have never ever seen anyone asking for graphics updates. I thought the game was looking just fine and esp when they cant really optimize it in general I wouldnt bother asking that ever
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I am up for it as long as the basement which is the opposite mechanic for the killers, is removed too
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Why they didnt they give it few seconds to activate so that it cannot be abused by click spam. Lets say when you heal the obsession for at least 2-3 seconds or fully heal the target you get the speed. Seems useless otherwise to me
@Aneurysm said:
https://us.v-cdn.net/6030815/uploads/NIOLCOFO81H7/screenshot-20200723-125105.png
Cheryl vs. Cheryl, brings back memory of alessa boss fight
And after that she says - "Already awsered it." when she said nothing basically
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I think everyone hates swamps - in general these maps are terrible. Otherwise Hawkins - no loops/without BL/ on the first floor just pallets mostly unsafe, Shelter woods - the most terrible outdoor map for survivors, Azarovs - the 3 gen heaven for killers, getting Legion on it is like the most stupid thing ever, The corn map with the basement in the middle. Also I don't think we need 5 preschool maps - 2 is enough - one survivor sided and one killer sided. Five is just stupid.
In general many maps got a lot worse after they reduced the tiles/pallets on them cause they created HUGE dead zones and then their spawn system randomly puts gens in middle of nowhere with nothing around them - no pallets, no loops - nothing. You can see that problem on Ormond and esp on Wretched shop around the shop - behinde it is one big dead zone with often 2 gens and just trees