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Kaymin_Mile

Kaymin_Mile

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Kaymin_Mile
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  • @Kyle1234 said:

    I have been running Calm Spirit a lot lately since everyone is playing Doctor. And while it appears to be pretty strong against him, but what about against other killers? Does anyone have any success with this perk? 

    It's good against doctor, freddy, and perks like iron maiden, dragonsgrip, and infectious fright.

  • @RamblinRango said:

    As a survivor, I don't like how I'll be doing a gen and suddenly this big bully they call the "Killer" tries to kill me, I mean what kind of generator repair simulator is this?

    I suggest instead of this "Gameplay" bullshit, we should nerf the killer every time he does something we don't like. Hit someone? Nerfed. Hook a guy? Instantly nerfed. Use a perk/offering? Shame his entire family and then nerf.

    Cosmetically we should replace their weapons with pillows so they know better than to try and ruin the fun of generator repairing, cause honestly, as a survivor main, I'm sick of the killer existing.

    Also survivors should be able to fly.

    I thought you were serious at first, lol

  • @danielmaster87 said:

    Where's my Myers-style instamori after a certain amount of hooks? Or how about no hooks? Just give it to killers at baseline. Does that seem too overpowered to you? Not to me. It's no more overpowered than hatch is.

    Unashamedly I will say, "Yes. I do want the 4k all the time." Doesn't everybody? Don't all survivors want to escape every time? Of course we want those things. It's more a question of did we deserve it? "Could I have gotten that last kill?" In many circumstances, yes. Could a lone survivor have escaped by doing all the gens and opening the exit gates while there are 4 gens left? Not on your life. So why do they get a free escape? Why do they get a comeback factor and killers don't?

    You could say NOED or Blood Warden can be used to make a comeback. But those are perks, whereas hatch is built into the game. If no gens get done and there's one survivor left alive, they STILL have a chance to escape.

    The common argument is "killers have an equal chance to find the hatch and close it". It doesn't change the fact that there's a chance the survivor escapes when they likely shouldn't have. And that's not the end of it either because once hatch is closed the gates get powered for some reason.

    Another argument defending hatch is, "But if there's no chance to escape, why shouldn't the survivor just hide?" If the killer gets tired of the survivor taking the game hostage, he should be able to open the exit gate AT ANY TIME. Please implement this. It's a compromise solution. It doesn't get rid of hatch but it ends one of its negative symptoms.

    The EGC should also trigger after the last gen gets done. Another great solution. That makes the EGC an actual threat to the survivors, instead of 2 full minutes of overtime where they can rescue their hooked teammate as easily as any other time in the game. They're pressured to open the exit gates and run out, before time runs out. It's a buff to Blood Warden? So what? That's still a fringe perk anyway that could be played around by 99ing the gates.

    I'm not kidding about my initial idea for a killer's hatch. If you're not gonna remove hatch, at least give killers an equivalent. 5 hooks or so into the game: the killer gets to mori someone. It's a shortcut just like hatch, because you can use a key to open it before all the gens are done. "But we can't tell how many hooks someone is on!" Add a hook counter below the survivor section of the UI! It's that easy!

    Thanks for coming to my Ted Talk.

    Your one sided argument wouldn't even be taken into consideration, "remove the hatch" "remove hooks", you want no hooks? You want the survivors to have less of an advantage? Play Friday the 13th, your a killer, its your job to deal with all of the ######### survivors throw at you no matter how unfair, it just gives you a chance to shove a hook through their throats and show em who really has the power, who really has an advantage.

    I get it genrushing is an issue, it's been a bigger issue since blight came out, since then it seems like gens go by way quicker than they used to, hatch does also add an unfair advantage especially with keys, I believe they should give maps the aura reading abilities keys have and just remove keys from the game completely so that hatch would be more fair or maybe even make it to where hatch cant open without keys. They should also have a built in mori that could be used on survivors on 3rd hook like with pyramid-head, it would definitely be more fun as both killer and survivor if endgame started after the last gen was completed, I'm a survivor main btw so my bias is leaning towards survivor but I'd still like more of a challenge.

    My final point is more important than everything else I've said.

    The thing is the devs are trying to please us by adding new content and constantly changing things up so that their always something interesting to look forward to, although that doesn't always end up being what happens they still work really hard to improve this game and make us happy, they were working on adding new animations and updating the realms along with some other stuff but it's kind of hard to do that when they gotta stop to fix issues in the game like the most recent ones with victor and oni, by the time they would fix these issues and finish what they were working on we would have already asked for more, their job is endless and I'm surprised theyre not grey from the stress this has to be putting on them. Im as guilty as you just look at paragraph 2. Its December a time for giving not getting. Give respect to those constantly dealing with our #########.

    Sorry about all the cursing, it's a bad habit, I cant go too long without cursing. :P

  • @chieften333 said:

    With victor

    1. He can't pounce up any type of slope, doesn't matter how minor

    2. He has the chance to fall through the ground

    3. He has the chance to get stuck in the ground, where he shall remain for the rest of his days

    4. Can now touch people in lockers, poor dwight mains.

    5. Can be kidnapped for 45 seconds, and through hatch without a promise of child support income.

    6. Can camp like a pro, he packed gear and everything.

    7. Can float on a survivor he is attached to, same with Charlotte. Victor decided he was too cool for the ground, and ascended to a higher plane of existence to avoid it.

    8. Victor is too lazy to stop survivors from leaving through the exit gate

    9. Victor's killer instinct for dying people is inconsistent. Sometimes reveals those on a hook too.

    10. Victor can get stuck in his falling animation, which can only be stopped by being kicked by survivors.

    11. Idle animation is bugged in lobby

    12. FOV can be stuck at 45°, same for charlotte.

    13. Victor does not move corn or grass

    14. If a survivor disconnects with victor on their back, victor disappears with them

    15. Victor can be displaced during the mori, causing him to bite the air next to the survivor.

    16. If insidious is taken victor is constantly undetectable.

    17. Victor can participate in the kerbil space program.

    18. Victor does not activate spinechill, sneaky little [BAD WORD]

    With Charlotte

    1. Can have a black screen if you switch too fast, switch again to make it go away

    2. Can get stuck in the ground like victor, at least they're together

    3. Her power can be taken away for 45 seconds

    4. Takes too long to wake up after playing victor

    5. Apparently can't get points from BBQ, bubba decided not to share any chili with the twins.

    6. devout emblem is currently bugged, no adept twins for you buddy.

    7. Purple cosmetic is locked as a set, despite trailer stating otherwise.

    8. Spinning top addon doesn't make survivors drop their items

    9. Switching between the two can sometimes cause you to get stuck in an animation loop.

    10. When switching to charlotte there is a chance you'll move at fatigue speed for the rest of the match.

    11. Charlotte can be displaced during her mori, making her kill the air next to the survivor.

    With perks

    1. Hoarder just straight up doesn't work ( apparently it sometimes does, but very inconsistently)

    2. Deception has the chance to not work in high ping ( cries in ps4 )

    3. Power struggle no longer works with flip flop, No free pallet stuns for you meghead.

    4. Power struggle can cause you to become one with a pallet

    5. Indicator for deathbound still happens, but no scream is heard

    6. Spies from the shadows triggers when people are on hook... despite this issue being fixed a couple updates ago.

    7. When oppression triggers a hard skill check, it replaces the one you're currently doing. Causing you to miss it, unless you have godlike reflexes.

    With flashlights

    1. Now has sway for some reason? Get better hands I guess??

    2. Blinding angle is off, to compensate for this the killers eyes have been adjusted 5 feet to the left.

    With hillbilly

    1. Hillbillies chainsaw randomly overheats, guaranteed to happen when breaking a pallet with the chainsaw. Rev it to let it cool down.

    With Legion

    1. legion lost their movement speed in frenzy. Look for funny comment below.

    2. Rumors state legion has a lunge range in frenzy as short as your [BAD WORD]

    3. The mask now defines what gender the legions voice is.

    With spirit

    1. Survivors have partial collision, you can still run through them, but you'll wobble to the side first. Essentially acting as an indicator for when you're in a survivor.

    With Oni

    1. He no longer does the "sucking blood" animation when hitting a healthy survivor.

    2. oni hears his 'blood fury ready' cue extremely loudly.

    With deathslinger

    1. Reeling in survivors at windows doesn't let you reel them in entirely, it'll stop after a certain point.

    With pyramid head

    1. From survivors POV pyramid head is sometimes dragging his sword through the ground, like when he uses his power.

    2. You can be stuck with the dragging noise the entire match

    With Leatherface

    1. No longer receives movement speed boost from the chainsaw

    2. Chainsaw revving noise can play indefinitely, rev again to stop it.

    with demogorgon

    1. Getting stunned in the middle of shred can cause you to move at shred speed for the rest of the game. (I.E the speed you move when you hold it)

    2. Violet waxcap description is displaying file name instead of actual description

    With plague

    1. You continue to hear her whispers. even after corrupt purge has ended

    With killers in general

    1. 115% killers appear to be moving slower, so far it seems to be purely visual.

    2. Killers with long coats get bunched up, apparently has been happening since 4.3.2

    3. Sometimes killer chase music doesn't play, could be limited to legion.

    4. trap killers can't place traps near the exit gate on reworked maps.

    With Elodie Rakoto

    1. She is LOUD on switch

    2. Outfit description is glitched, occassionally displaying a random sequence of numbers and letters.

    With Kate

    1. Her Oktoberfest dress clips through lockers

    With survivors in general

    1. Some survivor animations appear blocky, good news is you can do a wierd little shuffle type movement.

    2. Mending and waking up have no animation

    3. the silent slug glitch is still in the game somehow

    4. If killers have graphics on low they can see survivors in lockers when they enter the building the locker is in.

    5. survivor hair and "dangly bits" can become comically large.

    With maps

    1. A rock can spawn in front of a window in ormond. Vaulting the window will cause you to get stuck in the rock

    2. In sanctum of wrath, if you drop survivors on the end of the shrine, they'll sometimes fall through

    3. A rock can spawn in front of a hook in Ormond, preventing you from hooking there.

    4. A rock can spawn next to yamaoka estate shack door, is a fat shaming spot for killers. Dwaynes really getting around these days.

    5. Row of rocks on ormond can be climbed by everyone. If killer picks up a survivor on them they can't leave until they drop the survivor.

    6. When phasing with spirit on ormond, some textures glitch out, getting an odd red glow.

    With totems

    1. Sometimes hex totems look the same as dull totems

    Miscellaneous

    1. The usual framerate issues everyone has (it's been 2 years where is the optimization?)

    2. Shack pallet on ormond can only be broken from inside the shack, most likely due to height difference between the inside and outside

    3. Blood warden doesn't prevent survivors from leaving... again

    4. Clown now has a delay between throwing a bottle and lunging. He could hit them, he just chooses not to.

    5. Freddy can't place puddles in doorways

    6. Mikey's chase music doesn't stop playing for a couple seconds after a survivor is downed.

    7. Killer now hears survivor pov chase music, for those who have original chase music. Doesn't affect those where the track is the same on both ends.

    8. Sometimes grass disappears at a distance

    9. Nurses attack animation doesn't play occasionally, but the attack still occurs.

    10. Apparently huntress's axes are flying in directions other than where you are looking. Sometimes as bad as 20° off

    11. Survivors can sort of see their own scratch marks.

    12. Multiple cases of desync, one with spending bloodpoints on the twins, another in a trial ( most likely dedicated servers )

    13. Accidentally added in reworked description of clowns ether 5 vol% addon.

    14. Gen counter forgets to count completed gens, but eventually catches up to itself.

    15. 4th anniversary items no longer explode in confetti

    16. Patch notes on xbox are glitched, occassionally display random sequences of numbers. (How ironic)

    17. Occassional hit validation shenanigans.

    18. Black ward doesn't preserve addons on the twins

    Total issue count: 90

    ( Some of these may have been present before the chapter dropped, I know for a fact at least two are)

    I'm sure I'm missing some, feel free to add to the list! Any contribution shall be added to the list in future edits.

    Surprisingly I think you've covered everything, that thing with the no mending animation had been a thing for a while, even before this chapter, although it was only when someone else were to mend you, but damn, that was long and just as informational. Good job 👍

  • @BubbaMain64 said:

    One of the biggest reasons for me being a killer main is that I find killer to generally be a more interactive experience. I'm not terrible at survivor due to my killer experience, but I'm also not best of the best. Most of my matches usually end with me getting hook smacked while my teammates leave me behind. I don't have anyone to play the game with as well, so that's not an option. So what do I do? I like the idea of survivor gameplay and putting up with survivor shenanigans at rank 1 is burning me out faster on the killer end. But it seems like I always play against Stridor Spirit or forever Freddy. And if not those it's a green rank who calls the team gen-rushers because they wouldn't commit to chases, which is also boring for us because there's no tense chases.

    It's not real relevant but I ran into a game two days ago where we finished all of the gens, two teammates were opening up each gate, one was being camped on second hook, and I was waiting for an opening to save them. He saw someone opening one of the doors and actually went to stop them but when he saw me going for the save he came right back, they had adrenaline so they healed and managed to get to the gate while I got put on my first hook. Both gates were open, they were all fully healed, and I was only on first hook so I knew I was gonna be fine, but I was hella wrong. They sat at the gate until the endgame collapse was almost over and left, they hadn't even attempted to save me. I just wish they would have tried, there were 3 of them fully healed and I know one of them had borrowed time.

  • @Kaymin_Mile said:

    https://forum.deadbydaylight.com/en/discussion/208353/its-sad-and-depressing-to-know-that-killers-have-19-perks-that-have-to-do-with-gens

    It's kind of obvious you cheesecake, it's because of all the gen rushing. But yeah your right, I didn't realize there were so many 😄

    They should add a new objective at some point though, the games getting kind of boring, even with new killers, survivors, and perks.

  • @AggressiveFTW said:

    The 19 perks that I'm talking about are: Overcharge, Hex: Ruin, Corrupt Intervention, Thrilling Tremors, Oppression, Dragon's Grip, Discordance, Surveillance, Pop Goes the Weasel, Gearhead, Trail of Torment, Surge, Hex: Huntress Lullaby, Tinkerer, Dead Man's Switch, Fire Up, Thanatophobia, Dying Light and Mindbreaker.

    It's honestly sad and depressing to know that killers have 18 perks that have to do with gens. How come we have so many gen perks? Have we ever asked for that amount of gen perks? Is this a sign that survivors need a new objective?

    If I'm gonna be honest with you guys, I think that the devs have lost their creativity a little bit with perk creation. The game will definitely get more boring over the years if survivors don't get a new objective soon.

    The saddest part of all of this is that half of those perks aren't even used very often and isn't very good and viable in high ranks if you are trying to play serious and sweat.

    What are your thoughts and ideas on how to fix this? Do you also believe that survivors need another new objective soon?

    It's kind of obvious you cheesecake, it's because of all the gen rushing. But yeah your right, I didn't realize there were so many 😄

  • @rglarson13 said:

    This community has a huge problem with camping and tunneling, so much so that there's a lot of insistence that already abusable perks like DS should be buffed (or made base kit) because people seem to think the survivors should be able to "punish" killers who don't play how they want them to play.

    But this is ridiculous. Camping is normally a terrible strategy, and usually results in the killer losing. (Also, normally when I see a killer camping it's almost always in response to a particularly toxic survivor.)

    Tunneling is basically the opposite problem: it's a wise move that helps the killer win. Tunneling is the killer's version of gen rushing. (Hooking survivors is the killer's objective -- why is there a reason not to do that?) Punishing a killer for playing smart and effectively -- rather than as hosting an entertaining game of tag for the neighborhood kids -- doesn't make much sense. (Sure, I get that it's not fun for the survivor, but being slugged isn't fun, either, and that's what happens when the killer suspects DS might be in play.)

    I'd much rather see the game's fun factor get upped in other ways to encourage the more fun parts of the game, rather than facilitate any kind of punishment. Maybe to handle tunneling the killer should be incentivized to chase different survivors, e.g., maybe bloodlust triggers more quickly when chasing survivors who have full health. (Honestly, I don't really mind the concept of DS as base kit, but maybe it should be made more high risk -- the killer is the one who gets a haste effect for a moment -- that would make chases more fun than the current repetitive game of ring-around-the-rosie that they are now.)

    Similarly, rather than buff Ruin, which at best just leads to long games with more time spent holding M1, maybe Tinkerer should be base kit for all killers in order to set up more action as the survivors get close to finishing their objective.

    Finally, I like where NOED is at -- it makes the EGC actually stressful for me as a survivor, and perks like Inner Strength help make totems a worthwhile secondary objective that resolves the issue.

    Did you really just try to justify camping and tunneling :|

    Oh it also hurts the killer to do these things? Thats why you shouldn't do it, they made it to where it punishes campers and encourages fair play. When you camp your pretty much just playing the game in the only way that's actually the wrong way, you get little points showing you did badly and you pretty much just sat there doing nothing for the most part. Have you ever seen a horror movie where the killer attacks someone then sits there ominously waiting for that person to die? I mean if so then by all means camp till your hearts content, but if not then it should only ever be used as a last resort if at all.

    The game has enough problems to deal with without players being toxic or just plain stupid. Maybe it's my bias and the fact that I hate campers with a passion but I don't believe either side can really have fun in a game with a killer that camps. As for tunneling I don't have much to say, it kills survivors faster which is kind of unfair and it's just as much of a problem as camping but its easier to avoid and unlike camping it doesn't really punish the killer too much, keywords being too much. I mean survivor perks can stop or punish the killer for doing it but it's an easy mistake to make, I mean I've done it not realizing I just hooked this person not long ago, but camping is unacceptable, you don't get to do much while camping, you don't receive many bloodppints, it can mess with devour and some other killer perks, and it doesn't often help the killer win, just don't camp, it's not hard. I'm only typing this long ass stuff because your gonna try to justify doing one of the most irritating and disliked things in the whole damn game and it's making it seem like doing it isn't all that bad which makes it even worse.

    If I missed out on other ways camping or tunneling isn't beneficial then please tell me and if you have a problem with how long this is then go ahead and say something, that's acceptable. I was just feeling bitchy :P

  • @smeagolicious said:

    Moris are unfair and should have been adressed a long long time ago. i agree partly with your solution just make it that the killer can finish the survivor when he's dead on hook anyways. he saves a little time by not going to a hook and he can get a mori for free for efvery survivor. only the difference is that it will not give any major advantage to the killer for an OP offering that is WAY too easy to get in the bloodwebs. i see these red moris all the time in my webs almost like every web i get one. its rediculous

    That's what I was thinking, make it to where you can only mori survivors if they would be on last hook. It's fair enough seeing as they would die anyways. At the very least they should make the Mori more rare to find and same for the keys. I also believe the broken key (the rare key) should be given some sort of use without having to have addons, both the ultra rare and very rare keys can open hatch and with addons they can do even more, however the green key has no use until its given addons and I dont believe that's fair, it's completely useless unless you brought the key yourself with addons or unless you had ace in the hole. Idk maybe that's just me.