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MissUrbanGoblin

MissUrbanGoblin

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MissUrbanGoblin
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  • Everyone's wanting Coldwind Farm. I'm tired of Blackwater Swamp maps. They need some rework just to zest them up a bit. I think the gameplay is getting stale.

  • @Friendly117 said:

    It is literally the most healthiest way to leave when you aren't having a good time with the game.

    I don't think the devs for this game are aware/or see that and probably nor does 50% or 80% of the players that play this game.

    "If the game is not fun, then why bother?" Such common sense!

    "If the game is not fun, then why bother?"

    I agree to an extent.

    I always tell myself that if I am getting frustrated, to get off the game. There's no point in playing a game that just gets me upset. But I will always wait to stop playing until the match is over.

    I believe that it's incredibly selfish to DC during a game, in any capacity.

    As the killer, you just ended the game for everyone because you feel like it. That's messed up, as you're essentially saying that your time and enjoyment is more valuable than everyone elses.

    As the survivor, if you're going to quit out then you're essentially screwing the rest of your team. There's so little chance that these other players are going to win, or even complete their objectives. Remember, it's not always about escaping. A lot of players may be trying to complete rituals or challenges, or trying to earn bloodpoints and now they might not get to because you're not having a good time? That just seems selfish to me.

  • Oh my goodness! Yes! I hate Badham, it has recently become my least favorite map right next to the meat packing plant.

    I played for about 5 hours on Friday night, and I would get 3 Badham maps in a row, then one of the other ones, then 3 Badham again.

    Ever since they added the doors to the preschool, I don't even bother going in the building.

    It's a very pretty map since the update, aesthetically speaking, but it's relatively boring since I don't go in the school.

  • Honestly, I believe in supporting the products/brands/companies that I like. I like DBD, and I want to see it thrive.

    The big thing for me is communication. If the Devs would reach out honestly to their fanbase and say, "Look, we're in a pinch and we want to do x-y-z" then yeah, I'd be happy to make a contribution.

    That's also why I don't mind paying for DLC and cosmetics most of the time. I think most of their stuff is super affordable and I like supporting them.

  • Hi! I've been playing DBD for about 3 years. If you're on Playstation and want to play together sometime, I'd be happy to work together and see if I can help more. My PS tag is MissUrbanGoblin.

    Without knowing your play-style or where your chase problems come from, here are a couple of tips for new survivors, or survivors looking to improve:

    1.) Play the killer. Even if you prefer to play survivor, play a couple rounds every so often as the killer. This is going to be a really great way to understand the killer's sight-line. This will help you understand how to stay just outside of the killer's view when sneaking around or how to confuse them in a chase.

    2.) Practice looping. Looping took me a while to get the hang of, but understanding the difference between small loops and big loops made all the difference. Utilize the pallets in loops, but wait for the right moment to do so. Most killers will know when a survivor is going to use a pallet, so loop a few times and fake-them-out on when you are going to use the pallet. Additionally, on large loops, there's almost no way for a killer to get you after you have thrown down a pallet. They're going to be forced to break it, so be sure to use that time to start running again.

    3.) Pallet smartly. New survivors often want to throw down every pallet between them and the killer, but if a killer respects pallets, not throwing down every pallet might make them pause and give you an extra few seconds to get away. Additionally, if you just got hit, use that burst of speed, don't drop a pallet. Dropping that pallet isn't going to be worth the time it takes away from that speed burst.

    4.) Be mindful of your scratch marks. Let's say you're running a killer, and you have a little bit of distance from them. I know it's tempting to keep running to try and get away, but if you are able to round a corner and get outside of the killer's sight-line, and there's multiple directions you can go - consider walking away. If the killer doesn't know which way you went, there's a chance they might pick the wrong direction, giving you plenty of time to slink away. A great perk to mix with this is Nancy's Fixated. Not only do you walk faster, but it helps you learn how your scratch marks will appear.

    5.) Lockers suck. Unless you're a really skilled runner, or you're using Jane's perk "Head On", lockers have no place in a chase. Even with Quick and Quiet, as a killer, I find so many survivors that jump into lockers at the last second because of their scratch marks. The only time you should consider using a locker, is if you're able to get away in a situation like I mentioned in #4. If you're able to walk away, and quietly get in a locker while the killer is trying to find your tracks again, then great. But don't forget, those locker doors are super noisy.

    6.) Consider your noise. Yes, the obvious grunts of pain and noisy locker doors are very obvious means of giving away your position. But there are other cues to consider too. As a killer, I often will walk just within ear shot of a generator, and if I hear the "fixing" noises, then I'll make my way over there. As a killer, that saves me time in walking around the map. Also, killers can hear you walking. If you're hiding, try to actually stay still as long as they can't find you. Those few steps in the grass might be all I need to hear that you're nearby and to continue searching in that area.

    7.) Stalk the killer. It seems counterintuitive sometimes to follow the killer, but honestly, it's better to know where they are at and then use that to your advantage. As a survivor, especially at the beginning of the game, I'll make note of which direction the killer is moving for their gen rotation. Are they moving clockwise? Or counterclockwise? If they just passed your generator at the beginning of the game, give them a moment to head off and then jump on that generator, assuming that they're going to either find someone else first or they'll have to circle the whole map to get back to you.

    8.) Remember the killer's perks. I'm sure as you've been playing you've made notes on if they're running hex-ruin or Franklin's Demise or something. But keep track of those, and adjust your play style to compensate. Depending on the killer's build, they're probably relying heavily on those perks to help locate you. So use that information to counter. (e.g. I am theorizing that x-killer has BBQ and Chili. Well, I'm going to prepare by hopping in a locker when they pick up a survivor to hook them.) Also, once you know all four of their perks, you can start to play more casually in other regards. (e.g. I have figured out that x-killer is running BBQ and Chili, Thrilling Tremors, Franklin's Demise, and Thanatophobia. Now I know they don't have Nurses's Calling so I'm going to heal wherever and whenever I want.)

    9.) Select perks carefully. When I first started playing, I just threw on whatever I liked, but didn't consider how the perks influenced one another. Think about what perks go well together, and also, what perks go well with your play style. You mentioned you're losing chases a lot, are you using sprint burst? Quick and quiet? My Meg is a runners build and I run Sprint Burst, Urban Evasion, Self-Care, and Borrowed Time.

    10.) Flashlights. Flashlights can be hard to master, but! In a chase, if you can get a killer to break a pallet, that's when you should use your flashlight. They're distracted, they can't stop that action, and it will give you a couple extra seconds of run time. And that's all you need. Everything is about just drawing out the match so that your team can escape.

    11.) Lastly, and I'm not sure if you are playing solo or SWF, but communicate. When you can, communicate the location of the killer, Let others know what hook you're on. Maybe even request a fellow survivor to get the killer off of you. If you're going to go down and you're on death hook, ask a friend to try and distract the killer. It doesn't always work, but maybe it will.

  • For licensed killers, I too, would like to Candyman. A bee-based power, and the hook for his regular weapon would be awesome.

    Also, The Thing, would be cool. My friends and I have talked about how maybe it's special ability could be turning in to a survivor for a period of time. Maybe they look exactly like a survivor in the match, but they still have the heartbeat. It would really play with the trust issue for SWF, and if you see another survivor run up to you and you're hearing a heartbeat, I could see some freak-out moments happening.

    Maybe the base form could be some kind of warped human figure with The Thing coming out of it.


    For non-licensed killers, I would love to see a wolf-man or werewolf. They could have an awesome special ability where they go into - like - a feral mode. And maybe they could incorporate some kind of heightened smell mechanic, where maybe it works like the Oni's blood orbs or something.

    Also, been thinking about a way to maybe do some kind of pagan god or demon or something. I don't know though. Haha.

  • Keep It Moving [Killer Perk]: Crows accumulate (x-amount) of times faster when a player is inactive.

    I thought this would be interesting to pressure survivors that are much more prone to hiding to keep moving.


    Not So Fast [Survivor Perk]: Upon leaving a generator, when the killer is within an x-meter range, the generator is protected from being damaged for x-amount of time.

    A way to protect your hard work from those over-charge loving Doctors. :)


    Last Ditch Effort [Survivor Perk]: Once per game, when being carried by the killer, survivors have the ability to pull at pallets within a certain range, making stunning the killer and dropping the survivor.

    It's another kind of decisive strike opportunity, but you don't have to depend on your fellow survivors to get those pallet stuns.

  • Yes! My friends and I have talked extensively about adding The Thing and this map to the game.

    I'm not sure what the logistics might be, but I think it would be awesome if the The Thing's special ability would be to somehow mimic a survivor, so that it would give that impression of it taking over their bodies. Could be very cool.