Xanderino
Xanderino
About
- Username
- Xanderino
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Comments
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@Sumnox said:
I swear to God, every.single.Wesker I play against plays the exact same way: Hook, facecamp, tunnel, repeat. It's honestly baffling.
When is Reassurance going to be made useful?
No, but RPD kinda comes with that agreement.
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@Aven_Fallen said:
This happens when the Devs make tunneling and camping super-easy.
They literally give you a 10 second haste + BT as basekit. I don't know what to tell you man, but if the survivors unhook you in sticky situations, definetely the killer is not to be blamed. Also, camping is only viable as Bubba, and kinda hillbilly. And well, RPD makes it easier to camp, or at least secure trade hook with the unhooker since RPD kinda incentivises camping since navigating the map is so damn hard that you may try to move to a gen upstairs that you remember there were survivors there or something, and just because it takes ages to navigate they unhook and you lose all your momentum. So yeah, screw RPD.
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@GoshJosh said:
RPD maps worse than ever (for survivors), Weskers proxying and tunneling like they won’t get their daily bread if they don’t.. yeah, this is the patch that saved DbD.
TBF RPD is really hit or miss for both sides. Oh, did you spawn as killer in a corner? The 2 gens on the other end pop. Wanna defend/kick a gen in the upper floor? Goodluck getting to it.
As survivor, oh, you got hooked once? Proxy camped and almost secure death since the killer has it so hard to navigate to other interest points and if they unhook you too fast he loses instantly his momentum.
I swear to god there is no middle ground with this map. You either escape all 4 like nothing happened, or the killer obliterates you since they are proxy camping. So. Damn. Boring. And only the design of it is at fault. They did the most lazy thing which was close a part of the RPD and slapping god pallets to compensate. BHVR is really on a bad streak with maps lately.
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Oh no no no. Just no. I'm against sending threats and ######### like them, but we have been really vocal about the ######### we don't like as a community since the very release of the game. But they never, ever, ever, EVER, do anything with the feedback, even when we have PTBs, we tell them how HORRIBLE it is every time and they still push it. The only time they would ever do anything remotely good seems to be after a year and a half of tons of complains about a specific topic (looking at you DS and OoO). And even then, they have a tendency to f*ck up so much that, whenever something remotely positive is comming to the game I either think they are gonna f*ck it up to unbelievable extends or that the really short good streak of competency is gonna end soon.
New survivor animations? Terribly done, ######### up desync massively and survivors are having really rough games because of that. They also look clanky and, best of all (and please, really do get this), no one on the entire ######### game has never, ever complain about the old classic animations. They just did it because they felt. It's like whenever you have an actual work to do and deliver before a deadline and you just do anything else rather than the work, like tidy your room, excercise, etc. But instead they know they have plenty of feedback from the community and instead of taking it as a assigment to adress the feedback and work on a fix or something, they just do the most random sh*t.
New UI? Just copy and paste what I said before. No one asked for this, the old one was almost perfect, they just decided to murder it.
Gideon rework? Looks marvelous, I'll give you that, but they didn't have to put 25-30 pallets from which 20 are quite safe to loop and 4-5 are just straight up godpallets that are near other strong loops that are see through God knows why and more pallets. God I know it was killer sided, but this map is now Haddonfield levels of survivor sided, even more if you ask me. Simply ridiculous. It's so bad of a design that someone who has played 30-40 hours on both survivor and killer respectevely can tell inmediately: "This is ######### up beyond repair, rework it again".
Asylum rework? Not as bad, but holy #########, how the hell do you forget to add collision to the greenhouse. How. They just simply, forgot.
Autohaven bus? Somehow bugged so no killer could pass or lunge through so many survivors exploited it. How does this happen? I don't know lol. And I'm pretty sure they don't either.
Also, survivors seem to be crawling at tenacity speeds without the perk it seems (?) Saw it on the subreddit so don't know how true is that.
Just, yeah guys, let's give them a break please. They clearly must have worked so hard to f*cked this update, because otherwise, I just don't understand how can this happen. Also, if DBD had a decent competitor we wouldn't be having this mess every patch. Devs would actually have to try.
To leave on a decent note at least: Devs, you can do right, you have shown to be able to do so, so please, make this the last time this kind of thing happen and actually, for once, start taking feedback and do something with it. It's alright if a patch brings some unexpected bugs and such, but it feels that we have little to no power as a community when we give plenty of feedback and you toss it to the bin.
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@Sluzzy said:
They finally made it not so killer sided and a deadzone. You aren't really supposed to down someone within 10 secs everytime. It should take some effort.
Many other maps need more pallets because there is a lot of deadzones everywhere.
What the #########. What. What deadzones are you talking about. There are literal God pallets spawning near each other and the loops are see through and ultra safe. And it has 25-30 pallets. You could literally play trigger-happy throwing pallets left and right, and unless the other survivors are just straight up bad with gens, tou are doing a 4 gen chase, even 5 if the killer even dares to try to mind game a loop.
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@Kai6864 said:
https://forum.deadbydaylight.com/en/discussion/comment/1951104#Comment_1951104
That exact same problem can be seen in some of the Autohaven maps too, blood lodge is still pallet city and the survivors can run to a loop no problem, but Autohaven also had see-through loops which the survivors can see the killer through, window loops which they can use instead of the pallet, god windows in the office, gas station and the lodge, breakable walls that need to be kicked to put an end to those loops, plus they can have longer chases because they can chain the loops. Not only this, but some of those maps do not cater to slower and ranged killers, particular the maps with the car pile walls, which can be looped almost infinitely with enough distance. This is immensely different from the Game, the survivor does not choose where to go unless you let them. Most loops cannot be safely looped without an enormous amount of distance and they’re easy to mindgame. If you respect a pallet, or miss a swing, you can still catch the survivor going around most of the time because the loops are either unsafe and too short or too long and easy to catch up on.
Bloodlodge is a terrible map too for killers, but everything (gens, structures, etc) are spread enough to the point where it's feasable to win. Really hard still (I too want that map changed in some way) but not as hard as The Game now. Also, the map is decently polarized that most of the advantageous parts are near the bloodlodge itself and may be the crane, so chasing survivors on the other sides of the map is not AS difficult. Bloodlodge has around 24~ pallets or so but at the very least, the stronger zones of the map for the survivors are somewhat concentrated at locations, meanwhile gideon plant has an all around much easier time for survivors than pre-rework with the unbelievable amount of pallets, safe pallets, godpallets, see through loops close to each other. It's just unfun and unfair
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@Kai6864 said:
Many people oversimplify the Game as “too many god pallets” but there are also lots of tools for killers to use too, now more than ever. Pallets are the only defence on this map- there are 6 windows that spawn in the game if I remember correctly- an L and T wall in the far corner, a guaranteed long wall/short wall tile, the chute drop, the monitor room window and the rarely used, almost useless window near one of the exit gates. Cross out both the L and T wall windows and the exit gate window because exit gate one is practically useless unless you’re not the best at killer, and the L and T loop is enclosed due to a breakable wall, meaning it has one entrance and exit if that wall is not broken- you should be able to get a guaranteed down if they go in this area unless you make a big mistake. The long wall/short wall tile is far stronger for the killer than the survivor because there are no gaps in the walls, they are complete LoS blockers meaning it is very mindgame-able. The chute drop is interesting, the survivor will always have a stagger (minus BL proc) at the bottom of fall so vaulting behind them will get you a quick down considering there is a relatively weak pallet in that enclosed room OR because that room is in a corner, you can take the stairs next to the room after they vault and follow them as they have to go north, to get back into chase.
Now the pallets. The pallets in the upper centre of the map are strong on one side, weak on the other as the killer can cut across by falling down the stairs. There are also 2 (?) pallets at the bottom of 2 (?) of the stairs that are incredibly weak and should give you no problem unless you’re facing a more than competent survivor. There are a few god pallets but that number drops as they do specific gens, and the more pallets you break, has a bigger and bigger impact on the map.
Zoning is also incredibly easy on the map, with the new breakable walls and just the overall layout, it’s very easy to trap survivors in one room and they will inevitably be downed if you don’t make a huge mistake. Easy way to get a hit is by forcing them into one of these rooms, make them drop the pallet so that they are away from the entrance/make them drop the pallet, get them to rotate to the most advantageous side, then break it so they lose distance, and you will get a down.
Overall, the Game has a lot of pallets, while it seems it’s impossible to down survivors sometimes, it’s possible you are just not using the map to its fullest potential, the map is not just break pallet after pallet, you have to pick your chases carefully, if they have too much distance on you, they might be able to loop around one of the larger loops, so avoid that at all costs. The biggest nerf to the map is how the survivors just aren’t able to chain pallets like they used to, the breakable walls often trap survivors, so use that wisely to tremendously cut down the distance they’re getting when you break the pallet. On a side note, I like the work done to make the map more ranged killer friendly, a lot of the loops have been lowered, and the entire upper middle section no longer has partitions. I don’t think it’s perfect, but it can be an incredibly powerful map, especially with the right killers, rip to some of the more inexperienced nurses though. There is one new God pallet though, that’s right between some boxes and I definitely don’t agree with that one, that one is so random.
Edit: Some of this info can vary slightly with map generation considering the gens close off most rooms and open them when the gen is completed. The L and T wall can be dubious, that room occasionally might be able to not spawn the gen, though from about 10 or so test runs, it’s fairly consistent that the room has a gen in it. (I also edited a few things like upwards to north to make it a bit clearer what I was intending to say)
The design of the map makes it so M1 killers have the worst performance ever in the history of performance. Straight up. I get the less windows = more pallets, but they over did it a lot. There are 3 god pallets. Three. And close to loops, which some of them, again are see through, so mind games are close to null. Either I just don't respect pallets and brute force my way through (not a good idea by all means) or I try to search for a survivor that is kinda missplaced and somehow doesn't have a loop near him, which the usual outcome of that is that they get injured and runs to a pallet succesfully, which again forces me to the first option. I don't think this map is "quircky" in terms of having to "re-learn" since the rework. I just think it's plain unfair. Sure, Huntress has more game no with the hatchets since there is LoS in more loops, and Nurse and Spirit will be strong as ever, but the other killers just straight up struggle a lot to down one survivor. Played Billy against a SWF group that had 2 people with Windows of Opportunity and no chance. Managed to down 1 which by the time meant they had done 3 gens and the 4th was on it's way. I surely destroyed like half of the pallets at least, but for the remaining of the game they unhooked the survivor and starting doing gens while other survivor just starting dumping pallets on my face again. "You could leave that survivor and go for the ones doing gens to stop them!". Yeah, I do that other games to see if I can snowball off them, but unless they are really oblivious or are just straight up bad, they usually know what pallets haven't been used/broken and lure me to those, meanwhile the others get on gens again. They just kept rubber banding me. Because they know I can't afford to commit. Killer that can't ignore pallets are straight up f*cked.
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@Mat_Sella said:
Because the map is small and pallets can be permanently removed. Gideon had one of the highest kill rates for a very long time, this merely balances it out.
"Merely". Dude. It's extremely survivor sided. The only pallets that could be mindgameable have see-through walls so not even those are half ######### decent for killer.
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@Starr43 said:
https://forum.deadbydaylight.com/en/discussion/comment/1950659#Comment_1950659
I was being facetious.. nothing I say or do will improve a game for a company I don’t work for.
that's... why we complain and give feedback. At least they can't say we didn't give feedback, they are just lazy/incompetent
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@Starr43 said:
Give Nurse a try.
Bad solution for bad design.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1950357#Comment_1950357
Oh my god.... i think hawkins is the only map that can be compared to this.
Maybe it's even more than hawkins..
thing is Hawkins is way more balanced since it adds some vertical gameplay and some cool ish mindgames. There are many pallets, but seems more managable (In my opinion)
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@TheClownIsKing said:
Stop being afraid of change!
Fine.
How about they revert ALL changes and updates! We’ll go back to just Trapper, Wraith, Billy, Dwight, Claudette, Jake, Meg, MacMillan, Coldwind, and Azarov.
Happy?!
So we CAN'T complain about this update being so #########? HUD is just plain terrible. No work around it. Everything is so separated it ######### breaks the porpuse of an HUD. Animations are terrible, REALLY terrible, they look goofy as hell and It's kinda hard to see if someone is injured or not now by the animations. "The game" map rework has tons of safe pallets now. Before the rework you already kinda had to break a lot of pallets, but now? Sheesh, way too much. Also, the window vault that leads to the ground floor, the one of the pipe, has a glitch were survivors may fall inbetween the tube and stay there forever until they decide to go down (I have video proof). They just didn't play test #########. The Clown rework is... Awkward. Don't know if better or worse, but for now feels awkward and lazily thought. I can see some of this problems being something subjective to me, but others are just objectevely bad. They had plenty of feedback about the HUD. Plenty. and the only time they do something about it (colorblind mode) is when someone with a blue checkmark on Twitter calls them out.
Listen, I do like many of the changes they bring and some patches do feel like a bless. I do praise the devs when they do right, but thing is, and I think I'm not alone on this one, they rarely do right. Honestly, how can a group of devs look at the new walk/run animations and say "yeah, looks fine". It's just baffling. But, overall, I do not like how some people just straight up send threats to the devs. That's just not right. I just want them to, for ######### once, do something with the feedback we give in a reasonable time.
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@Xanderino said:
I get that DS is meant to function as a deturrent for the killer to focus a single survivor and take him out of the game fast. That being said, the actual design of DS is one that works by itself on paper, but proves to be rather problematic and unhealthy when combo'd with Unbreakable. It is unfair for the survivor to be downed again by the killer right after getting unhooked, that being said it's also unfair for the killer to get instantly punished by lackluster teamwork by the survivors since they are the one that unhooked said survivor while the killer being around. Decisive Strike works in a way that, if downed, the killer can slow down the game but can't gain momentum off the downed survivor by hooking him since the survivor can escape. That's why, when the survivor's teammates commit the mistake of unhooking a survivorm in front of a killer, there should be still be a punish (AKA losing 60 + seconds down doing nothing unless a teammate picks you up), but there is none because the survivor can just Unbreakable their way out of being downed in a short time. This can feel really bad since the killer will lose momentum despite the fact the survivors made a mistake. And this situation doesn't even take into account Borrowed time, which makes things even more complicated fot the killer. Let's also have in mind the sheer power that DS has just by existing in the game. DS works as a deterrant even if the survivor doesn't have it as a perk. This makes it so the killer (ideally) has to be always careful for that single perk, which is something I kinda get, since tunneling can also be an unhealthy playstyle.
My suggestion with this is pretty simple: Give the perk the downside of slowing recovering (when downed) and self heal time by a decent bunch while DS is active (right after getting unhooked). Will not provide numbers since that's something it could very well vary, but I think this idea will keep each perk (DS and unbreakable) core power while cutting out the (way too good) synergy this 2 perks have together. We need to have in mind that Unbreakable has a much better synergy with DS than with Tenacity, a perk that is quite literally made for it. With this change, killers will still look out for DS even if the survivor doesn't have it, but the survivors won't profit that much from poor teamplay or misstimed unhooks.
What do you guys think? I think this topic is done to death, I know, but these 2 perks together, as it is right now, are too strong. But I'm willing to hear feedback on this.
PS: You could remove the downside of slow self-healing, but the idea behind it is to keep the survivor.
The PS is messed up since I lost my train of thought xD. The idea is to keep the survivor injured for a while longer basically.