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ZeroDivide

ZeroDivide

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ZeroDivide
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  • Add me to customers suffering from this bug as well.


    Steam platform

    Killer used Leatherface

    Map - The Game


    Shame, I was holding off on this challenge as one of the last this rift

  • "Why do killers seem to act like every game they are in is against the sweatiest, tournament level swf on earth?"

    Because most of the friendly have fun and take it easy killers get trounced 4 out of 5 games because of SWF's. And a good number of the games that aren't swat teams the survivors BM in the post game chat so hard it makes you cringe. It doesn't happen every day, but often enough that if you try to take it easy that you quickly get fed up with it. It makes a lot of those friendly killer players decide to quit or swap to survivor.

  • I think you have things backwards here.

    Its much more likely that Behvr wanted Chucky and Tiffany as the killers as much as we do, and they went ahead and developed killer mechanics in expectation of landing a deal. I expect the license agreement fell though and they no longer consider it likely. They wouldn't want all that development to go to waste so slapped a Victor and Charlotte skin on top of it and now that's what we have.

  • Dbd was fairly new at that point and likely was not as picky when working out a license deal. Or maybe it was a sticking point they gave up on?

    Whatever the case is, years ago when they were trying to solve the infinites on that map (before the balanced landing fix) the devs mentioned they can not do major changes to the map (adding/removing structures or house layouts) beyond moving some fence holes or blocked windows because of license agreements. Which means that while the 'killer shack' has become more of a dbd iconic feature on outdoor maps, they cant just plop one onto the map.

  • Was about to go report this for myself as well. It can show up on any of the maps where that tractor is.


    I made a very brief clip of it on Rotten Fields.

    https://youtu.be/LYPTsR5Ghrs


    Its very problematic with the current hex Undying/ruin Meta, which I was unluckly enough to have to deal with that match (please forgive my baby dwights perks, just was on him for a daily).

  • There is a very low skill cap playing against the shape. Maybe because there are so many killers and hes simple and unpopular people are forgetting how to play around him?

  • Add me to this, played doctor and after I hit max deviousness for the match the challenge only tracked 634 points. This is going to be a loooooong grind.

  • I'd rather have a pedestal or shrine(maybe like the ones anniversary crowns were on) appear when the gates are powered.

    If all 4 survivors are alive, it emits a noise similar to the hatch.

    If the killer finds the pedestal, they can activate it and cause the endgame entity effect to claim 1 random survivor. When the animation has finished, the remaining survivors automatically escape and the match ends.

    If a survivor finds the active pedestal first they can activate it to gain a buff "immunity to the entity" which removes them from the random selection pool of the entity. If all 4 survivors activate it then it stops emitting sound and powers down.


    Maybe add a skull hidden somewhere on the map during the match and if the killer finds it the pedestal is revealed early and they can use the skull to 'power it up' and use it mid match (regardless of survivors remaining) or even after survivors have all deactivated it rather like a key.

    Just think, then we could have Rift challenges to kill 5 survivors by activating the pedestal which means the killer has to make sure all the survivors live until the gens are powered.

  • Just wanted to post an update, This is still an issue in the latest 4.1.0 build.

  • My favorite skillcheck bug is when huntres lullabies in effect and you fail your skillcheck before the skillwheel appears. It doesn't happen every match but when it does happen it happens all match. And its been a thing for over a year now.

    And that no skillchecks at all thing? Thats been a bug for at least since before the first battlepass.

    But killers dont have it any better now with some survivors making no noises even with out iron will, calm spirit or technician. Maybe it all evens out?

  • Being able to ######### while downed would just lead to survivors choosing that to either enable the hatch for another survivor, or even attempts to suicide on first down as they cant just DC.

    But I agree, the downed timer is too long, it could be shorter to both put pressure on survivors to actually come save, and so the killer cant slug someone for three minutes to attempt to get their 4k.

    And if changing the base time isn't a good idea, at least give killers a perk to cause survivors to bleed out 50% faster. It would be a pathetic perk, and only good in a few builds, but it would be an interesting option..

  • 4 gens with dark sense, prove thyself, and bond.

    At the start of a match find someone and work a gen with them. It will pop in 40 seconds, which gives you 40 seconds to find a gen the other not in chase survivor has been working on and finish it with them.

    Then use the follow me command at that survivor and do a 3rd gen together while the other survivor not helping you goes to save whomever got hooked. 3 mins into the match and you are almost done. Ezpz without coms.


    As for fight back, bring windows of opportunity. Get them to follow you to a pallet and let them hit you before you drop it. Point at it if they seem confused. Every killer will be glad to trade a stun for a hit. Then go to the next and hopefully the killer plays along or thinks you are dumb and rushes in. Drop it just before you get hit. They get 1 hook, you got 2 stuns. After you get saved do it again and you are done.

  • Balanced landing just gets changes all over the place doesnt it?

    Do you remember when people would only level up balanced landing to rank 1 or 2 and go with just a 50/75% stagger reduction so the exhaustion effect wouldnt disable their perk? And then as a bonus they would be able to run a better sprint burst on the side that cooled down as they ran?

    Back before every new map added at least one reallly good balanced landing location. Back before when it was much more common to run into shelter woods and a groaning warehouse map that had no hills but people didnt really complain about it?

    And now its going back to disabled on use, but no rank 2 shenanigans, and it gets a BUFF to become a stealth perk as well.

    What I expect to see next is dance with me to trigger on an out of chase balanced landing.

  • Lets talk about why rank 1 killer diversity sucks.


    Killers with instant downs preform poorly in the emblem system.

    Killers that have long chases preform poorly in the emblem system.

    Who is left? Spirit, nurse, freddy, legion. One of these requires a lot of time practicing blinks. And one of these was a garbage killer and unfun to play even before his mending, pallet vaulting and runspeed was nerfed.


    And thats why you see a lot of rank 1 Spirit and Freddy players.

    They aren't that much better than other killers. They just aren't garbage, and the emblem system doesnt punish them unfairly.

  • Dont forget, if you do really well as a killer and 4k you can still depip.

    Frankly the only way to be sure of a pip is to 'play' with survivors and for the survivors to 'let' you pip.

  • Mori's are more fair then keys, and keys are more fun for the user(s) then Mori's. But both are no fun for the other party and good survivors can negate a mori.

    Both Mori's and Keys negate objectives, however Mori's are weakest during a killers weakest period (when pallets, gens, and items are plentiful) and strongest while already performing at their strongest. Meanwhile keys begin useless and get stronger as players are removed and both snowball and prevent enemy snowballing.

    Mori's can be countered by good survivors cycling who gets hooked while gen rushing, and 'tunneling' to get a mori is stopped by not saving early. Keys are poorly countered by franks but franks is countered by setting the key down in a memorable location.

    Killers get punished for mori's with reduced pips, bloodpoints, and needing to spend bp in the first place. Meanwhile the opposite is true for keys.

    Lastly survivors see a mori as the game starts and can plan around it. Its hard to see a key, and they can be found in chests thus preventing forwarning.

    Its clear which of these is more fair. But nothing beats the feeling of emote twoing your teammates, leading them to some far away location and then 4 man escaping.

  • Hes definitely on the weaker side of killers.

    Hes big and easy to spot, easy to track, has an easy to predict and dodge lunge as long as you dont try to pallet stun him. His tunnel power is weak, especially as once they are set survivors just dont cleanse them and soon they are in a useless spot.

    And all of his perks suck. Every last one of them.

    The only thing demi excels at is basement camping via tunnels and make your choice.

  • Its better to calculate it as it takes 80 seconds per gen, with 5 gens for a total of 400 survivor seconds to power the doors.

    If the killer is camping someone for 120 seconds, 3 survivors will output 360 seconds of work.

    If it took the killer 20 seconds to find the first survivor, 4 survivors would have output 80 seconds of work.

    If the first chase was only 45 seconds long (with all pallets up this should be easy unless say a ghostface gets the drop on them) then 3 survivors would output 135 seconds of work. (A good survivor can easily double this number)

    360 + 80 + 135 = 575. Remember it only takes 400 for all gens to be done.

    This doesnt account for many things like time to find gens, ruin, time to pick up and hook the downed survivor, gen efficiency penalty (negated by prove thyself), great skillchecks, or toolboxes. But as campers tend to be bad/low rank the chances of ruin are lower, and as the chances of multiple toolboxes (which can add as much as or over 40 seconds of work time each) are fairly high, It in general seems to work out in the survivors favor.

    Anyway, time wise, camping a single survivor 'should' pretty much promise a 3 man escape. I find what turns it into 2 man escapes is mostly when 2-3 survivors stop working gens for half a minute to run to the hooked survivor and watch the camp before they give up and return to gens (thus losing out on a good 60-200 seconds of gen work time)

  • To be fair... A lot of killers will tunnel an obsession down as punishment for bringing dstrike as well.


    But if the killer is camping, its time to push out gens. Camping killers should get 1k and have a boring time, which will discourage them from doing it again.

  • If they do add a better likeness to the game I hope its via cosmetic.


    I like being able to play as Gollum.

  • I'd guess one in six matches that I escape from the match without ever being hooked, thus denying at least 1 stack of bbq. And between first down dc's and other survivors being stealthy I expect killers on average dont get 4 bbq stacks a match.

    But getting WGLF stacks is easy, just bodyblock someone on the way to the hook. And if enough people do it not only do multiple of you get stacks, but you deny the killer a hook.

    I'd expect if they wanted to make WGLF stronger (which I dont think it needs) you would be asking for an addition like.. Unhooking with WGLF no longer provides the killer with a sound notification.

  • I easily play 20-30+ survivor games for every killer game (speaking of which dbd should track stats like that ingame for players), and survivor toxic behavior is just through the roof. I used to see a lot of facecamping myers and bubbas back over a year ago but after the hallowed blight I only bump into maybe one camper a month. A basement bubba I ran into last month just reved his chainsaw and nodded ferociously before trading hooked players and let both of us go. Mori's happen to poo up about once a day but they are usually green and often the killer says they are sorry that had a kill by their hand daily.

    On the other hand... Every day is salty survivor comments after salty comments post match. See another survivor pallet stun a killer and Id bet money on seeing them tbag. Survivors that yell out tunneler and camper post match but I unhooked them twice and the killer wasn't anywhere around the hook. If I had to guess maybe one in ten games that a killer sticks around to chat another survivor other then myself will say gg with out ez at the end.

    And survivors are toxic to other survivors too. Last game I had three claudettes tell me to swap to claudette 'or else'. Or else turned out to be two of them nodding at me on the hook until they got crows and left me to die. Ive had similar with davids. Then there are the guys that run around dropping all the pallets while not in a chase and dc before they get caught.


    Now sweaty killers... I see a lot of sweaty killers. Lots of slugging, rarely mercy after two dc's. Killers that block the hatch instead of playing the guess the door game. They often apologized saying they just didnt want to depip but still sweaty games. But thats not toxic, thats a crummy emblem system.

  • This is a needlessly complex and excessively punishing addition to an already punishing and failure prone last ditch tactic that almost only comes about because of bad survivors rewarding killers with worse plays.


    How about a different solution?

    Each time a survivor is rescued within 10/20/30 seconds of being hooked all survivors suffer a stacking 15/10/5 % penalty to generator repair seeds for the rest of the match.

    With this change killers are incentivized to leave the survivor instead of punished. Quick saves are not good for survivors in the long term as it just results in a rehook and this helps discourage that. This teaches survivors not flock like moths to the hook before the killer has wandered off. This helps survivors do their job in punishing campers by slamming out gens and teaches new players good habits. And once the gens are done and gates powered this solution wont completely screw killers over for doing their only remaining objective.

    If you want to continue with the incentives then add a 750bp reward to survivors for each gen done and door opened while they are hooked. This way they have a reason not to struggle suicide as soon as they are hooked and they can make out with more Bp then any killer still foolish enough to camp.

    I don't actually want this buff. I was just bored on my tablet and figured maybe encourageing players to play better is a better solution then nerfing someone for doing their job poorly.

  • It is important to know, that the survivors common offering that slightly thickens the mist increases it by 25%, while the killers common offering slightly lessens it by 50%.

    I hate mist offerings so much.. I don't like them as a killer or survivor. The only thing more useless is the yellow Mori.