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Adjatha

Adjatha

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Adjatha
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  • Playing a full round of Dead By Daylight SHOULD involve the survivors doing a variety of things. You shouldn't be able to have the best looper on the team run the killer around for the full length of the match, and you shouldn't be able to have half the team sit on gens unmolested the whole time. Players should have to take the time and risk to save each other, and heal up damage the killer does. And then, right at the end, you get a big, creamy bonus if you manage to escape.

    Now, that's not the way things work, and all too often the '1v1 balance fixes' have enabled one survivor to just run the killer around for the whole match, leaving the others to do nothing but hold M1 on gens for the whole match. And that's a bad, boring system, but it's the one we're stuck with. Survivors shouldn't then be rewarded for ignoring 75% of the game's mechanics. If you want the full BP score, play the full game. Trade off looping. Go in for stealthy rescues and timely heals. Have everybody take a turn on generators as needed, even your SWF team's 10,000 hr ringer. THEN you'll deserve the full 32k.

    And if you're fine with a regular 15-20k, keep complaining about how this killer or that killer isn't fair in 1v1s, so you can keep 3/4ths of your team on generators for the entire match and never have to worry about healing, unhooking, or playing interference.

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/2620689#Comment_2620689

    The devs know far too well what happens in their game.

    Counter-point: The Nemesis daily ritual required you play a minimum of 4 games and remained unchanged for something like a month after he came out.

  • Playing killer is often very frustrating, but it has moments of great enjoyment.

    Playing survivors is almost always either frustrating or boring. Looping is crummy gameplay.

  • Just remove his recoil. It's idiotic for throwing weapons to have recoil.

  • They put in the perk "Overcharge" specifically to help counter the 'tap a gen' strategy. Except, if a survivor taps the gen and releases immediately, it cancels the hard check instead of counting it as an auto failure (and thus regressing 5%).

    If they would just FIX this perk to work as intended, you'd have a response to the tapping issue.

  • Hey, here's a crazy idea: just open the door and leave instead of the whole team hanging back to try to save the one guy and get stomped by Noed.

    Just leave.

  • While something like that might be nice, History says: nope.

    The closest to a killer-based DS was Coup de Gras, a perk nobody uses because of its outrageously useless requirements (one per gen finished per use) and activation (automatically fires off on your next lunge), but ALSO Coup de Gras actually got nerfed before release. It used to give you 100% more distance and it got jacked down to 60%.

    It is safe to say that any perk that provides a buff to the killer's baseline abilities will be saddled with copious requirements, cooldowns, limits, and then STILL probably get nerfed before release.

  • @Mushwin said:

    We all know the Killer has won - we do, but I am fed up of having to bleed out on the floor while Killer goes to search for who ever is left in the game and I can't do nothing about it, even Unbreakable is no counter to this. I don't wish to DC due to loosing what points I have esp if I played party streamers etc Why should I have to wait around, bleeding and unable to do anything while Killer seeks out others and even if I manage to get up, downed again. I am not saying all Killers do this but I am getting fed up, waiting until the Killer decides then to down us all, and hook us all when all I wish to do is move on. I get it you won.

    And I wish survivors would just leave the game when they've escaped instead of standing in the doorway until the killer arrives so they can teabag and dead hard their way out.

    Sadly, neither of us will ever get our wish.

  • Mr. X from RE2 is the best fit. Literally need no changes beyond putting Nemesis in a trench coat (and a silly little hat)

    Chief Mendez from RE4 would also work, though having his tentacle be more like a centipede leg, or a Las Plagas would be a nice touch.

    Jack from RE7 would be a stretch, but having mold-goo for a tentacle whip would be fine.

    Lady Dimitrescu would be the biggest stretch and almost certainly wouldn't fit, but it'd be great if they went for it.

  • Hiding and sneaking up to unhook safely while the killer is busy is not a sin. Running up to unhook directly in the killer's face should be punished MORE not less.

  • I cannot stand Sabo Squads. It's the only sort of team I'll just let bleed out rather than hooking them, just to waste their time and decrease the number of other killers they queue up to bully. Considering 3 of them brought Unbreakable, it looks like other people feel the same.

    Literally just exists to abuse comms and make the killer have an awful time. Good for you, killing them so savagely they all got toxic in post-game chat. You're fighting the good fight.

  • The trailer showed Pyramid Head as a tremendous, unapproachable monster who distorts the world around him and literally leaves trails of bleeding barbed wire in the ground. That was friggin AWESOME.

    Far better than the "Trails of Torment" we actually got, that don't harm, slow, or apply any valuable debuffs; disappear after a minute; can't be placed by gens, hooks, stairs, or gates; have a super limited supply; slow you WAY down to apply; make a gigantic noise to use; severely hinder you from turning right or left; and can be completely bypassed by crouch-walking for 1.0 seconds.

    Torment Trails suck, cages are wildly over-hyped, and PH needs to shed some of his layers and layers of nerfs to make the game feel more like that trailer.

  • You forgot Twins, literally the ugliest, least scary killer in the game.

    Throw out the current models and redo them from the ground up. Normally DBD has great killer modelling. The art team SUPER dropped the ball with Twins.

  • Barb. She literally got taken by the Demogorgon. That's how the Entity works. That's its whole thing. None of the in-game survivors ended up going to any shadow purgatory. Barb was the perfect candidate for the Entity's Realm.

    Real missed chance.

  • Here's the thing: Grade doesn't correlate 1:1 with game-based skill, but it DOES reflect 1) how many hours they've put into the game over the last 30 days (or in this case, 20 days), and how reasonably successful they've been over those games (as ranking up still requires pipping, which still requires high performance).

    So yes, you're not necessarily playing against a Tournament Squad just because they're all Red 1. But you ARE playing against a group of people who've been playing the game so much in the last 20 days, and so well, that they've hit max rank with a third of the month left to go.

    That's 90 pips. Even if they got 2 every game they played, that's AT LEAST 45 overwhelmingly successful games, in around two weeks. That's a LOT of DbD!

    So yeah, Grades DO kinda reflect skill level.

  • His chains are basically useless and have a really high skill ceiling for how little payoff you get (and how much ground you lose if you miss). His real power is the box.

  • Bullied some of Pyramid Head's badonk off of him.

  • Wouldn't it be nice if killers got a little speed boost after hooking a survivor, to encourage them to go after somebody else instead of sitting on the hook? Or survivors who haven't been hooked yet getting a speed debuff, to encourage the killer to go after fresh targets instead of pursing the faster, more vulnerable survivor?

    Survivors get camped and tunneled less, killers don't get looped by the best person on the other team for the whole game. Little changes to make the game more fun for both sides.

  • This philosophy informed the rework for Mt. Ormond. Previously, that was the 2nd most favorable map for survivors (just under Haddonfield). They reworked it with lots of pallets, but nearly none of them are safe to keep looping after the pallet's been thrown. So, you have to keep moving and it makes chases more dynamic instead of a perpetual loop. Now, Ormond is a LOT more balanced (though it still sucks super hard for any stealth killers).

    Contrast this with the reworked Meat Plant. The loops are as long or longer than before, there's a TON more pallets than before, many of the pallets are in 'must break' locations (god pallets), and a ton of added garbage has been put up to block LoS for ranged killers. It's horrible and completely abandoned the old plan.

    They REALLY need to get back to the Ormond route. If you've thrown the pallet, that loop should be EXTREMELY dangerous to stick around at. And you should NEVER NEVER NEVER have 2 vaults right next to each other.

  • I've said it many times in many threads, but yes, PH is bad. Pro Killers can do well with him, but they can do equally well (or way way better) with every other killer on the roster.

    • PH has the worst selection of AddOns in the game. They all need to be thrown out and made anew. They're totally useless with no perceptible effect and zero benefit to his actual gameplay.
    • PH is one of the tallest killers in the game, with the single LOUDEST sound profile while walking or using his power. Stop trying to make Stealth his thing, unless you're going to add a mute to his noises while Undetectable.
    • PH's torment Trails are just flat out bad. They have so many limits and restrictions that I'm not even going to list them all here. Suffice to say, people were so worked up about not being able to lean on their favorite crutches of BT and DS that the whole thing got nerfed into uselessness.
    • PH's shockwave is his only actual power and the delay on start-up, the inability to turn, the big WARNING light, the delay from segment to segment, the limit on use with his trails, and the outrageous cool down mean it is ONLY useable at pallets and window. Any survivor can dodge it instantly by moving slightly left or right, and the delay for missing is actually LONGER than the delay for a missed M1 attack. It has ZERO use in case except at animation-lock sections, making it the most niche power in the game.

    PH doesn't need buffs. He needs SEVERAL of the MANY MANY layers of nerfs they put on him removed. It feels like playing underwater. The character is fighting against the user every step of the way.

  • Myers isn't amazing baseline. But MOST killers aren't amazing baseline. Killers with no perks and no addons are balanced around 100% new survivors who have never played the game before and constantly flub generator skill checks. The whole thing falls apart with even the lowest level of competency.

    On the up side, Myers has one of the best, most creatively diverse selection of AddOns of any killer in the game. Try using his auto-kill Tombstone or his Infinite T3. You'll be surprised how much fun Myers is when ever M1 is an auto-down and you don't have to screw around with Hillbilly's obnoxious Overheat or uncontrollable dashing.

  • @deadbyknightfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605869#Comment_2605869

    i know how he works im just not some god player with him but skills in one killer carry over to a other its not like you forget how the game works you still have your mind games and over all game skills its not like you lose them once you hop on a new character

    See, I assume that was the Devs' justification for not parking new killers at zero and working upwards. But that's assuming all they're doing is walking and using M1. Yes, if you are not using your power, the basic elements of the game are essentially the same (Except for Nurse, who MUST use her power every time).

    The problem is that when you DO start trying to use your power, the universal tricks fall apart. If I've never played Spirit before and I want to learn, well guess what? Now I have to learn the "tracking by sound and scratches" skill that literally no other killer has to do. If I want to play blight, I have to learn how far I can dash, what objects count and which ones don't, and how to navigate tiles without getting caught in a corner. Learning Huntress being aiming without a crosshair and knowing what the dropoff is on her hatchets. Trapper needs to know the best place for traps, Oni needs to learn how to steer and flick his stomp, Plague has to learn how long her infection takes and when the best time for the blood is, and on and on.

    And screwing up any of these powers typically means you lose the chase, the survivor escapes, you lose one or more hits, they heal, and yet more gens fly by. Every killer's power takes practice to learn and if you're trying to learn it, you're letting survivors escape far more often than you're catching them. In almost every case, playing WITHOUT your power is the better strategy, which is terrible. And that's why they need to rank you with lowbies: So the gens go by slowly enough and the survivors are sluggish enough for you to practice learning the power, not the mind games, the M1 loops, or the Just Hold W.

  • Despite explicitly being promised that the new MMR would solve the problem of "I'm playing a new killer and I don't want to get blown out of the water trying to learn their power," the new MMR...

    Does

    Not

    Put

    You

    At

    Zero.

    The MMR for new killers uses a synthesis for all of the other killers you HAVE played on. So, if you've only ever played Trapper and you're god's gift to Trapper players and have a super high MMR, the second you touch literally any other killer, they will have your Trapper's ranking.

  • @ShakeyGames said:

    Play a little more survivor perhaps? Because boon totems are OP (according to you), maybe you'd have more fun matches that way. Survivor is very fun when you're good at it, much better than killer.

    Remember that boon totems aren't map wide, they have a 24m radius. Just leave the totem and go find another survivor to chase somewhere else. Blessing a totem takes 20 seconds, healing takes 16 seconds, that's 36 seconds the survivor isn't doing their main objective. And in this game that's more than enough time for you to pressure gens.

    Lemme just fix this for you:

    • Blessing a totem takes 14 seconds. Blessing a HEX totem takes 24 seconds, but only the first time, as the hex is then removed forever.
    • Healing another survivor takes 8 seconds, assuming no other healing perks/items
    • Healing yourself takes 16 seconds with Circle of Healing, which is a full 16 seconds FASTER than Self-Care, despite Circle of Healing providing the bonus to ALL survivors for a single perk slot.

    So, assuming you bless a dull totem, and two survivors heal, that's a mere 22 seconds for the first heal to provide a benefit. From that point forward, it's 8 seconds.

    So what it you just use it for yourself? Well, 14 seconds to bless a totem and 16 seconds to heal is 30 seconds. If you took the Self-Care perk, that would take 32 seconds to just heal yourself, which makes Blessing + Healing actually FASTER than just healing yourself. And then, the totem's up for everybody else to use at their leisure.

    And even if everybody is just healing themselves, taking 16 seconds to heal is 16 seconds off gens, that's true. But it's self-healing where there was no self healing before which means another full health state the killer has to apply.

    Circle of Healing is a BETTER Self-Care combined with a BETTER We'll Make It and it grants these double bonuses to every survivor who cares to use it. It's wildly more potent than any other healing perk in the game and it gets even more ridiculous when you factor in med kits.

  • @ShadowNurseZFX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598708#Comment_2598708

    this is wierd and would make the game feel clunky. i think u should commit to unhooking but crouching and flashlights are just unnessecary

    It IS weird and it DOES feel clunky. And that's why so many killer powers, which have these very same restrictions on them, feel so bad to play.

  • Lock survivors into animations and put the same 1 second 'deactivate' cooldown on survivor actions that Killers have on their powers.

    That means, if you want to click your flashlight, it goes on instantly, but stays on for a full second after you've released the button. Same with crouching, you stay crouched for a full second before getting back up. And, of course, if you touch a hooked survivor, you're committed to unhooking them. None of the "run to the hook right in the killer's face and do a game of fake-outs, fluttering the rescue button to try to abuse the game's non-functional grab system."

  • Twins.

    You can argue about this or that power being bugged or nerfed or weak, but Twins is a failure on every level.

    Ugly, frumpy character model that isn't scary or horrifying or gross. Just dull. Even the monster-baby isn't grotesque.

    Pathetic lore that is as boring as it fails to justify the means, drive, or background for being a killer in the first place.

    No power what-so-ever in the base form, while the baby form is mostly recycled. Victor has Legion-style speed/blindness and Demogorgon-style pounce. But the core design relies on you using that on injured survivors only (and is only strong if survivors 1) don't heal and 2) don't stick near one another to squash the baby. The whole thing relies on just downing and moving on, which solo people HATE and SWF trivially punish.

    The only thing unique about Twins is Victor grabbing onto an injured survivor or standing as a sentry, but neither of these are well developed enough to be the crux of the power, so it's another failure. And that's to say nothing of the recent nerf, making a bad killer feel even worse to play.

  • 1 survivor perk that can benefit all four survivors is not good for the game. Survivors already have 16 perks to the killer's 4, with some survivor perks overriding killer perks/powers. The more boon totems there are, the more additional perks all the survivors are getting. Clairvoyance gives a mobile Detective's Hunch/Visionary/Plunderer's Instinct to all survivors, for total map awareness. Shadowstep gives Distortion/Lucky Break to survivors in a movable radius (wherever it's needed). Circle of Healing gives Self-Care and Botany Knowledge to all survivors in a little oasis of rapid healing.

    What will the next boon totem give? How many Boon totems will come out? A SWF group could take one each and effectively double the number of perks the survivor team gets to benefit from.

    And that's on top of the fact that killers DON'T have perks that show them where all the totems are, like Survivors. And while snuffing a totem only takes a second, because survivors are almost always running in and around a totem's radius, snuffing it means you end up dropping the chase, or lose time going back instead of trying to chase survivors off of gens.

    It's a REALLY bad problem, and it's going to get worse the more boon totems come out.

  • I recall them saying something about fixing the "killer sees themselves hit a survivor at a pallet but they get away unscathed instead" problem. So, instead of fixing that, they duplicated the problem on Dead Hard?

  • Their models are ugly in the 'not scary and not grotesque, just kind of dirty and shabby" way. Their lore is boring and disappointing, providing no good reason why they're a killer, no real motivation, and no sympathy or engagement.

    They're just sad French peasants.

  • Made an account to point out how terrible Pyramid Head's addons are. Helped fix a bug this one time.

    Pyramid Head's addons still suck.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593389#Comment_2593389

    When you put it this way, yeah his power sounds pretty bad.

    But still, an M1 killer that never has to hook still practically has 2 minutes free time compared to a "normal" M1 Killer, if there is such a thing. Feels strong to me.

    Don't get me wrong though, I already think survivors are too strong, and hooking (and most things as Killer) are too slow, but feels like hooking in general should be removed, rather than on one Killer.

    I personally feel like every killer's power should have at least ONE aspect to it that breaks the core rules of the game that all the other killers have to abide by. Huntress can hit survivors across the map, while everyone else has to get close. Nurse can ignore walls and barriers. Legion and fast vault. Doctor gets to know exactly where people are hiding. The Chainsaw boys can auto-down people with one hit. Etc.

    PH's big claim to fame was "hit people through walls." Except they put layer upon layer of nerfs on that to the point there it's only actually used at windows and pallets, where survivors get locked into animations (and thusly can't take 0.05 seconds to move SLIGHTLY to the right or left). Being able to skip the whole "pick up and carry to hook" phase would be a fine spot for PH to break the rules, in my opinion. And the cages are WAY more Silent Hill than the hooks. It fits his flavor and is a minor mobility increase (which he desperately needs).

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593345#Comment_2593345

    lol bruh you don't "lose out on BBQ" as you'd just not run it. Besides, BBQ is not even the strongest perk anyway, a lot of people run it for blood points. Everyone else will be running hook based perks because every other Killer is built around hooks. I think PH would be too strong as this efficiency bonus he would get for caging every time would be HUGE.

    Considering he has zero mobility boosts, his shockwave is only useable if survivors lock themselves into animations, and his torment trails:

    • slow him to use and take too long to set up
    • can't be placed anywhere you'd want to put them (hooks, gens, doors, stairs, exits
    • can be completely avoided by crouch-walking for 1 second
    • have hard caps on how many you can set
    • fade away after a little over a minute
    • make a ton of noise, alerting all nearby survivors
    • do not harm, hinder, or otherwise inconvenience survivors, and only alert him for 3 seconds
    • are completely under the control of the survivors
    • are double removed from the survivor team with every cage

    ... he's basically just an M1 killer. You spend 99% of the game moving forward and swinging with your default attack. Using cages wouldn't make him OP. It would encourage survivors to take some SLIGHT variation in the [Borrowed Time, Decisive Strike, Dead Hard, Iron Will] meta.

  • @DorkianBae said:

    Had a game a week ago where all I did was down people for a challenge and didn't bother hooking because I just didn't care about winning, I just wanted my challenge/daily and well, I found the game so much more enjoyable as a killer if I just literally never hooked anyone.

    I didn't have to worry about people flashlight saving since I was never picking anyone up.

    I didn't have to worry about making it to a gen in time because I wasn't taking like 20-30 seconds picking someone up and carrying them to the hook while being safe about flashlights/pallet saves.

    You don't realize just how much time you spend picking someone up and taking them over to a hook till you just stop doing it and it gives you so much more pressure on gens just slugging everyone over and over again.

    So I started doing this playstyle game after game... Survivors absolutely hated me, but honestly who cares? My fun isn't thought of when all my B tier killers got nerfed (Deathslinger/Wraith) why should I care about other people's fun?

    Had the most fun doing this playstyle with Leatherface and Blight... Just never letting up, slugging people to death till everyone is slugged or they bleed out from being on the ground so much. If I slug all 4 or I feel a little mercy then I'll hook but otherwise have fun on the ground, you'll be there a while.

    Use mostly perks that help you in chase, obviously don't use pop since we aren't really hooking. Corrupt is a nice slowdown for the early game till you start finding people and if you want another slowdown go dead lock but other than that just go chase perks (depending on killer) like save the best for last, bamboozle, etc.

    So anyone frustrated with the current Killer gameplay that is just a stressful mess, try this playstyle. Even if you lose you'll still generally have fun because all you will do is chase all game and survivors don't know what to do usually when you aren't constantly using up time hooking people. They have to get off gens to pick people up, meanwhile you are headed to them straight after just downing that person.

    I really wish Pyramid Head's cages weren't linked to Torment Trails. Especially after the "can't see the cages" nerf. He would be FAR more fun (and more flavorful) if he could just send survivors to cages every time. You lose out on BBQ, but they lose out on the Perma-crutches of BT and DS, so that's a fair trade in my mind.

  • Most of them are pretty bad. Badham suffers from the single strongest survivor-sided building in the game (and having 5 variants that that are nearly identical and all of which have the exact same outrageously overpowered school building). The Game was slightly killer-favored so they changed it and now it's an overly busy nightmare of god pallets, breakable doors, and random crap just everywhere. RCPD would be fun if it were 2 or 3 maps instead of one gigantamax maze-like nightmare. And Midwich is so linear that anything remotely resembling a coordinated team make it impossible to pressure gens, leading to far more camping than most survivors would like.

    And Haddonfield, of course, is just the worst.

    It's a pity Hawkins is leaving. It had a very unique niche where there are almost no vault spots, but tons and tons of pallets everywhere. And, as an indoor map, that's long but not al that BIG, it was a great one for stealth killers (and ideal for Jumpscare Myers).

  • In a perfect world, all perks would be useful and interesting options. Maybe some have some unique interactions with others. Maybe some are way better on some killers than others. But you'd ideally want everything to have SOME value. (Nothing like, say, Gearhead - Hit twice with basic attacks for a 30 second window where survivors who DON'T get Great checks light up their gen until they stop working on it; a perk so wildly mired in limits and restrictions for such a trivial piece of time-sensitive info that it has zero application for any killer, at any time, for any reason. Or, you know, Monstrous Shrine.)

    That being said, the Devs DID say the were "working on a solution for the grind," though no indication of what that solution might be, or a time window.

  • https://www.youtube.com/watch?v=R98e-Y4Lu8w

    Continual, insta-blind mega flashlight spam vs. a Dev

  • @Anara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592247#Comment_2592247

    Yes I know the PH story, I played him since the release. And after the nerfs I just left him, he doesnt feel strong anymore.

    He used to be fun and interactive, now its just a pain to play him.

    Silent Hill and Resident Evil are my favorite licences in dbd, I wish I could enjoy Pyramid as I enjoy Nemesis..

    PH is a lesson on over-reacting to community feedback. On the one hand, it's useful to respond to ongoing concerns, but on the other, "fixing" things as quickly as people start complaining, before people have a chance to learn how to play with/against them is an awful, knee-jerk response that leaves middling powers far, far weaker than they ought to be.

  • I got a bunch of friends to play DbD and we did SWF, but they all quit because playing survivor is so boring. So now: solo and killer.

  • He certainly got the FASTEST nerfs. But there have been killers who've been nerfed into virtual unplayability before PH. Legion was totally changed for the worse, same with Hillbilly, same (now) with Spirit and Deathslinger.

    The PH problem was that they jumped down his throat so fast that you'd get whiplash if you were trying to track it all. And that was on top of the pre-baked nerfs they put on him. Can't put trails anywhere you'd want to, unlike trapper, hag, demogorgon, plague, or Nightmare. Rescuing from a cage removes TWO instances of his power instead of just the one, unlike Pig, Doctor, Legion, Plague, or Nightmare. He's got a short-ranged attack, but it projects a big red beam telling the survivor where it's going to hit, unlike Huntress, Trickster, Deathslinger, Doctor, Nurse, Clown, Nemesis, or Cenobite.

    When you go through all the limits they put on PH, it's wild. And, once again, that's all on top of having the worst AddOns of any killer in the game. His powers have been nerfed multiple times, his perks have been reworked, other killers have had their addons nerfed/buffed, and FIVE new killers have all come out since, but there's been no touch to PH's just atrociously useless addons.

  • It's pretty clear that the RCPD is the largest map in the game currently. I can't find a number on its Square Tiles or Square Meters, though, to compare to the others. Even the wiki has it listed at 0 for both values (probably due to how often it was turned off).

    Prior to its nerfing, the Pale Rose swamp map was 284 square tiles. It got nerfed down to 215 sqT, then AGAIN down to 161 sqT, which is where it sits today. The largest map that has measurements is, obviously, Mother's Dwelling, at 188 sqT.

    Of course, these numbers can be misleading. Midwich is technically the smallest map, at 113 sqT, but because so much of it is long corridors, you can't take diagonals to go from one corner to the other with any ease, and have to walk the perimeter, checking rooms along the way. The Game is larger, at 142 sqT, but the upstairs is completely open and even the downstairs is mostly open, making it actually far faster to navigate.

    RCPD has all the problems of Midwich (tons of side rooms, long, unbroken walks to get from A to B with no diagonals to cut down the distance) AND all the problems of Mother's Dwelling and old Pale Rose. I REALLY hope somebody gets around to charting out the actual size of the structure (in, I dunno, Kill You Friends mode, counting 32m segments with Whispers maybe), so we can see just how wildly unreasonable that map really is.

  • Pyramid Head did not deserve the sequence of nerf upon nerf he got in rapid succession like 2 weeks after release. Survivors didn't understand how his power worked and died a bunch and he got railed into pointlessness. Now that everybody understand his whole biz, nobody wants to play him.

    And that's to say nothing of how he has the worst selection of addons of any killer in the game.

  • They have explicitly and repeatedly said that they are not going to increase the base time to complete a generator. Sitting on a gen and holding W is not especially interesting gameplay and making it take longer is not what survivors want.

    They've ALSO expressly said that they do not want to make the game any different no matter how many people are on a team versus how many people are solo. This includes penalizing teams, but ALSO includes buffing solos, because something that only helps solo players is PERCEIVED as a penalty to groups.

    They've ALSO ALSO said multiple times that they refuse to put a separate queue/bracket/mode/whatever for SWF, as that would increase wait times (and no killer would EVER sign up to go against a team on comms).

    There are, as far as I know, zero plans to put proximity voice chat into the game for all survivors, to help close the wild advantages enjoyed by SWF.

    And, because every boost they give to Solo Queue Survivors (hook counter, always-on Obsession marker, new Iron Will, etc.) also buffs SWF groups, it's a continual race to the top, as buff after buff goes out but never closes the gap.

  • Green Mori. It's basically useless, but it'd be nice to see the custom kill at least once a game.

  • Turning a flashlight On and turning it Off should have a 1 or 1.5 second delay. Same goes with crouching.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2588109#Comment_2588109

    yes I agree with you but reloading twice would hurt Clown WAY more than it would help him. With your reload idea there would be even less reasons to use yellow bottles than there are atm.

    Well, reloading is 3 seconds, and using 4 yellows perfectly gets you an extra 9.2 meters (over the consecutive 20 second buff window). Considering you can move 4.6 normally, and 1.61 while reloading, you'd move 13.8 meters over the 3 seconds of not reloading, or 4.83 while reloading, which means you're effectively getting 14.03 seconds of movement, with the buff.

    So, even if you reload every time you're out of yellow, you're still moving 0.23 meters FASTER than just moving normally.

    I agree that Cown's really not all that strong even after the "rework" and that yellow bottles REALLY suck in every way, meaning that having 4 and 4, and reloading both simultaneously would be WAAAAAY better. But, all I'm saying is that killer buffs are RARELY so kind, and somehow always find ways to bake in lateral nerfs that make the final buff far less than it first appears.

  • I would rather have to reload twice than be down on purple any time I want to TRY to use Yellow. As it stands, Yellow is super crummy BECAUSE it takes away from your purple supply.

  • Doc just needs a more responsive Shock-to-Lock timer. I cannot count how many times the survivor is shocked, screams, then drops a pallet or vaults a window. The MILLISECOND that shock goes off needs to lock them from doing anything. Not a second AFTER they scream.

  • He really just needs 4 of each, baseline. There's no real reason why they should share the same counter. Then, just make reloading only affect the type you have selected.

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