Adjatha
Adjatha
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The answer really is to just play Leatherface. If the survivors just dive-bomb the hook and refuse to respect the killer, there's no better solution than the multi-chainsaw effect. Unfortunately, very few other killers can put out that kind of punishment for survivors who refuse to play slow, stealthy, or evasive. All too often, they just rely on the core gameplay loop to protect their horrible, lazy gameplay "strategies"
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The ability to swap between killers was turned off when the Devs wanted to make a killer-specific matchmaking system. They gave up (or are reworking) that, but kept the lockout in-game anyway.
If they're going to rework keys but don't have an easy fix yet, they need to lock survivors from using them, the way offerings from other holidays are locked for the rest of the year.
Why should keys get to keep on being used when Moris were gutted and killer swapping was axed despite a lack of the killer-specific match making?
TURN OFF KEYS until the fix is done.
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High level players should be in their own queues.
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NOPE. I get 1-3 people 10 ranks higher than me every game, get red ranks when I'm trying out killers I've never played before, and have gotten maybe 1 kill every four matches. There's no MMR, just endless sweaty rush teams.
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Got it for the first time today. It's a neat map, but holy cow, does it need to be split up into two maps: one for upstairs and one for downstairs. It's like, Mother's Dwelling huge (or at least it feels that way), and almost completely two-storied. Not sure why we have 5 almost identical Badham Preschool maps but they couldn't make split Racoon PD in two.
It's also SUPER cramped, with rooms being very small, obstacles in the middle of most rooms, and tons of cubbies everywhere. It's a bit claustrophobic, if I'm being honest. But that works very well for some killers (and very poorly for others), so eh. That'd be a lot more work to fix than splitting it in two. Midwich works a lot better than Racoon PD because the layout is just a big O. It can be tough to find who or what you're looking for sometimes, but you never actually get lost. I had no idea where I was going in Racoon PD for the majority of the game.
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@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/2323053#Comment_2323053
The problem with that is that if you're being chased you don't have the OPTION of doing a little bit of everything, you can do only what you can do, which in most cases is loop until they either leave you or down you. Now it would be nice if we lived in a game where we were afforded the ability to do everything while being hunted, but that's not the reality of the situation. The other survivors who aren't being chased have the prerogative of doing anything they want, but the one being chased doesn't have that option.
Consider running the killer to the other players. There's a pretty good chance that they'll start chasing the other person if they couldn't touch you at all. It gives you a chance to relax on the gen and them a chance to flee for awhile.
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@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/2320405#Comment_2320405
######### are you even talking about, this thread is about the disparity between actively playing the game and getting less points than people who do nothing all game.
Survivors have a wide variety of things they CAN do. But if you play well, you only ever do one thing. Killers HAVE to do everything. No matter how well they play, they don't have the luxury of holding W or M1. The game is built in such a way that killers MUST be actively engaging in every part of the game or they lose, which is why they get so many points (comparatively).
Survivors, on the other hand, are not built in such a way that they are obligated to perform a variety of actions. One survivor could fix all the generators by themselves. One survivor could loop the killer by themselves. If you're playing well enough, you never even NEED to save or heal. So, a perfect survivor game often means maxing Survival and whatever task you were doing, without engaging in either of the other two parts of being a survivor.
I'm talking about forcing survivors to do other things. If you have to hunt for totems, you're getting Boldness points. If chasing survivors off of generators means the gens start going backwards, the killer is incentivized to give all the survivors chase points, even if they're on Gen Duty. Giving the killer a good reason to break off from chasing the designated Looper also means the looper either gets Altruism points by rescuing and healing their less talented partners, or objective points when they switch from looping to working on Gens.
Survivors shouldn't get maximum points just because they wildly outclass the killer they get matched against. I don't care if you're passively holding M1 on a generator or you loop so good you never even get touched: if you're not doing a little bit of everything, you aren't being challenged enough to deserve full points.
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I got that problem twice. It consumed all the BP I'd spent on that web but when I logged back on, the web was brand new and the BP was gone.
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Should have a "push button to activate" function, like Dead Hard. It's mind-boggling that it doesn't.
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Boy, if only there was some way to make games slower, more dynamic, and dangerous enough that survivors have to switch between who the killer chases so that everybody has a chance to work on gens, rescue people, heal others, search for chests/totems, and get chased by the killer.
Oh wait, they nerfed Ruin/Undying (and people STILL complain about it). Oh well!
But, you know, it's so unfair that those 5 minute games don't grant everybody maximum points.
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People who say Spirit requires no skill have never actually tried Spirit. Tracking almost exclusively by sound (scratch marks are a joke, and can't even be seen several maps) is an incredibly difficult skill you have to develop for her and her alone.
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Nemesis' addons may not be amazing, but I'd GLADLY trade Pyramid Head's range addons for ones like Nemesis that actually affect the game in a variety of ways. Except for the 3 range increasing addons, PH has the WORST addons in the entire game. Despite being nerfed 3 times and his perks being revised, he has never gotten the addon overhaul he dearly needs. His torment trails are a joke, his cage is wildly over-hyped, and any pretense at turning a gigantic noise machine like PH into a stealth killer is bad comedy.
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I'd like a killer with a power that's a combination of Evil 1 Meyers, Madness 3 Doctor, and Original Freddy: Just constant stealthy jump-scares.
Somebody like Sissorman (from the games of the same name), who can just jump out of anywhere and anything, popping out of lockers, emerging from behind generators, smashing through walls, so survivors never feel safe. (Plus, he could have the constant 'shink-shink' of snapping scissors for a terror radius.)
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2309182#Comment_2309182
As someone who likes to suggest QoL changes, like improving the tome challenge interface, I was disappointed when I clicked on the title of this thread and found it to be what most threads are rather than what the title proclaimed.
I'm all for improving the gameplay experience, I'm all for improved matchmaking, but as someone who works with UI/UX I sometimes it's nice taking a detour into QoL discussions rather than thinking about how poorly designed DbD's gameplay is (which I have pointed out a lot on these forums), but QoL threads are (understandably) much rarer than gameplay-related threads.
Don't take it personally. I'm pointing out that the title miscommunicates the thread's content, and it does hurt your suggestions because it gives the perception you underestimate the impact these changes would have. It's not meant as an insult, and if it comes across negatively I apologize.
Oh, I don't take offense. I expect any discussion to have more than a few people eagerly jumping in with semantic complaints.
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They COULD just disable keys, the way seasonal items/offerings are disabled. Just lock them from being used or acquired until the fix is in place.
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Disable them completely until the Devs figure out what they want to do to them.
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@TragicSolitude said:
These are not "quality of life" changes. These are balance changes. These are changes to the game's mechanics. They alter the actual gameplay.
QoL changes are small changes that improve the player's experience without changing the actual mechanics, like the colorblind settings, adding a crosshair option, being able to change the graphics settings on console, improvements to the UI, and tome challenge selection options.
Calling these "QoL" changes make it sound like you're suggesting common-sense changes, things that can't be reasonably argued with because their impact to the gameplay will be minimal, but that's not the case. Just be upfront that these are balance changes.
Considering that 90% of the threads on this forum not whining about a specific perk/killer involve one or more of these issues, I'd say they reflect a pretty significant reduction in the quality of an average gameplay experience.
Obviously, the big Quality of Life change would be "never matching you against an opponent miles out of your league," but that's what the MMR tests are ostensibly all about.
Or did you just want to debate semantics? Because TECHNICALLY, they're not 'quality of life' OR 'balance changes,' they're core gameplay revisions. They're not there to balance one side or the other, but to reduce the viability of certain intrinsic game strategies that revolve around optimal approaches that reduce the game's overall enjoyment factor. Making these strategies way less viable helps foster alternate approaches and creates a different gameplay experience.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2309116#Comment_2309116
We don't really have a killer whose power is to be good in the 1v4 aspect. The closest we have is Legion who can run around and attempt to spread deep wounds on an entire team of survivors at once, but it's easy enough to split up against him that it really fails to live up to much.
But also I just really hate the term "guaranteed damage". Being good at a killer should net you being able to use their power for hits and for killer powers that can quickly end chase then they should lead to to quick downs. Saying a killers power is "guaranteed damage" to me just sounds like dismissing any kind of skill component and I hate that mentality that seems very prevalent in the community lately.
Well, Hag can set up to have a strong 1v4 game by trapping and teleporting freely, putting stress on the enemy team. beyond just the chase aspect.
Doctor is SUPPOSED to be 1v4, since his madness stays on and makes checks harder. It's just that the survivor skill checks are super easy to start and mandess doesn't make them all THAT much harder. If Madness levels sped up the skill check unpredictably, the madness effect would be a great 1v4 mechanic.
Freddy HAD a bit of 1v4 with the sleep addons and teleport pressure. But they nerfed his 1v1 with slow down and fewer traps, while also nerfing his 1v4 with the sleep-speed addon removal, so his 1v4 game is pretty bad now.
Plague is supposed to have 1v4 with the disease vectoring off of survivors and objects to infect survivors even when she's not around. But object infection disappears in seconds, there's way too many fountains, using them takes almost no time, and they both remove the disease AND heal you, so in truth, she's all 1v1 with no real 1v4.
Pyramid Head has the same problem: his torment trails are supposed to be 1v4 slow-down/tracking/debuffs, but they take too long to make, cover too little space, and fade away so quickly you rarely get any use out of them.
It'd be nice to see a new killer whose power is all about the 1v4. Maybe they start putting crows circling over you if you stay out of the killer's terror radius long enough. Or inflict status effects if you're away from other survivors for too long. Or prevent survivors from using vault points if they're not in-chases. I dunno. SOMETHING other than yet another skill-shot killer power.
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Killers need a Regression general perk. Locking all your regression perks behind unlocking different killers is a pretty bad system.
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- Purple Gas lasts twice as long in environment and as a debuff
- Yellow Gas only buffs Clown and activates much MUCH earlier
- Directly hitting a survivor's head with a bottle deals damage.
Bam: S-tier. He's a mortar-style Huntress that moves faster and makes survivors move slower.
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"Doctor's power just shuts down every window and pallet. It's guaranteed damage."
I guess his latency must be way better than mine, because I hit survivors, they scream, and then they drop pallets in my face EVERY SINGLE TIME. I think I shut down a loop maybe twice a game (and then they just take another loop and throw the pallet anyway).
His point about "they stopped making killers that are good at the 1v4 part of the game" is valid, but his complaint about the 1v1 element is just his skill at the game robbing him of reliable difficulty.
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@Dsnooz said:
Decisive strike could always be un-nerfed.
These are proposed quality of life improvements to the core game. Not buffs to one perk that survivors have to buy.
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4 BBQ stacks is a win.
Having my only kill be the inappropriately high Red Rank of the group is a win.
Killing all the survivors holding flashlights is a win.
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"Killer shouldn't lose points for Survivors just using a key and leaving the game early, right when they're on the threshold of getting all their final hook states," you say? Well gee, you're right: that DOES feel pretty bad. If only there were some fix.
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This idea is fascinating, because inevitably there are survivors who will run directly at their hooked teammate, out in the open, regardless of how near you are or how many milliseconds have elapsed since you hooked them. And then they'll just sort of circle around the hook, faking rescues to bait you into hitting them or cancel out of the buggy 'grab' system.
Almost as if they refuse to play the game by its core 'stealth' element, because they know they can take two hits and ######### waiting three seconds for you to walk away, they need those WGLF points NOW.
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If your team is working on multiple generators, or capable of keeping the killer busy at a loop, the alerts are meaningless. The only time it's good is if the killer isn't busy, you're only working on one gen, and they're in a position to jump on it.
Like most Killer perks: Tinkerer can be easily negated if your whole team is doing the two things they have to do for a win - M1 on a generator and W on a loop.
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@Krunga said:
Speed Limiter basekit for Leatherface's chainsaw would be the perfect nerf.
Mandatory No Mither would be the perfect nerf for survivors.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2300584#Comment_2300584
Apparently you didn't read my OP. Assumptions get you nowhere but in the wrong usually. The gate was open. I was right in front of it to the left by a wall. The cannibal came in from the right and I ran back to the exit gate as soon as I heard the terror radius. He literally just lifts the chainsaw up and downed me right after. Full health state too as if that mattered though. The whole thing felt like it happened in less than 3 seconds. I hate leaving survivors behind but simply me thinking about if the situation could possibly end well ended up with everyone dying. No hex totem needed. No special addon required. No power build up. Just run to exit gate and press ability button. There is hardly any safe spot to be in the exit gate with a chainsaw ready cannibal there.
Oh man, that's EVEN WORSE. If you are standing in the exit gate just WAITING and the killer punishes you for not leaving, you deserve everything you get. I hate when survivors refuse to leave and just hang out in their nice, (normally) safe little exit gate and just bide their time with (normally) no risk whatsoever. It's like, just LEAVE and you would've been perfectly fine.
And you want to nerf Cannibal because he punished you for doing that dumb thing survivors constantly do? I wish more killers could just obliterate survivors who hang out in that little booth instead of just leaving and getting the game over with.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2298936#Comment_2298936
There are no windows in exit gates which is where my latest terrible experience with cannibal happened. I also feel like I have to always be near windows or pallets playing against cannibal or there is no chance for me to escape. At the very least cannibal should have to build up to an instant down power and it should be temporary each time. I don't think that is being unreasonable or unfair.
Sorry, are you complaining that the killer is able to down you when you've already finished all 5 generators and are in the middle of the 20 second gate opening sequence? Have you considered laying low to let the killer patrol away before opening the gate? It's 20 seconds. Also, ANY killer can 1-shot down you at that point with No One Escapes Death.
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If the only thing Monstrous Shrine did was to count survivors sacrificed in the basement from counting as "dead," thus preventing the hatch from opening, it would have more use than all of its current effects.
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Use windows. He can't do crap if you're bouncing around vault points.
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@Zagrid said:
Because the key rework is coming.
Just like how the trial warm up is something they are working on.
The key rework is "coming" just like the Haddonfield rework is "coming."
Meat Plant has high killer numbers? Better rework it into a nightmare of huge walls and perfect pallets!
Moris increase killer numbers? Better turn them into no-impact cosmetics!
Survivors getting taken out when nobody runs Decisive Strike? Better add an always-on Obsession marker for every game!
Survivors losing track of who's been hooked and who's safe to body-block? Better add a hook counter on survivors can see!
But don't worry. I'm sure those other reworks will be showing up any day now.
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If you intentionally avoid the high cost iridescent and purples addons, but DO go for all 3 ranks of the various perks, it's usually 1 million BP to go from 1-34/40, and another 500k to get to 50.
So, if you see somebody with a T3 Prestige outfit, you know they dropped at minimum 4.5M BP (but probably closer to 6M, since they're going to re-work up their now-bloody favorite).
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Scratch marks on Ormond need to be 2x as bright as they are. The scratch mark system was built for maps that are all very, very dark, not for bright whites. This also goes for the new "Just straight-up daytime" corn maps.
Haddonfield needs a random 1/2 of the buildings to have closed windows in their second floor and 20-30% of the vault points to be "breakable fences" instead of breakable walls. Taking the time to kick down the broken vaults on Haddonfield (and make houses less safe) would do a lot towards making that stage less awful.
Also: fun fact: the house from the first Nightmare on Elm St. movie was just a few houses down from the Myers house in Halloween. Having one house with bars on all the windows would be a fun little nod to that bit of horror movie overlap.
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@ChurchofPig said:
I want to see them make more variations of realms. I want to see like a second Ormond map or another variation of Lery's. As cool as new realms (obviously meaning new maps) are, I want the other realms with only 1 or 2 maps to be revisited and given more. Keep new realms to the licensed characters.
That being said, we REALLY didn't need 5 variations on Badham Preschool. Those maps are almost identical to one another. It's a terrible waste of resources when there are plenty of killers with no maps to their names.
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Splitting RPD into two maps instead of one mega-sized one would be a good start. And wouldn't even require all that much extra work.
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I've given, and been given a hatch escape many, many times.
I have NEVER had a survivor who, after dominating the game left, right, and all-around, has let me down and hook them as a pity kill. In fact, while nearly 100% of survivors will wait at the exit gate or Hatch, I'd say under 20% are waiting there to give me one last pity hit on their way out. An overwhelming majority are waiting there to teabag and deadhard out of the attack.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2290235#Comment_2290235
I think crowd control is underrated honestly, if it lasts it’s a lot better than bamboozle.
It blocks the window, but it also block the killer from using that window. Once survivors know it's in effect, they'll use the vault to get a head start to the next tile. Bamboozle goes off of the killer's use, letting them bait the survivor into continuing the loop before realizing their escape has been cut off.
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I'd say a good half of Hex perks are so bad that nobody would run them even if they weren't totem based. People talk about ruin, Devour Hope, and NOED, but stuff like Blood Favor, Thrill of the Hunt, Third Seal, Crowd Control, and Lullaby are basically non-contenders.
I do agree that Blood Favor is the worst of the lot, though. A trivial bonus on a hit with a super short duration and a super long cooldown? Pointless. It's extra funny in that it forces survivors to use their speed boost to go find a different tile to loop around, which is the actual thing they ought to do if you caught them in the first place! It's a killer hex perk that helps train survivors to play the game better!
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Updated graphics are well and good, but throwing out the color identify for the core stages just trashes so much of the game's original, spooky atmosphere. These don't need to look like Call of Duty maps. They should be weird, twisted, ethereal nightmare realms.
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- Let him hold onto it for as long as he likes, like Meyers T3, Oni's Blood Fury, Doctor's Static Shock, Freddy's teleport, Legion's Feral Frenzy, or almost any other power in the game. The only power I can think of that diminishes is Plague's blood-puke, but you get to choose when to pick that up. If you don't they just stay there, waiting for you. There is zero reason why his alt power attack should be locked into some absurd 'use it or lose it' window
- Have it apply a speed buff WITHOUT playing the animation. It just turns on and you start throwing way faster (and not losing knives)
Easy fix.
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I would rather they revert things back to the original take on the reworked animations. Having survivor animations actually go through the full process of turning instead of sprite flipping made the game look good for a very brief window, until Survivors complained that actual animations ruined their "evasion based entirely on janky, stuttering, broken non-animation" movement
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It would be nice to be able to play DBD with thematic music in the background, but auditory cues are built into almost every part of the game, from the heartbeat, the grunts of pain, the noise of repairing, the skill checks, the alerts, and everything else. It is impossible to play without DBD sounds on, unless you are some kind of super lucky savant.
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The direction his tentacle goes out is being broadcast continually by the red stain all killers emit (unless they've gained Undetectable from a perk for a brief window). This stain tells you exactly where the attack will go out. Ideally, you want to rotate your camera to be looking at the killer as you're running and when you're in range of his whip (roughly normal lunge distance), you simply juke to one side.
Because he moves slower while his tentacle is out (3.8 instead of 4.6), he cannot keep the tentacle out all the time (survivors move at 4.0). So, he'll pull the tentacle out when he's roughly in range. You can just treat it exactly as you would a killer being in range to lunge attack you, and dive behind corners, duck under terrain, spin in circles, etc.
It IS worth noting that his attack is SLIGHTLY better than PH's at hitting targets, as he does not have a severely reduced turn radius when his tentacle is out, while PH's turn radius is nearly non-existent. It is WAY easier to juke PH than Nemesis. But, of course, PH doesn't have to hit you with an initial shockwave just for the other shockwaves to hit, so... you know.
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Survivors suicide, give up, and point out their comrades all the time. These are problems and artificially inflate the numbers. Worse yet are when a survivor DCs off the bat, since it's highly likely the other 3 are going to die also right after.
Kill Rates should never track any game with a DC.
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@Troman said:
https://forum.deadbydaylight.com/en/discussion/comment/2289034#Comment_2289034
Again, if you rely on opponents mistake, that's not a counter. How many times do you see Legion missing a hit? It's mostly potatos, if you play in red ranks, you can't rely on it. Any killer power needs a least SOME kind of counter, that's the basic principle of any game.
It super isn't though. The game has default strategies that work against the vast majority of killers. This is what Looping is.
Also, as mentioned above, you can just, you know, hold W to run away. The Feral Frenzy has a very short duration and survivors with a head start (which you will always have, thanks to the Heartbeat) will outdistance them every single time.
Let's also not forget that your entire complaint is "my team mates bring Legion right to me." Have you considered splitting up more so that you're not right next to somebody else?
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A lot of people (survivors) like to say that Spirit requires no skill.
I've played Spirit. It turns out that scratch marks are a really crummy way of predicting where the survivor is, and tracking by sound alone is a REALLY specific skill that no other killer has to learn. Saying Spirit requires no skill is like saying Huntress requires no skill because you just have to hit every hatchet toss. Or that Hillbilly requires no skill because you just have to completely learn how to use his absurd no-turning dash perfectly.
Tracking off of sound alone IS A SKILL. A new killer trying to play Spirit is going to get destroyed.
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@Troman said:
https://forum.deadbydaylight.com/en/discussion/comment/2289025#Comment_2289025
If it relies on Legion's mistake, it's not really a counter. I think lockers should block that x-ray, that would be fair.
Catching and hitting a survivor who knows how to loop entirely depends on them making a mistake. The much vaunted "Mind Games" that people love to throw around is just another way of saying "hope they make a mistake." This game is built in such a way that you depend on the other side making mistakes and playing poorly at every turn.
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It has a counter. If Legion attacks and misses, the Feral Frenzy immediately ends and they get stunned. Try juking and circling.
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Counter proposal: give killers Bloodlust 3 while NOT in a chase (and keep it off for several seconds after a chase is over), to make patrolling generators easier.