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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • Seems like Survivors are fed up with that constant Nerfs done by those Killer-sided Devs.

  • @TruEternity said:

    It’s more about game design then an actual problem with the players who use the strategy. Most times you can buy your team more time just running to a corner and getting downed then trying to loop a tile, which is what people don’t like.

    Survivors complained about Killers like Deathslinger due to the lack of Counterplay at Loops.

    Killers told them that Survivors should not only Loop but adapt.

    Survivors adapted and figured out that running in a straight Line buys more time against most of the Killers, including those with a very strong Chase Power.

    Killers: :O

  • Not really friends. Sometimes I get friend requests after a game from another Survivor, but I feel quite uncomfortable to accept those, so I ignore them.

    There is one Killer-player, we once had a good laugh in the Postgame-Chat (they were playing Spirit and a Bill said that they were cheating and that he has Evidence)... So we all (my SWF-Mate, myself and the Killer) waited in the Postgame Chat for said Evidence, sadly nothing came.

    Since then, whenever we get paired against each other, they let my SWF-Mate and myself escape (and everyone else in the Trial). I do the same if I am Killer and they are Survivor, however, they most of the time escape on their own... :D

  • What exactly did you do?

    You get Protection Hit if you take Damage next to an injured Survivor (via getting hit, stepping into a Trap, as examples) or when the Killer is carrying a Survivor and you bodyblock.

    You wont get any Protection Hits when being next to healthy Survivors.

  • @[Deleted User] said:

    Alternate legendary skins is just another reason why those characters should have just been new survivors IMO.

    Eh, not really.

    If they would be separate Survivors, they would get new Perks. And even if they dont get new Perks, they would still be part of the grind. Completionists want to P3-50 every Character, having Chris, Claire, Cybil, Lisa and Jonathan as separate Characters would just increase the number by 5 without any other Benefit than having more Characters.

    @WeeabooAqua said:

    As long as say if you already own the legendary skin itself, the alternate outfits will be cheaper, then I'm all for it!

    ^ this.

    Like, 1485 ACs if they dont own the Character and if they own the Legendary Skin, 1080 ACs. (Ideally even cheaper, but I am afraid it will not be possible)

  • @yeet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2312939#Comment_2312939

    yes, if you proc bloodlust 2/3 without intentionally going out of your way to do it you need to reevaluate wether you understand how to play killer

    But then again, we are at the point of Killers complaining. I have read here that even unsafe Pallets are bad for Killers, because they are still Pallets. Like, people actually get run around those Pallets on new Ormond (those between benches).

    And there is some hypocrisy to complain about Survivors holding W while many Killers want to keep Bloodlust in the game, which is, at the end of the day, holding W.

  • Nea and Huntress I guess? I like Demo and Pig way more than Huntress, but since you were asking for original Characters, most likely Huntress.

  • @yeet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2312889#Comment_2312889

    complaining about bloodlust in 2021

    it's literally a dead mechanic, only noob killers ever use it to get a hit after wasting 45 seconds of their own time just for an injure, complaining about bloodlust just shows how little you understand killer gameplay

    you pretend to be an unbiased person, but all you do is spout nonsense about dead mechanics that most killers wouldn't even notice if it was removed tomorrow, very strange mentality

    For me, they can remove Bloodlust tomorrow. You would be for that, I mean, apparently you understand that Bloodlust is not needed?

    And if only bad Killers use Bloodlust, why were the Forums full of complaints during this one weekend where it was disabled? Are you saying that most of the Forum Killers are bad at playing Killer? :O

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2311805#Comment_2311805

    Its hard for me to believe that you would actually enjoy a chase by just holding W.

    For me, the most enjoyable time was when Bloodlust turned off. Because you can actually utilize unsafe Tiles and only got outplayed when the Killer was actually better than you and not when they hold W (you see the irony, lel) long enough to gain Bloodlust.

    So for me, the ideal scenario would be lots of unsafe Pallets and only a few safe Pallets, which can be looped. I really had a blast, also as Killer, since it felt good to know that I was outplaying that Survivor and not the cheap Speedboost I get for messing up. And it also felt good when a Laurie was able to run me around two unsafe Tiles, because I actually got punished for being worse than her, which would not have happened with Bloodlust.

    THIS would be more fun, also for Killers, BUT, once you mention "more Pallets" or "Bloodlust removed"; Killers instantly block this, because they dont know how to play decent in chases. Those are the kind of players who follow a Survivor who is better than them the whole time until at least Bloodlust 2, just to get a cheap Hit in. And those actually think that a Pallet means safety, when we both know that not every Pallet is safe and some are outright garbage.

    However, and this is a fact, whenever Survivors complained about Killers like Deathslinger (due to the lack of counterplay) or Pyramid Head (due to lose/lose-Scenarios), Killers said that all Survivors do is looping, they need to change they playstyle and adapt. And this is what happened, and now Killers complain again?

    I mean, I know it is only a Meme, but it looks like Killers really want Survivors to spawn on Hooks.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2311805#Comment_2311805

    Plus killers have their boring and no skill strategies. Why can't survivors have theirs?

    Yeah. And I mean, Loops got weaker, Killer Powers became more problematic during Looping... Sure there will be Adaption.

    And Stealth is not really an option, considering that the game has more and more things against Stealth (like, Nemesis provides non-avoidable sounds on the Survivor side)

  • Even smaller Maps? Ooof.

    I mean, holding W should be fine, eh? Killer Mains did not like Looping and are telling Survivors to adapt. Now they did it, and it is wrong again?

  • Changing it from 800 to 500 was not small at all, it was almost cutting the Rift-Grind in half. And the extra Fragments at the end of the Tome Levels are also not a small increase.

    Personally, I really hope they do something like "Extra Tiers" at some point. For people who finished the Rift, just let them progress further just with Playtime and let those extra Tiers give small amounts of Shards and BPs. Nothing too crazy, nothing where people would miss out.

  • Swamp and the Saloon, on both sides. Really tough to decide, but I hate both Realms with a passion.

  • Yeah, I noticed it as well. As Survivor, I am hovering between Rank 4 and 5 since the Rank Reset, usually I am back at Rank 1 really quickly. With Killer everything seems alright so far, but as Survivor, I am pretty sure that the Emblems are bugged.

    Like, I can get a 23k BP-Game and die and barely make a Blackpip. Surely BPs dont have anything to do with Emblems, but 23k BP and dying means I have almost maxed out every other Category and then barely making the Blackpip (1 point less and I would have depipped) was pretty strange.

  • @OniWantsYourMacaroni said:

    Both sides have 0 skill.

    The only side that has skill are the spectator mains

    https://us.v-cdn.net/6030815/uploads/8N3CRBIOWXOR/gigachad-1024x576.jpg

    Video made on Kapwing

    At least do it right! :P

    (I have no idea how I embed this better in the Forums)

  • @D3spair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2310266#Comment_2310266

    this is what been bothering me, Bottles going through Survivors was addressed but Purple smoke being bugged was not.

    One Bug was able to be fixed, the other not until this point. So why should they address the Bug they are not able to fix yet?

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2310134#Comment_2310134

    It's funny you say that he's F tier because in patch 2.3.3 it was being argued that he was the 3rd strongest killer, right behind Nurse and Hillbilly and 4th was listed as Clown.

    https://www.youtube.com/watch?v=piXrsiIRyvA

    Note: I do not endorse these opinions, it's just funny to see how opinions change on killers and how strong they are over time.


    But anyway - yes, views change, one reason might be additional Data. Myers is a prime example of Powercreep, because why would you want to play Myers these days when you can play Oni, who has a similar power (in the sense of building it up) AND a super-high mobility on Top of that?

    Like, when I started playing, Myers was considered a A-Tier Killer. Now he barely makes the C-Tier, I dont think that he is that bad overall, you can play him, however, he feels outdated, especially his slow Build-Up to reach Tier 2. This is basically where it is decided in which direction the game will go, if you get Tier 2 fast, you will have a good chance, if it takes time, you will have it a lot harder.


    @Topic:

    Correct my if I am wrong, but the renewal of the License only means that they can advertise and sell the Halloween-DLC, if I am correct?

    Anyway, I am pretty sure, even with the Renewal, they would need approval of the LIcense Holders to change the visual appearances of the Chapter and this might include the Haddonfield-Map as well. It 100% includes Lauries Model Rework.

    For Perks or Myers Power, they dont need the License Holders, Devs are making sure that gameplay is their job to do without any need to ask for allowance (obviously only as long as the initial design is kept, like, you cannot change Myers in a way that would make him too different from the Movies).

  • And people really want to balance the game so that players who play like the guy in the video can get 4Ks?

    As others have said, you are playing a ranged Killer who compensates for this ability with a slower Movement Speed. You hinder yourself (not the Map is hindering you) by using only 1 Hatchet. And you waste this Hatchet every time. If you only have one Hatchet, you need to make this count because you cannot run those Tiles that well with 4,4m/s Movement Speed so if you waste your only chance of downing them, you either have to reload (aka lose time) or loop around a Tile which you should not loop to begin with.

    So, yeah, they might be Infinites to you, but this is because you play pretty bad in this Clip. But overall, those Loops are not Infinites, not at all.

  • You can easily bump up Ormond a Tier, this Map is not that bad for Killer. Most Loops are playable and the size is only average (like, there are bigger Maps in higher Tiers).

    Also, Preschool-Maps can get up a Tier, every Pallet outside of a Building is unsafe. Meanwhile, Cowshed can go down a Tier, I dont really understand how someone can think that Cowshed is better than Preschool, when Cowshed just is strong structure after strong structure.

    Also, The Game is not THAT bad for Killer, yes, lots of safe Pallets, however, once they are gone, there is exactly nothing for the Survivor to work with.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2309626#Comment_2309626

    look at the post above you.

    Look at them agreeing with the following sentiments:

    • There should be no killers that are strong in chases
    • because no killer should be strong in chases there should be more unsafe pallets
    • chases are the only fun part of the game
    • all killers should be designed in a way that make chases the only thing to do so survs can go loopy-loop without thinking.

    I don't see much of a difference between holding w and running up to a loop and hoping the killer will actually let one indulge in one's little superiority complex

    Dont you see how you are contradicting yourself?

    • "because no killer should be strong in chases there should be more unsafe pallets"
    • "all killers should be designed in a way that make chases the only thing to do so survs can go loopy-loop without thinking."

    Unsafe Pallets are not "loopy-loop without thinking". Players actually have to outplay the other side (except for Bloodlust of course, this allows to make it "without thinking" for the Killer).

    And if the Killer cannot run unsafe Tiles, they are not good enough.

  • @lucid4444 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2309215#Comment_2309215

    I like making deathslingers miss their shots and kicking the twins baby in the face. I'm not sure why so many struggle to wrap their head around the concept that some things can be fun for some people but not for others..

    Except that you dont make them miss their shots, it is them missing. There is not really input on the Survivor Side against Deathslinger, if they are good, the Survivors cannot really do anything.


    @Topic:

    Tofu is right with his video. If we look at the Killers released after Oni, they all have the same pattern - except for Blight, who is branded as one of the most fun Killers to play and play against, because he does not follow this concept.

    But I would say, it is too late now, now we have the Shift + W - Meta and way too many Killers with oppressive Chase Potential.

    I also agree with Tofu on Maps. Maps should be desigend with TONS of unsafe Pallets which are playable for both sides and just very few safe ones.

    This would have multiple advantages:

    • Killers would not be forced to kick Pallets right away, making Chases more interesting
    • Good players can actually utilize those Pallets, making them more skillbased than just running structures
    • Because there are many of those Pallets, bad players cannot really screw their team by wasting all the ressources. A Rank 15 Meghead blasting through multiple Jungle Gym Pallets will hurt her team more than the same Meghead playing unsafe Pallets

    BUT for this, obviously, Bloodlust needs to go, however, we all know how much handholding Killers need and that nobody can expect them to play without their free Speedboost for playing badly.

  • He hooked me and I almost died because none of the Bots tried to save me. I was on the hook for 90 seconds (so half of Stage 2 was gone). So they are at least trying to kill someone, both the Survivor-Bots and the Killer-Bot.

  • @Laluzi said:

    Knew it'd be a bug. Interested about this talk of secret effects, though! (inb4 it's 'you spawn right next to the killer, wearing gift wrap')

    I hope you get more BPs when using it yourself... Like, 105% for everyone and 205% for the user of the Cake. Same should be applied to other Event Cakes and the Party Streamers.

    But, I doubt it. It would be nice tho, this would guarantee that someone who burns it gets more Bonus-BPs than others.

  • Just had this challenge activated and played a few games. Sometimes I got like 4 seconds, sometimes almost a minute. Got it after like 6 games, was alright for me.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2308739#Comment_2308739

    I've said before regular skill checks should work like overcharge in that way, and they should change that effect from overcharge to how regular ones work now to make it an anti-gentapping perk that isn't just for green ranks

    Yeah, this would be an option. Would make kicking Gens also more worth it, because the Survivor either will not risk it (=Regression), or they try it, it gets auto-failed by Overcharge and they lose some more progress on the Gen.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2308739#Comment_2308739

    Yeah exactly. They already have a system in the game that allows you to hit skill checks after letting go so why not use it?

    Yep. This is the most annoying thing that it is an auto-failed Skill Check and even the Notification always comes when you let go of the Gen.

    And when does this happen? When you want to hide... Like, hiding from BBQ, letting go of the Gen to go into a Locker-->Auto-failed Skill Check. So much about hiding...

  • Yes, this is something which grinds my gears since forever. But BHVR never said it was a Bug, despite being reported multiple times.

    At least give the chance to hit it like Overcharge...

  • I would say the opposite - she is strong, but not fun to play.

    At the very least you have 4 Survivors as a Oneshot the whole game. Combine this with Perks like Thanatophobia or Infectious Fright and you have either some solid Slowdown and/or Snowball Potential.

    And if she has her Corrupt Purge, her Snowball Potential is even higher, her ability is stupid strong IMO. There is a reason why Survivors prefer to stay injured the whole game while making non-removable sounds.

    However, this is the problem, she might not get access to her power (except for that one fountain and if you decide to bring Apples). Which makes her pretty boring to play IMO.

    But she is definitely not weak or underpowered.

  • @ShinobuSK said:

    Sounds good but what about high ranks? Won't they just finish the gens and save them with BT ?

    No, they wont. They crouch next to the Hook, because if the Killer camped for 1 1/2 minutes they will surely go away for the last 30 seconds!

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2308393#Comment_2308393

    you don't always have to. It's better to plan for a 3gen at the end than to "patrol all gens". you can't realistically apply pressure to all 7 gens at once. Play smart, not hard.

    Exactly. Like, you defend Gens in Deadzones, either those which are already there or which were created by kicking Pallets.

    And some Gens are not worth to defend, prime example for me: Hawkins. The Gen in the Portal Room and the Gen upstairs, I ignore both of them. So I dont have to deal with them and as long as I keep an eye on the remaining 5 Gens, I have a smaller portion of the Map to cover and if they do one of those two Gens, I dont really care about it (except when they are down to three Gens, but then I messed up at some point).

    Another Gen would be the one in the Saloon when playing on Dead Dawg Saloon. This Gen is so awkward to defend, I just let them do it.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2306271#Comment_2306271

    Well that's what I'm hoping. Don't want to wait till play the event because of another hot fix (that basically fixes nothing).

    https://forum.deadbydaylight.com/en/discussion/comment/2306280#Comment_2306280

    Literally the exact same lol I'm only saving bloodpoints so that when the event starts I can get a bunch of gateaus. I don't care about useless toolboxes/firecrackers or medkits I'll never use. Flashlights I would like but I really do only care about the gateaus.

    Yeah, once I get the RE-Characters to P3 I will also save BPs for the Event.

    But again, I just want to drown in Cakes. I like the Anniversary Flashlights a lot, but whenever I use some of them (most likely with a White Ward), the Killer brings Franklins and this is too annoying for me, so I just gave up on using them.

  • Sorry that I am telling the truth. If you think that you need Ruin/PGTW/Corrupt Intervention on every Killer, this is a you-problem.

    Like, I use exactly 4 Perks on all of my Survivors. On my Killers, I use 14 different Perks.

  • My one and only game on this Map was as Killer. But I am pretty sure I would not have been able to find the respective Generator.

  • Rank Rewards-->Will probably introduced with the MMR-System to give Ranks a purpose. No date yet, but I hope, this will never happen since MMR is a failure.

    Devotion Rewards-->They never talked about those, so I guess nothing is planned. IMO quite wrong since Devotion should be the most important thing to reward, because those players are actually playing the game a lot and are more likely to give money to BHVR.

    However, they talked about Prestige Rewards during the last Anniversary, but no news on that one, so they talked about it around a year ago and nothing happened since then.

  • Killers already have more variety than Survivors when it comes to Perks. I mean, if you think you need to run 3 Slowdown-Perks, that is on you, you dont need SLowdown-Perks that much if you are actually somewhat decent at the game.

    But since Killers have different powers and therefore different playstyles, they also can use different Perks.

  • OP means a Soundbug. You can start your Chainsaw as Billy and then it becomes silent after a second of using. Happens to me for the first time when using the Chainsaw.


    @Topic:

    I know what you mean, happens quite frequently when playing Billy. However, I am very sure this only affects the Billy-player, because I have it quite often that this happens when playing Billy and I have never experienced a silent Chainsaw (except with the respective Add On) as Survivor. And since I doubt that Billys I go against never have this Bug while I have it frequently, save to say that it is only silent on the Killer side, but Survivor just hear it normally.

  • Honestly, I am not that excited for Event Items. Those take away the room for Cakes in Survivor-Bloodwebs, and I prefer Cakes (if they are stackable, what I would assume) over Event Items.

    Also, I never use Event Items, because Killers often enough bring Franklins when they see Survivors with Event Items.

  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2305518#Comment_2305518

    i never thought it was there to give extra kills. but if the definition of perfectly is allowing survs to have 2 minutes of free roam, plus, another 2 minutes for a dying survivor when they could escape and end the game. it's kinda ridiculous.

    So you want free Kills I guess. Because without Endgame Collapse, the Survivors would have infinite time to roam around and infinite time to rescue other Survivors.

    Worst case, you have an Open Gate, no EGC and some "funny" Survivor stealthing around the Map so that the game never ends. Trust me, you want Endgame Collapse back immediatly when this happens.

  • Farming is not necessary, however, there are different ways to handle it:

    Good way: Play nice, let everyone get some Unhooks, dont tunnel, dont camp. You most likely won anyway when the DC was early, at least everyone gets some points (including you).

    Neutral way: Play normally, just like the DC never happened. This will give less points and a less enjoyable experience for the Survivors, but, you end the game faster.

    Bad way: You have one person on the Hook and another person slugged and you leave them there to go for the 3K (really nice, Killer left with like 10k points...)

    Worst way: Two people DCed and you decide to let the other two bleed out because they (the ones who stayed in the game...) ruined your game (yep, this happend two days ago. Was fun to be responsible for other people DCing..).


    In general, I try to play nice. Or just let the Survivors go, like, today I played a game and someone crashed immediatly when the match loaded. So I just played normally, but made sure to not hook someone 3 times.

  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2305454#Comment_2305454

    exactly 4 minutes, very long time. should be shorter if it's the "endgame collapse"

    The Endgame Collapse does not exist to gift extra Kills to the Killer. Just to end the game. And this job is done perfectly.

  • Why? If the Gates are open, the game will go on for a maximum of 4 minutes. So at this point, there will be an end to the game.

  • It should not do much. It should just guarantee that the game will come to an end. And this is what it does.

  • @Clowning said:

    https://forum.deadbydaylight.com/en/discussion/comment/2305043#Comment_2305043

    I'm genuinely concerned that you might not be joking.

    Never, DBD is serious business, I would never joke around.

  • @AmericanBadass said:

    Just the nurse and spirit only can beat them.

    The rest don't chance.

    True. I mean, look at this, clearly an SWF. Matching Names:

    20210624113353_1.jpg

    All of them had infinite Unbreakable:

    20210624113535_1.jpg

    Didnt get a single Kill, no chance with Nemesis, only Nurse and Spirit can beat SWF.

    20210624115206_1.jpg


  • @BSVben said:

    https://forum.deadbydaylight.com/en/discussion/comment/2304827#Comment_2304827

    That's hardly op or gamebreaking though. On a small percentage of the total maps, they can have a meaningful impact on the game, as intended. On the rest of the maps, they are pretty much anonymous.

    Nevermind that you need to be infected before they can even do you any damage.

    Neither did I call them OP nor gamebreaking. They are in fact only annoying and IMO they should have only a very little impact, because they are AI-Characters after all and the Killer should not benefit from them in a big way, because the player should do the work.

    And, lets be honest - if an original Killer with the exact same power would have been released, we would not have had any Zombies, they only exist because of Resident Evil.

    I guess there will be more complaints about the Zombies in the future, not because they are strong or anything, but they just provide cheap RNG-Hits.

  • @ShinobuSK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2304848#Comment_2304848

    So you need to catch 2 different survivors in the same trap while just resetting it and not moving it?

    It were two different Survivors (in fact, three different Survivors, seems like I am a Big Trapper Brain).

    I would say the same works also, because the Challenge does not specify it has to be another Survivor. But I got it with different Survivors, so I cannot really check that.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2304825#Comment_2304825

    https://forum.deadbydaylight.com/en/discussion/comment/2304831#Comment_2304831

    What about Calm Spirit with doctor and spine chill with stealth killers? Don't they technically interfere with killers ability?

    I can understand Calm Spirit here, because the part about screams was added later. However, technically, it works against every Killer, since every Killer has the ability to make Survivors scream.

  • What I did:

    Survivor stepped into the Trap.

    I reset it.

    Another Survivor stepped into the same Trap at a later point.

    = Profit

  • @BSVben said:

    https://forum.deadbydaylight.com/en/discussion/260595/i-think-we-should-nerf-the-new-killers-zombies

    Instead of crying for a nerf, why don't you try changing up your strategy?

    You can't loop against nurse as you would against trapper.

    You can't loop a bubba like a spirit etc..

    I mean, you cannot really do anything against a Zombie which pops up around a Corner in an Indoor-Map. Especially not during a chase, because you dont even hear them.

    That you dont lose collision with them is also stupid.

  • They want to remove Perks which directly interfere with a Killers Power. Thats why they changed Slippery Meat a few months ago, and nobody can argue that this Perk deserved a nerf or anything.

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