Avatar

Aven_Fallen

Aven_Fallen

About

Username
Aven_Fallen
Joined
Visits
18,449
Last Active

Comments

  • I only believe that he is back when he uploads consistently on his Channel.

    Way too often he re-appeared, streamed a few times, brought like 3 videos and disappeared again.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2240389#Comment_2240389

    I don't disagree that they still have uses; I even point out a particularly nasty one earlier in the thread. I do, however, question how much space they take up on the Blood Web and the cost of them. I hate getting forced to buy them.

    I dont have that much empathy with Killers here if we consider that most of the stuff in the Survivor Bloodweb is outright useless.

  • @Wrathclaw88 said:

    Flashlight - Crouching - (when you know where the trap is - make it activ - play toghether with your group) = counterplay

    So, being a psychic and knowing that you go against a Hag is counterplay? Or do you consider being lucky counterplay when you grab a Flashlight out of a Chest?

    And crouching does not really matter - if the Hook is full of Traps, you either have to run, which triggers the Traps or you have to crouch, which allows the Hag to come back.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2240378#Comment_2240378

    They would have to rework a ton of maps for old BL to become even remotely fair, because it had dumb setups on almost every map apart from autohaven and shelter woods. I dread to think how broken old BL would be on Dead dawg or Midwich.

    It would not be an issue on Dead Dawg or Midwich, because next to every vault is also a Drop. So while the Survivor would not lose time staggering, the Killer would not lose time vaulting the Window.

  • An idea I have read a lot and seen a lot (I think Otz had this idea in one of his videos) is to remove all Traps at a Hook once someone is saved. This would still mean that the Hag-player gets some delay because the Survivor has to crouch, but those two Survivors who be able to run away instead of being forced to crouch, which just gives her time to get back.

    I would also be fine with allowing to walk over Traps, it should not be the case that you are ######### when you dont have Urban Evasion.

    In general, Hag needs a Rework, some stuff needs to go and nerfed and others needs to go and there need to be compensations (e.g. walking over Traps should be possible, but Traps should not get burned by Flashlights... Personally, I would also be fine with tuning down her ability a lot to give her 4,6m/s, at least this would make her more enjoyable to play, at least for me).

  • @Kira4Evr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2240378#Comment_2240378

    I really wish they do. I like the idea of an Exhaustion Perk with a bit "extra". Thanks for explaining this to me!

    Yeah, IMO Balanced Landing needs to have this to be a Perk to consider, because it is so situational. Some Maps dont even have Drops to trigger it, either by default or via RNG.

    I used it a lot before they nerfed it. I dont even know if I would use it again, since Dead Hard is better, before I mainly used it as QOL-Option, because it just felt better to not stagger when falling down (regarless if it gave me an advantage or not). But now I am used to the stagger, so eh.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/254471/why-is-there-a-trapper-challenge-on-level-3-of-tome-7

    Because "recently" they started adding challenges that don't make sense to the Tomes

    The first one was during the halloween "event", when they added challenges for Clown and Adam even tho they had nothing related to them in the Tome.

    Yes, both Clown and Adam had skins in the Rift, but aren't Rifts and Tomes two different things? The Tomes are going to always be available for completion to unlock characters' lore, while the Rift is time-limited.

    https://forum.deadbydaylight.com/en/discussion/comment/2239175#Comment_2239175

    It doesn't make sense to create the challenges based on the content of the Rift because how is the guy who started playing yesterday going to understand why there are Clown-related challenges in Tome V?

    It makes sense.

    A few Tomes ago, they had Lore for 4 Characters, they stepped back from this. Probably because they dont want to run out of Lore Content too quickly.

    But also, the Lore Entries take time to read/listen to (especially listening). So with less Lore Content, it is more likely that people actually consume it.

    And why it makes sense - in the first Tome, there were only Trapper-Challenges as Killer-specific Challenges. This resulted in a lot of Trapper-games, because basically everyone had to play him. With 2 Killers, they at least have more diversity and you dont go against Plagues (in this Tome) on a constant basis, because people will also have to play Trapper.

  • Having a Mori is still better than not having a Mori. You might not get to tunnel someone out of the game after their first Hook to secure an easy win, but you can avoid:

    • Saves in any way (Pallet, Flashlight, Sabotage, Bodyblock)
    • DS after the second Unhook
    • potentially waste of time (because carrying to the Hook might take longer than the Mori OR because you have to wait out DS, if you want to avoid it that way)

    They are obviously not as useful as before, but this is totally fine. They were busted and everyone with a few hours in the game should realize it.

  • @Zozzy said:

    Because they want spirit's power to be rendered useless from a single commonly used perk.

    You can still 4K with Spirit against Iron Will. I have only played one Spirit-Match in a few weeks (I dont really like to play her, but she needs all Perks again) - 3 Iron Wills, 4K, they got 1 Gen done. (Obviously without Stridor, because it is cheap)

    Sounds like a useful Killer to me...

  • On some Maps (mainly Haddonfield) Balanced Landing was very, very strong. And instead of changing those broken Maps, they nerfed the Perk. Balanced Landing now is one of the weakest Exhaustion Perks, since it is so situational. (Meanwhile people complain that all Survivors run either DH or Sprint Burst, when the other good Exhaustion Perk was nerfed..)

    Hopefully they revert it at some point when they reworked the respective Maps.

  • Those Characters get Lore. But other Characters (Zarina and Trapper) also get Challenges. They also have Cosmetics in the Rift.

  • What does a 43 second Clip prove? Let alone that you did not even play against her Power, you blinded her and she messed up. And if you would have been injured, she would have hit you, because she gets the information where you are, while you dont have any information were she is.

    (Which, again, is completely different from your Clip)

    Let alone that Perks are no counter.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237911#Comment_2237911

    Ok first your really trying too hard to justify your spite against killers as killers BP is irrelevant to survivors and how scummy killers play is irrelevant to BBQ as the perk actively discourages it with the aura reveals.

    Secondly if WGLF is too hard to stack then make it easier to stack instead of nerfing BBQ.

    I mean the developers said they were adding in new stack generations to WGLF but never actually did.

    They only updated the text box to include the previously unstated but always there ways to get stacks.

    If you would have actually read my previous post, you would know that BBQ does not discourage anything. In theory it should, but the practice is completely different.

    As long as Killers can camp and tunnel one Survivor out of the game early and still get 4 BBQ-Stacks, it does not discourage anything.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237564#Comment_2237564

    Ok if your complaining about BP gain that killers have your just being spiteful.

    The amount of BP killers gain is irrelevant to the survivors and there is no reason other then pure SPITE to try to get the BP part nerfed.

    I mean, I have read it often enough that Killers get more BPs because it is harder. But it has become easier over time and there is not really the need to get average 30%-50% more per game and have easier access to double BPs at this point.

    I mean, sure, you can throw a game to get 4 WGLF-Stacks, but then again, Killers only have to play for their 4 BBQ-Stacks. And they can do that in the most scummy way and still get rewarded for it.

    IMO the higher BPs are no longer justified for Killers, yes, it is a bit harder than Survivor, but not that hard that you can have basically 1-2 Bloodwebs worth of BPs each Match (if you are using a Pudding as well).

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237720#Comment_2237720

    Huh?

    Doc and Feng are part of the base game now, aren’t they?

    They were when I got the game for PS4 when Freddy came out.

    This is the case on PS4. On Steam, they are tied to a DLC. Free are Trapper, Wraith, Billy, Nurse and Huntress as Killers and Dwight, Meg, Claudette, Jake, Nea, David and Bill as Survivors.

  • Zombies: Those will be annoying once they are live. Not saying that they will be OP or anything, but nobody wants to get smacked down by a Zombie who suddenly appears in front of you during a Chase (especially on Indoor Maps), this is funny on the PTB but will be frustrating on the Live Server.

    However, the once change I would like to see for Zombies is to block them from Facecamping. That they turn in another direction after getting X meters to a Hook. The Killer should not get a free facecamper just because of RNG.

    Regarding different stats: It would totally make sense for some Killers. That the stronger Killers are not that supported by game mechanics. However, we are at a point were we need to think about what a strong Killers is. E.g. Oni is a very strong Killer, but also a Killer which is not easy to pick up. So if we increase the requirements to gain Bloodlust (which should go anyway, but I am using it as an example) or increase the number of Window Vaults for Survivors before the entity blocks them, newer players have a harder time to get access to a Killer.

    Then on the other end there are weaker Killers like Legion, but if you go against a really strong Legion and they get a Entity Blocker after two vaults already, a good Killer player gets support from game mechanics while probably not even needing it.

  • @MadLordJack said:

    Yes I have, and that (coupled with a few very clear instances of exhaustion being use while exhausted or having no exhaustion perks, survivors magically vanishing into thin air after turning a corner into a doorless hallway, and gens popping in such a way that I wouldn't have noticed they were instapopped if not for Tinkerer) has made me genuinely scared of secret hackers.

    I can confirm the "vanishing into thin air", I chased a Bill yesterday who managed to lose me all the time at one Tile, because suddenly he did not have Scratchmarks. He was a Console-player, so most likely he was not hacking. Like, I could have downed him two times with my Chainsaw as Bubba, but he just disappeared. He stayed at the Tile, but he was gone. I had to M1 him at some point so that I at least have grunts of pain for tracking, which worked out, but this Chase robbed me of a 4K (because the last Survivor managed to finish the last Gen and escaped via a Gate).


    @Topic:

    Yes, sometimes I only see the Survivor who is being healed. However, I always forgot to check for Distortion, but it happens so frequently that I doubt that so many Survivors run Distortion.

  • Yeah, I was a bit disappointed that they did nothing to it. I mean, they balanced Ormond with the Realm Beyond-Update, so there would have been a chance to do something to Shelter Woods.

    In general, I hope that Shelter Woods and Rotten Fields get some love in a future Update. You simply see how old those Maps are, despite the updated graphics. Both would need some form of Main Building (ideally on a high ground on Shelter Woods, because this is one of the Maps without a spot for Balanced Landing (except for the Basement Stairs), and I think that every Map should have at least one BL-Spot).

  • Yay, one video and now we pretend that this is happening on a frequent basis. Let alone, Rank 17-Killer... Oh yeah, he had Devotion 10, but this does not mean that this guy is really playing Killer. You can get 2k Hours by playing Survivor, who knows.

    Can we post some videos were Killers win in 3 minutes? Or do those not count? We should use those edge cases as evidence all the time, this would make a lot of sense!

  • I mean, you got a 4K.

    And the BNP is basically the only Toolbox-Stuff which is actually somewhat worth it. And it is only the strongest Toolbox-Part, because the other things got nerfed into the ground.

  • @dspaceman20 said:

    Yeah I don't know why people do this it seems pretty stupid.

    Yeah, no idea why someone would do that, haha... I mean, who would use a Charge Add On and the green Speed Add On instead of Gloves? Haha... stupid, yeah...

    :x

  • I agree with you.

    BBQ should encourage Killers to go for other Survivors, but it does a poor job doing so. The problem is that a Killer can still camp and tunnel one Survivor out of the game and will still be able to gain 4 Stacks of BBQ - this is like offering a little child a reward for behaving nicely, but giving the reward anyway when it does not behave.

    This is my biggest problem so far with this Perk, Killers get way too much BPs for scummy playstyles, because BBQ rewards them. (E.g. I once went against a Wraith, camped every Survivor and morid them (old Ebony Mori)... He used Silent Bell, purple All-Seeing and the Ebony, had an investment of 20k BPs but still had a profit of around 18k, because he had 4 Hooks with BBQ and got more than any Survivor in the Trial...)

    But, I dont know a suitable solution for that. I was thinking about only awarding stacks as long as all Survivors are alive, but there would be the need of something which avoids Survivors suiciding to prevent stacks.


    In general, I think that the super-high BP-gain of Killers compared to Survivors is not justified anymore. The game became easier and easier for Killer and still they get around 30-50% more BPs at Base, have an easier access to double BPs, have less stuff in the Bloodweb (aka more chance to get what they want) and have less Perks to learn (I think with the next Chapter it will be 9 Perks less).

    But BBQ is the one that grinds my gears from time to time, since it does a poor Job in encouraging people to not play scummy.

  • I have never seen it as an issue in the first place. But I can totally imagine that some players are more motivated to stay in the Trial, when they dont have to break their Spacebar or Controller. Let alone that spamming Struggle was annoying and at least for me the main reason why I did not like to be hooked two times.

  • To be fair, you dont know why those persons are banned, because the ban-worthy posting will be deleted as well.

  • Terrible idea. I play a game where this is the case, because the Forum-Account is created automatically when someone creates an Account for the game. And while this does not really show the most relevant stats (but those can be seen on third-party sites and the name is obviously the correct one), it shows the winrate. And this can easily be used to shame players.

    Now, to be fair, most of the time those players who have bad stats are those who complain most about the game (and you dont get shamed for bad stats, e.g. I am not amazing at said game, but I am not dumb, so I will not complain about stuff and know that I am the problem why I dont win enough, lol), but, this can easily happen here as well.

    "You are only Rank 5 Killer? You have no idea what we are tallking about"... It would just give another reason to dismiss peoples opinions.

    Also, while this would help with the "You dont play Killer/Survivor"-mentality, seeing the Rank of the person can mean exactly nothing. There are Killer Main-Streamers who really dont play Survivor often and are at Rank 15 or something as Survivor who have more understanding of balance than some other Streamers who are Rank 1 on both sides and claim all the time that they play both sides.

    So it would not even be a reliable indicator if someone is experienced in a role or not.

  • @BasementDweller said:

    Could be that whoever said "We're versing the Trickster" is a new player, since the loading screen will tell new players which killer they are playing against.

    However, I could be wrong.

    You are not wrong, just a little correction:

    It is not only for new players, it is for every player the first time they verse a Killer. So the person saying this might have not played for a while and it is their first game against a Trickster - so they get the Hint in the Loading Screen.

  • It is intentional that the Penalty starts low. A Crash can always happen, something completely unintentional. Not everyone who DCs does it due to a Ragequit.

    If people DC quite often, DC-Penalties will increase over time, so those who DC the most will also get high punishments.

  • Haddonfield-Buildings are enough for this Challenge. Just saying, not giving you any ideas, but those work.

  • Right, now that Otz made a video about it, DH clearly deserves a Nerf. /s

    Can we also nerf every Killer? You know, because Otz made videos about it how he gets 50 Wins in a row.

  • @OopsAllHexes said:

    So what? If the Killer dedicates 4 entire slots to gen defense perks, they should be rewarded.

    The DBD community actively fears doing anything interesting with perks because of specific situations because they hate change, it's honestly impressive on how no other community has this fear and desire for stagnancy.

    Stacking Slowdown-Perks is basically the laziest and most boring way to play Killer. So stacking 4 Gen Defense Perks is not "anything interesting with perks".

  • I dont think that BT needs Buffs. It is a strong Perk, but does not need a Buff like this.

    Maybe as a separate Perk, which would be attractive for Solo Players, because you cannot trust random teammates.

  • @JawsIsTheNextKiller said:

    His killer lobby times were ridiculously long when he was streaming. He then started to become a [shudder] survivor main. The thing is, there are loads of great survivor mains. I don't think he really stood out from the crowd as a survivor (despite being really good at it). I suspect people didn't want to watch a survivor wait 20 minutes for a lobby.

    This sounds a little bit strange. So his Killer AND Survivor Queues were long?


    @Topic:

    If he stopped because he did not have fun anymore, this is good. There are too many DBD-Streamers (even big ones) who dont have fun with DBD but still stream it because of their audience. (Basically, one is already "too many")

  • Yep. Because the only Gen-Slowdown I use is Corrupt Intervention (except on Billy or Pig, there I dont use any Gen-Slowdown). You dont need more as Killer.

    Finding Survivors quicky and ending chases fast is more than enough.

    @Faishun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2233329#Comment_2233329

    I am both survivor and killer rank 1 and I can't think of any perks that will slow down the game or try to before they do the first 2-3 gens. Prove thyself is very OP. I felt it when playing as a survivor. This perk definitely needs a nerf. It hasn't been so strong before

    Prove Thyself does not do anything meaningful IMO. The worst thing happening is 4 Survivors splitting up, Prove Thyself does not even work there. The only thing that changes is that Prove Thyself removes the Debuff Survivors would get when working on the same Gen, however, two Survivors on two Gens is already better than two Survivors on one Gen with Prove Thyself.

    Most people will probably run it because of the BPs.

    As said, IMO Corrupt Intervention is enough. The new Perk, Lethal Pursuer, will also be a very good Perk for Killers to apply pressure early.

  • I actually did not know the PH-one. I thought that stairs block his Power completely.


    Something I think quite a bunch of people dont know - you can lightburn a Nurse. If it is really useful is another topic, but you can do that. (And you can block her ability to blink by pointing a Flashlight at her)

  • Yes!

    It is just annoying. The annoying part is, is that the screen gets Darker, simply because you are in Deep Wound. Before Deep Wound stopped while running, it just went darker when the timer goes down, which is alright. But now it just wents darker when you are in Deep Wound, even if the timer is not going down (because you are being chased, as an example).

  • Yes, Gen Speeds are fine. Maybe you should not use 4 Slowdown-Perks, but Perks which help you to down and find Survivors quicker. You know, to apply pressure.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2233096#Comment_2233096

    Safe or unsafe pallets are threat for killers. If survivor is bad and drop pallet early, it is fine. But all survivors are not bad like that. So if pallets are not so much, that is fine. Because everyone will have chance. But when they are so much survivors are using them to waste your time. And generator times so fast, so Ormond has enough weapons to waste killer's time. And this map huge. I can not say "Ormond is balanced". I mean yes Ormond is better than Coldwind, The Game, Haddonfield but still Ormond is also bad map.

    And problem is not about kill them. I think i have really good kill rates, i am above on avarage kill rates. But why i have to show more effort? Survivor will spam m1 and when i chase them shift + w and when you see pallet, use space or loop me around pallet. And if i lose so much time with this survivor, i can not patrol generator and i will lose them. Maps have to be smaller and some maps have to lose some pallets. The Game, Ormond, Coldwind have so much loops and pallets. That is insane.

    Everyone HAS a chance at an unsafe Pallet. Unsafe Pallets are fair, both players have the ability to outplay each other. In fact, unsafe Pallets become unfair after 15 seconds, because Bloodlust kicks in.

    But you just want less Pallets, even those who are playable. If you get outplayed at an unsafe Pallets, the Survivor is just better than you - like I said, this is on you, not the Map (or the Pallet).

    And in general, it is obvious that the Killer should have the harder time to win. They are going against 4 people, the outnumbered party should have it more difficult. Otherwise, the game is seriously imbalanced, if one side has:

    • more Rewards (aka more BPs, Killer BPs are MUCH higher than Survivor-BPs due to BBQ)
    • more diverse gameplay
    • AND the easier gameplay

    Point 1 and 2 are already present, point 3 not. And this is ok.

  • Oh my, Aven is posting that the game is not that bad for Killers, quickly, group up!

    Anyway:

    @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2233000#Comment_2233000

    That's not an argument, though. You can win as the killer on the Game? You can win as the killer on Haddonfield. You can lose games as Spirit and win them as Trapper, and survivors can get 4-man escapes on Shelter Woods. That doesn't put these things on equal footing. The problem isn't that it's literally impossible to win, it's that you are more likely to lose a match on The Game than you would be against the same group of survivors on Wretched Shop or Coal Tower unless you are playing a killer that can ignore or quickly eat pallets, because competent survivors can waste so much of your time with pallets you're obligated to break that the rest of them will have finished most of the gens by the time the map is something you can have chases on. It's a map where survivors have to screw up or spend significant time lost to give the killer a strong start; otherwise they're playing catch-up for most of the game. The Game is very survivor-sided in its current state, and whatever arguments are made against this, the fact remains that survivors avoided this map before the rework and suddenly really love using Jigsaw Pieces.

    Anyway, echoing that Ormond was the best rework - turned a heavily sided map into a more neutral one. It's still large, but its looping potential is a lot weaker and it has a lot of weak pallets that the killer is free to ignore once dropped. Many other reworks were largely cosmetic or didn't change the balance of the map (Shelter Woods is still ridiculously barren, Fractured Cowshed still has its god-tier chained tiles, etc.)

    I dont think that The Game and Haddonfield are that much comperable. Maybe The Game is easier for bad Survivors, because it is easier to just drop a Pallet instead of knowing which Window is strong, but thats about it. Haddonfield is way worse, because at least the Killer can do something against Pallets (aka kicking), while Windows only get countered by Entity Blockers or two Perks, which are not really to be considered as a Counter.

    I would be totally happy if they change The Game in a way to remove all breakable Walls and remove the Pallets they added to compensate for the Deadends because of breakable Walls, but I really dont think it is that bad as a Map currently. The only thing which was disappointing was that they did not change my Key-problem with the Map - that it is boring to play on for both sides (I would have loved more unsafe Pallets, less safe Pallets and more Windows).

    Regarding Ormond: It is not that huge. It is right in the middle, slightly (2m²) above average.

    @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2233000#Comment_2233000

    You are talking like all pallets are unsafe on Ormond. Ormond has some god-pallets. Ormond has some good loop walls. Ormond has shack. Ormond has main building. And add so much unsafe pallets. And this map is balanced huh? That map is still so bad for killers.

    There are safe Pallets, sure, but most Ormond-Pallets are unsafe. And you can totally play unsafe Pallets. IMO Ormond is one of the best Reworks, because they did something which I said long ago - less safe Pallets on the Maps and many unsafe Pallets. This helps Killers and good Survivors.

    And they did that with Ormond, I dont win every game on Ormond, but it is not a complete mess like it was before. Yes, you have to kick some Pallets to get rid of them because they are safe, but this is on every Map. And it is not like the Survivor is at a safe Pallet all the time.

    @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2233000#Comment_2233000

    It is absolutely an auto loss, the only way survivors don't escape is if they're so genuinely bad they can't do gens and drop pallets. All of them have to be broken, all of them are easily lopable, and they're too dense to create a proper deadzone or zone survivors out.

    The Game was already a survivor-sided map and now it's arguably equal to Haddonfield but on easy mode.

    Man, I might be a God Killer then! I rarely lose on The Game, I even burn it when there is a Pallet-Breaking Challenge (but, I am using a Killer with Brutal Strength). The only time I struggled on The Game is when I played either Nurse, Oni or Deathslinger, but this is because I suck with those Killers. I even got a 3K with Mirror Myers on that Map against 4 Spine Chills - they were most likely not the most amazing Survivors, but you rarely go against good Survivors and we should not pretend that the majority of players is good.

    And if I can win most of the time on The Game, others can do that as well. I might have a lot of hours, but I am not a good Killer-player, so I guess, the Killrate on The Game is still pretty high.

    But again, I would be totally happy with removing breakable Walls from that Map and a few Pallets. Or change the playstyle of this Map entirely. But it is not as bad as you claim, clearly not an auto-loss.

  • There will be no Servers in Russia, because BHVR uses Amazon Game-Servers, which are not supported in Russia.

    And because of this (and other regions which cannot have Dedicated Servers) there will never be a Hit Validation-System which actually works. Because you cannot make it that strict so that Killers with high Ping cannot get Hits in anymore, it is not their fault (for the most part, there are some who intentionally go to Regions where they have high Ping) that they have high Ping and it would be highly unfair if those players would suffer, because BHVR did a bad Job with Dedicated Servers.

    Which is a shame, because some Killers are really ruined for me. E.g. I dont like to go against Huntress anymore, because often Russians are playing her (probably because she is a Russian Character) and this means that there will be some horrible Hits. But again, nothing the other players can do against that.

    (Just a reminder, one Dev said that 150 Ping is "pretty good ping"...)

    The only thing they can and should do is to show the Killers Ping in the Lobby. I dont really understand why they only show the Ping to the Server when this does not matter at all and why the Killer can see the Survivors Ping ingame, but the Survivors have no way to see the Killers Ping.

  • Full Slowdown-Blight as well. Someone who is really confident in playing Killer.

    But yeah, this is the Solo Queue experience. Even tho, I would not really blame that Cheryl too much, the game was most likely over once Yui DCed... At least when it happens in my games, I cannot really be mad at people who want to get out of a game which is lost because some other Survivor DCed or suicided on first Hook.

  • Yes. Escapes and 4Ks should always result in a Blackpip at least.

  • Well, first of all, because they enjoy playing here. Which is probably the biggest reason why some people play a Killer.

    And second, because she is very strong with not that much effort on the players side. Like, if you want to play a really strong Killer, you can either put dozens of hours into Nurse or only a few hours into Spirit with almost the same results. You might win one or two games less, but thats about it.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2232856#Comment_2232856

    Ormond has million pallets, how it is good? It was so bad before but now it is just bad. So i have to be happy because it is not so bad anymore, just bad?

    Most of those Pallets are unsafe. If you get run around unsafe Pallets, this is on you, not the Map.

    @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2232856#Comment_2232856

    I'm sorry, but how is it fine that they took the absolute worst aspect of the Game map and massively amplified it? That's like if they rework Haddonfield by adding more chainable god windows, or Hawkins by removing the good pallets and catwalks.

    Fine in a sense that you can play Killer on The Game without that much issues. Like, the Map is not an auto-loss like some people want to claim it, you can win as Killer on The Game.

    And I cannot really give ######### to the Rework if the main problem I had with this Map (that it only consists of Pallets, which makes the gameplay pretty boring) existed before as well.

  • Nah, they are fine. Cosmetics are completely optional. And if the Devs dont make money with Cosmetics, they would have to make more money with Chapters, which would mean that either DLCs would become more expensive or original DLCs would not be available for Shards anymore.

    And I prefer expensive Cosmetics over expensive DLCs.

    The price for Shards is also alright as well, you have to consider that BHVR is not a charity organization, so they want you to buy the Skins via Money. Being able to buy them via Shards is a Bonus, but nothing what they would have to do.

  • I dont think that any Map Reworks have been bad, not even The Game. The Map is fine to play, even as Killer. It is boring for both sides, but this was a factor before.

    And while I am not a big fan of breakable Walls, they did not ruin the new Maps. Like, if they want to remove them entirely, I would be for it, but if not, they are not bothering me that much.

    And I would agree, Ormond was really well done. It is an alright Map, before, it was the worst Map for Killer (I think it was even worse than Haddonfield), but now you can actually play Killer on this Map.

  • @DbD_Enjoyer said:

    https://forum.deadbydaylight.com/en/discussion/253915/swf-over-comms-should-be-bannable

    I agree, but devs cant do much about third party communication, however i think the killers facing a SWFs should have some equal advantage, such as being able to constantly see every survivor's aura that is on a SWF on the match.

    Question - how long did you think about your "idea"?

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/2230567#Comment_2230567

    Lucky Break is the complete opposite of that. Get hit, run behind LoS, even the best killers in the world can lose you. It allows even inexperienced survivors to not only delay chases, but win them entirely, which is nearly impossible to do vs a good killer. Without any weak links, you lose.

    Eh, this would mean that those inexperienced Survivors would be able to do this on a consistent basis. Which I would doubt, losing the Killer in a chase is something which requires experience.

    We all know those Megs who hide behind rocks where you see their Cap or those Claudettes who crouch somewhere where they are completely visible.

  • @GannTM said:

    It feels that way on Grim Pantry for some reason.

    Swamp Maps always had weird Hook Spawns. So this would be nothing new.


    @Topic:

    Nah. Hooks are still close to each other, often enough way too close. Like, I had two Hooks on one of the small buildings (pagodas?) on Sanctum of Wrath, right at the Corners. Too close.

  • @Aven_Fallen said:

    Since they disabled it, I never was on Thompsons House. I was on Abattoir several times after it got re-enabled, but thats about it.

    We also dont have any information if Thompsons House is enabled again, people say they were on this Map, but from my perspective, it could be disabled as well.

    I have to correct myself, I had Thompsons House like half an hour ago.

  • 12 seconds at base, Crate of Gears adds 30%, meaning it would be around 16 seconds in total. And it can be significant, if you use Tampered Timer (which is an Add On which needs to go), a Survivor cannot search all 4 Boxes with Crate of Gears (unless they are really lucky with the Spawns), which grants a "deserved" RNG-Kill.

1 … 181 182 183 184 185 … 341