Aven_Fallen
Aven_Fallen
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1972784#Comment_1972784
That's not what I said.
Then why do you bring the sound issues up? If BHVR would be able to fix them, they would have done it. Its nonsense to think that survivor-bugs get fixed first, especially when there is a recent example against this.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1972765#Comment_1972765
And sound has been broken for how long?
It is whatever? I dont have any sound problems, but you can imagine that those Bugs are hard to fix.
Or do you think that BHVR should keep other Bugs in the game up until the point they are able to fix sound issues?
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@HellDescent said:
Bugs come out for both sides. Survivor's bugs are just fixed right away
Nonsense. Bugs are fixed when they are ready to be fixed. This can be Killer-Bugs or Survivor-Bugs. You may argue that Killer Bugs are harder to fix, because Killers are different, but thats about it.
Example:
Autohaven Bus was fixed in 4.5.1, Map even disabled before. Desync-Issues were only fixed in 4.5.2... So Killer Bug got first avoided and then fixed earlier than the Survivor Issue.
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@ScottRozzy said:
I just wish i knew that it was actually a thing. It's more disgusting when you don't even know what it is lol. i wish there was a barebones function in this game where there are no perks or add-on's. There also could be a function where everyone can see everyones perks before a game, that would be fun (i know they won't because the killer would get rolled 9 times out of 10)
I mean, you can see it after the game. But luckily, Tombstone Piece is used quite rare, because most Killers know exactly what they would be running and dont do it, because they know that the Add On is busted. It is just like this because Myers was in the game during a time where a lot of busted stuff was around.
It also does not help to know that Tombstone Piece exists that Myers is a rarely used Killer. He got powercreeped over the years, when I started playing he was often ranked as low A or high B-Tier, now he is C-Tier at best. So you wont see many Myers and even less Tombstones.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1971489#Comment_1971489
Ok, but if we nerf every killer that survivors play stupid against from time to time we'll have nobody left.
I think in Myers case they can easily change the Tombstone Piece. Usually if Teammates play stupid you might end up having a harder Match or maybe get downed. Against Tombstone Piece, they just helped to kill you, which is the busted thing. You can stalk from someone the whole game and that guy you never seen before this match is dead.
@AsherFrost said:
The thing is, with that build it takes tons of stalking before you can actually hit t3. I don't believe it is OP because it has a very simple counter for survivors.
Look around.
Ghost face peeks, but michael just stands there like a 7ft tall lump. When you see him, run away and break los.
The Tombstone, yes. This is kinda balanced out by more Stalk needed and the Movement Speed Penalty. Infact, the Tombstone is only really useful for the Achievement. The Tombstone Piece however is broken and a sign, how old of a Killer Myers is. And it does not need that much stalk to be used.
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@Midori_21 said:
https://forum.deadbydaylight.com/en/discussion/comment/1972682#Comment_1972682
I'm pretty sure the only reason ghost face didn't have a survivor with him is because they'd already planned on having 2 survivors (steve and nancy) with the next chapter. After all they do begin making new chapters like 5 months in advance.
Could be an option. Or the license holders of GF (or to be precise - his mask) did not want any Survivor while the License Holders of Stranger Things wanted two Survivors.
But as said, the Maps are probably the strongest reason for an original Chapter.
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@Midori_21 said:
https://forum.deadbydaylight.com/en/discussion/comment/1972553#Comment_1972553
Freddy, Leatherface, and Pig came out consecutively. Ghost Face was followed by Stranger Things. 2 licenses in a row isn't that unlikely.
That being said they still have 4 more realms to rework, and aside from Ghost Face licensed dlcs usually come with maps, so my money is on original.
True on Freddy, Leatherface and Pig, but I doubt BHVR is repeating that again, considering how flawed those Chapters were when they first came out (especially Freddy).
Ghostface and Stranger Things on the other hand is different tho, since Ghostface was only a Killer. But that Maps still need to be reworked and a licensed Chapter will most likely contain a Map is a really good point (and if they keep their current pace, they will be done with the Midchapter-Patch after the new Chapter).
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@Botiz said:
https://forum.deadbydaylight.com/en/discussion/comment/1972599#Comment_1972599
You think the speed boost from Bloodlust is unfair when you're being looped at a building that has one or two god pallets?
Bloodlust is irrelevant for those structures since you need to break the Pallets anyway, which removes Bloodlust.
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@Botiz said:
https://forum.deadbydaylight.com/en/discussion/comment/1972571#Comment_1972571
If a loop is unsafe, isn't it already in the killer's favour because it'd be really easy to get a hit? If the survivor stays at the unsafe loop after taking a hit, that's their fault for not using the speed boost from the hit to run off elsewhere.
Bloodlust will only work at unsafe loops if they're already injured from earlier on in the chase and then ran to an unsafe loop. If a killer has to spend 15 seconds at an unsafe loop where it's already easy to get a hit anyway, they're just a bad killer.
When getting hit, sure, it is better to use the Speed Burst to get away. If they get hit during this scenario and stay there, they deserve to be downed, completely agree.
But if there is an unsafe Loop and the Survivor drops the Pallet, but the Killer respects it, the Survivor will get hit, no matter what. They cant make distance and they also cannot play the loop, because at some point, Bloodlust kicks in. Without Bloodlust, they at least would be able to mindgame and maybe trick the Killer in doubling back, which allows to get to another Pallet. Ideally this would be another unsafe Loop.
Like I said, there should be way more Pallets but less safe ones. This would solve 2 things - Killers would not need to break that many Pallets in a Chase and can continue chasing, because there is not much they can do if the Survivor runs from Jungle Gym to Longwall, they cant mindgame those structures. And the second thing solved would be that one Survivor can use up too many Pallets, if someone is running around, predropping every Pallet, they are playing pretty safe and will most likely not get caught, but those Pallets are gone. And everyone can play like that. But more experienced Survivors can make more use out of unsafe Pallets and there would be plenty of them.
The only people who would be at disadvantage are either Survivors who can only run safe Tiles or Killers who rely too much on Bloodlust. And both groups need to git gud at this point.
I had normal results during the "No Bloodlust-Weekend" as Killer and as said earlier, sometimes I got outplayed, but this was fine by me. And as Survivor it felt good to be better than the Killer who was not able to catch me at an unsafe Loop because they still tried to just hold W the whole time.
In the end, it would just be nice if the better player would be rewarded.
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@GoneForever said:
https://forum.deadbydaylight.com/en/discussion/comment/1972571#Comment_1972571
Aren't unsafe loops purposed to "drop(stun)&run". You are at disadvantage there regardless the fact killer has bloodlust or not.
Unsafe Loops are fair loops. IMO there should be a little bit less Pallets and way more unsafe Pallets, this would result in Killers not being forced to break Pallets immediatly and Survivors not running out of Pallets because that Rank 12 Meghead threw every Pallet in 2 minutes.
But for that, Bloodlust needs to go. A unsafe (or fair) Loop means that both players can play it. I can drop the Pallet at an unsafe Loop and run the Killer around, faking a vault which might allow me to gain distance. This is not possible with Bloodlust because at some point (even Bloodlust 1), the Killer becomes too fast to do that. So the fair Loops becomes unfair because the Killer gets a Speedboost for not being able to outplay the Survivor and just circling the Loop while pressing "W".
Some Loops are too unsafe, e.g. Hawkins loops are just "respect Pallet, get a hit" for the Killer. But something like the outside Loops of Badham are pretty fair.
And during the Bloodlust experiment, most of the time as Killer or Survivor I did quite well at such kind of Loops. But I also got run around the two Pallets next to the School on Badham by a Survivor, I was not able to get her - because she was better than me. And it is ok that she is better than me, it would have been unfair if I would get a Speedboost because she was outplaying me.
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@GoneForever said:
https://forum.deadbydaylight.com/en/discussion/comment/1972566#Comment_1972566
and I have. It's unfair that a perk gives so much value for so little effort without any effective way to prevent survivor from getting that value. It's basically a third health state in chase. In every chase.
>But it is indeed true that the Perk is only functioning partly.
Yeah and that one functioning part is overcompensating the not working part.
>And before Dedicated Servers, nobody complained about Dead Hard. Now when it is used for Distance
Good survivors used DH for distance for years. It just so happens that with dedicated servers this became a thing for every dog running that perk.
>Killers always say that Survivors should adapt - they adapted, used DH for Distance and then it is wrong that they adapted.
Stop substituting the concepts. Nobody complains that "adapting is bad". The problem is that the result of that adaption is unfair.
I remember you complaining about ads slinger tactic, where you just threaten survivor with ads without actually shooting, which makes survivor change their path and get hit.
Imagine if NOBODY did that on slinger's release except some rare players, then SOMETHING happened and EVERYBODY is doing that thing with slinger. Not same levels of bullshit of course, but I hope you get the idea. People adapted -> certain bs tactic/thing is revealed -> it's fair to tune it down.
>However, the main point here is to compare DH with Bloodlust
Let's compare monday and orange in next post please, they are similar too, both words consist of 6 letters.
"Stop substituting the concepts. Nobody complains that "adapting is bad". The problem is that the result of that adaption is unfair."
I would disagree. But in general, adaptions evolve into good things (for those who adapt), that is the general point of Adaptions.
"I remember you complaining about ads slinger tactic, where you just threaten survivor with ads without actually shooting, which makes survivor change their path and get hit.
Imagine if NOBODY did that on slinger's release except some rare players, then SOMETHING happened and EVERYBODY is doing that thing with slinger. Not same levels of bullshit of course, but I hope you get the idea. People adapted -> certain bs tactic/thing is revealed -> it's fair to tune it down."
The difference would be, Deathslinger would still be problematic because there is no reaction time to his shot at certain distances. You basically cannot escape a good Deathslinger. So removing the ADS-faking from Deathslinger would do nothing while removing the Distances requirement from Dead Hard would make the Perk useless since it would only be able to dodge a Hit then, which does not even work.
"Let's compare monday and orange in next post please, they are similar too, both words consist of 6 letters."
The main argument is that pressing "E" is a way to erase a mistake. Bloodlust is just pressing "W" to erase mistakes. Quite compareable, Bloodlust obviously a lot stronger tho.
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First of all, hitting through a window is intended. A window is a open space, it is no magical membrane.
Second, what you are experiencing is latency - the Killer probably has a high ping and so you get hit because the Hit connects on their screen (you are closer to them on their screen). There is a system which should filter out the worst hits (Hit Validation) and it is doing next to nothing.
I doubt that it will be fixed at any point, because as long as BHVR cannot give a nearby Server Location to every player, there will always be players who have high ping and cause weird looking Hits.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1972561#Comment_1972561
I seem to remember it being used a lot.
I think 4 seconds would've been fair, but it's getting nerfed in a healthy way, so I'll take what I can get.
It got nerfed in the Plague-Chapter (I think, or somewhat around that) and if you look up games from like two weeks after the Chapter, you will not see many DS.
I only used it shortly after the Plague-Release (did not use old DS, thought it was unfair, would certainly not limit myself again these days, lol), but stopped using it until they buffed it, because it was basically pointless.
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The only result was that it did not affect the Killrate. Thats all what they published as result. So it looked like a regular weekend.
Other than that, there were no further changes or information regarding Bloodlust.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1972566#Comment_1972566
Here’s the thing bud, no killer is going to defend Bloodlust levels 2 or 3 so fair enough strip those and DH out of the game :)
Bloodlust 1 needs to go as well. Once it kicks in, unsafe Loops become totally in the Killers favor, despite them messing up. Bloodlust has no place in this game anymore.
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@GoneForever said:
https://forum.deadbydaylight.com/en/discussion/comment/1972550#Comment_1972550
OP said "survivors say it barely works due to latency and you end up exhausted on the ground."
He either has no idea what the actual problem is or is trying to substitute the concepts.
First of all, I dont have a problem with Dead Hard. Even for distance. The only time Dead Hard is really somewhat of an issue for me is when the Survivor did never use it but uses it in the lategame (probably because it did not work before, lol). But it is indeed true that the Perk is only functioning partly.
And before Dedicated Servers, nobody complained about Dead Hard. Now when it is used for Distance, everyone complains (or because they saw that other Survivor Perks got nerfed, so lets go for the next one, eh?). Killers always say that Survivors should adapt - they adapted, used DH for Distance and then it is wrong that they adapted.
However, the main point here is to compare DH with Bloodlust. If Dead Hard is erasing a mistake by pressing a Button, so is Bloodlust (but obviously stronger, since you dont have to waste a Perk Slot). The fact that DH is only used for Distance nowadays and that some people see that as a problem was made in so many threads already. So contributing only this looks like you have not really read what OP was writing.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1972063#Comment_1972063
I am a fan of the new DS.
Still scratching my head as to why the buff to make it 5 seconds (which was specifically for Enduring) wasn't reverted when Enduring was nerfed.
Because 1,3 seconds of the stun are used for the animation alone. Even without Enduring a Killer catched up basically immediatly after getting hit with 3 second-DS. 1,7 seconds are only 7 meter of distance, this is not much.
As long as you are not able to use your DS right at the Exit Gates it was useless back then. And it was also not used with 3 second-Stun.
@Topic:
Glad we are through this strike, they are indeed listening to Killers. Man, what hard time this strike was!
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@Bastard_Disaster said:
Isn't it confirmed that the next killer/survivor combo isn't licenced?
I genuinely don't know so *shrug*
It is not confirmed at all. But there are...signs... for it.
But even without any information, being original makes more sense, because it is more likely that the Anniversary Chapter (Chapter 20) will feature licensed Content and two licensed Patches in a row would be unlikely.
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@GoneForever said:
Anybody who says DH doesn't work because of latency is incompetent OR is trying to ignore the main problem they know they can't ARGUE AGAINST.
The problem with DH isn't "dodge hit" (which doesn't work because of latency) but "gain extra distance in short time" which wins extra second for survivor in chase which often allows survivor to avoid being hit.
Thats not the point of this thread. But thanks for repeating what others already have said.
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Like @Bastard_Disaster said, there is no way for the game to detect why you DCed. So you first should try to figure out a fix for the problem, or, if it is not on your side, open a Bug Report with all information available so that BHVR can look into it.
Trying again and again will just increase the penalty and for the other players in the Trial it does not matter if you DC because of a Ragequit or if you DC because of technical issues.
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@gemjas said:
It might be a teaser for the Survivor. Looks like they're a streamer or something, which is also probably why BHVR tweeted a picture of Feng in front of those monitors.
They could be a Hacker. Which would explain the glitched Logo they had before.
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Looks like a male, Korean Survivor.
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I have said the same a few days ago that if erasing a mistake by pressing "E" is the problem with Dead Hard, Bloodlust is basically erasing a mistake by pressing "W".
I would totally be fine with removing both, lol.
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@Yamaoka said:
You seem to forget killers also actively show the red stain around corners to make survivors vault into them.
Hiding and showing the red stain both actively affect the (re-)actions of survivors so straight up removing it would be a nerf for killers in my book.
^ this so much. Using the Red Stain to manipulate the Survivors Movement is a good aspect of Killer gameplay.
@Tank said:
https://forum.deadbydaylight.com/en/discussion/comment/1968896#Comment_1968896
I very much agree. I wouldn't mind seeing my own stain at least, though it's fine either way.
IMO there should either be a Perk OR an option to enable the Red Stain for Killers in the Menus. This would also help newer Killer players to learn what the Survivor is seeing. Sometimes you see mindgames, but they are not good enough, because the Killer cannot really see what the Survivor is seeing so they make mistakes, which result in a failed mindgame.
Giving the visibility of the Red Stain as an option would be nice for newer Killers to learn. Experienced Killers will most likely disable it.
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Hooks. I rather have multiple Chases and end up on a 8 Hook/0K than having a 4K with 5 Hooks.
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Thats the chubbiest Doctor I have ever seen.
But yeah, at this point, it is basically Cheating.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1970363#Comment_1970363
A loop should never be fair. Survivors should always be the underdog in every scenario and aspect of the game.
A "fair loop" where Survivor and Killer have an equal mind game chance still isn't "fair" because the Survivor is buying time for THREE other people.
Nope, Survivors should have the same chance of escaping a chase like a Killer of catching them. This is a Multiplayer Onlinegame and not a Slaughter-Simulator.
And if you are unable to catch a Survivor at an unsafe Loop without Bloodlust, they are better than you and you need to git gud.
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This is an outfit from the Halloween Collection 2020. It is already in the Shop.
But yeah, in general, Outfits which are in the Shop stay in the Shop.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1970128#Comment_1970128
Why should a loop ever be "fair"?
So that both players can play it and outplay the other side?
I mean, if you dont want unsafe Loops to be fair, you should be ok with God Loops as well.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1970207#Comment_1970207
Are they looking at demo's addon's or his entire power?
I guess mostly Add Ons. Demo is fine, powerwise. Probably they will make Rat Liver-Basekit and change some Add Ons, since his best Add Ons are brown Add Ons and maybe some yellows. The more expensive Add Ons are not really used.
@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1970249#Comment_1970249
Making him more difficult would literally be a nerf though
I mean, they should either make him less stronger or more difficult. Freddy is a contestant for Top 5 Killers and with Nurse and Spirit being the two strongest Killers, there are other Killers which can rank on 3-5. IMO those are Hag, Oni, Pyramid Head, Blight, Freddy and maybe even Huntress or Deathslinger.
All of those, except for Freddy, require a decent amount of playtime to be played good. It is fine to have simple Killers, but Freddy is way stronger than the other simple Killers (like Wraith or Trapper).
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Killers currently being looked at are Demo, Freddy and Huntress. I think the next one will be Demo.
So Freddy should be somewhat soonish.
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@danielmaster87 said:
It's there for good reason. 1 survivor shouldn't be able to run a killer for 3+ minutes at no-mindgame loops, which there are many of in every map.
At "no-mindgame Loops" Bloodlust has no purpose anyway. Once all of those which consist of a strong Window are reworked, there are only strong Loops with Pallets, which become weak when the Pallet is broken. This would remove Bloodlust anyway.
The bigger problem are unsafe Loops, Killers simply have to press w despite being outplayed by the Survivor. Unsafe Loops are fair for both sides, but become unfair once Bloodlust kicks in.
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Demo with Iron Grasp, Agitation and Mad Grit.
Or sometimes just running around as Wraith with Bone Clapper and just annoying Survivors by ringing the Bell constantly. But I have to be pretty bored to do that.
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So, doing Gens and unhooking is unfair now? Uff.
Dont want to ruin it for you, but you would lose against 4 good Solos as well. 4 good Solos are way better than the usual SWFs who are running around.
(Except you say that you got one of the really good SWFs two times in a row - then you were pretty unlucky since those are rare)
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1969557#Comment_1969557
Really? I’ve still seen some absolutely outrageous Macmillan spawns. Auto haven not so much.
Im talking like safe pallet into LT wall into jungle gym into shack with more safe pallets nearby and that’s just one corner of the map. I just got off a map like that. It’s insane to try and deal with those as a weaker low mobility killer.
Barely managed to eek out a win by slugging so hard someone literally died from bleeding out with 2 survivors left and I was camping their body instead of a hook to make sure they died. Only won because after my first 3 gen chase (through that disgusting setup) I got a basement hook and a slug.
Yeah, MacMillan-Maps are some of the most balanced Maps in this game. Since the Map Rework a few months ago (which got rid of stuff like the old Ironworks-Window or the old Godwindow on Storehouse) they are basically the best what you can get when you want a balanced Map (minus Shelter Woods, this Map should get some love at some point, it is not shockingly bad, but Shelter Woods and Rotten Fields are the two Maps where you clearly see how old they are).
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They are bearable at the moment. It was really bad when more people played them because it is no fun to get slugged for Ages or camped, because the Devs cannot see that build-in Insidious is a bad idea.
Victors Hitbox is annoying, sometimes his visual model is even flying past me, still I get hit. I would really like to see his Hitbox.
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Autohaven--> Too many deadzones. Yesterday I went down like a Rank 20 Survivor against a Billy because there was one Longwall-Pallet (which I used) and then there was nothing, just deadzones. Like, give at least something to work with, some unsafe Pallet or a mediocre Window, but there was nothing except for some Rocks. (Was on Gas Heaven)
MacMillan-->Looks fine for me to be honest. I did not notice any big problems. Storehouse can have some wild RNG where 4 Pallets are next to each other and the rest of the Maps is T/L-Walls ( have seen that twice that all Tiles spawned were T/L-Walls and the Pallets clustered next to the Storehouse)
The Game--> Has too many safe Pallets, but I think they did that because some Pallets can be deadzones because of breakable Walls. If neither the Gen next to it is done nor the Wall is broken, it is a deadend. To avoid too many Deadends which take up the Pallet Slots, they added more Pallets.
This is bad design at its finest, The Game was already boring to play on for both sides before the Rework. IMO they should completely remove Breakable Walls from The Game and reduce the number of Pallets so that it is roughly the same Map like before.
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IMO new Ruin is stronger (in the right hands) and better designed. The Killer gets value out of it if they are good - if they suck, they dont get any value out of it. Old Ruin was just effortless Slowdown and this should not be in the game. The Killer should be responsible for the Slowdown, not some Perks (Perks like PGTW or Sloppy Butcher require the Killer to do something to keep the Slowdown going, this was not the case with old Ruin).
As Killer, I like it more, but I dont use it, since I hate to use Hex-Perk. I find them stressful, I dont want to be down to three Perks if I am unlucky and I dont want to care for 4 Survivors, Gens AND a Hex-Totem dring the game. Also it is not seen in every game, which is quite nice, I just hated it that people said that you need (old) Ruin, which was not the case.
As Survivor, I liked old Ruin more, I was able to hit Great Skill Checks 8 to 9 times out of 10, so I was not bothered that much. New Ruin is highly annoying if it is not found early and it can be quite frustrating to leave a almost finished Gen (when the Killer comes, for an Unhook, etc.) and know that it will regress, however, the Killer is actively doing something in this case, so it is ok.
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The only thing that is annoying on BBQ is that it should encourage the Killer to go for someone else but they can camp and tunnel one person out of the game and STILL get their Bonus-BPs. Like a little kid which gets spoiled with sweets after it was doing something it should not do.
But there is not really a reasonable and easy way to fix that, so it is whatever.
Other than that, BBQ is fine, would be just nice if Survivors would have an actual way of getting Bonus-BPs as well instead of bad WGLF.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1967585#Comment_1967585
Damn why you hate Jane:(
I really dont like her appearance and sounds at all. For me, she is pretty annoying to play.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1967822#Comment_1967822
every kind of grab not working has a bigger effect on the game than the minor desync. I played survivor last week and it wasn't that bad. 2 week fix vs....ongoing for years and years now?
Half of the killers still have bugs which eat into their gameplay too but hey lets remember the 1 or 2 times something got done for killer and forget the 100 or 200 times survivor got preferential treatment
If things get fixed easier (Desync) they should fix it. Grabs are Dedicated Servers, it will take them a long time to fix that, if they ever manage that.
But like I said - keep the narrative, the Devs are totally survivor-sided for fixing bugs!!11
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Did it close immediatly? Or after some time?
If it is not listed in any patchnotes, I would assume it is a bug when immediatly.
If it took some time (30 seconds to be precised), this is already the case.
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@[Deleted User] said:
Take note. When survivors are unhappy they stop playing and the developers get things done pretty damn fast.
When killers are unhappy they sit there and take it and the developers put all their problems on the back burner for years.
Those two things are not a coincidence.
There is quite a difference between the game broken for one side (Emblems and Desync) and the other side claiming that it is sooo hard to play.
Let alone that Stuff on the Killer SIde got fixed faster (broken Autohaven-Bus was first removed from rotation and then fixed a week earlier... But hey, keep that narrative going)
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For Map Pressure? Sure.
To BM? Nope.
For the 4K? Cant be asked to do that.
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Favorite survivor --> Nea
Least favorite survivor --> Jane
Favorite killer to be --> Demo
Least favorite killer to be --> Freddy
Favorite killer to face --> Billy
Least favorite killer to face --> Freddy
Favorite map --> Mothers Dwelling
Least favorite map --> Dead Dawg Saloon
Favorite item --> Flashlight
Least favorite item --> Key
Favorite offering --> BPS
Least favorite offering --> Hatch/Basement Offerings
Favorite add on --> Iridescent Button
Least favorite add on --> Iri Head
Favorite killer perk --> STBFL
Least favorite killer perk --> NOED
Favorite survivor perk --> Iron Will
Least favorite survivor perk --> Sprint Burst
Favorite cosmetic --> Mr. Puddles
Least favorite cosmetic --> every Jane-Cosmetic
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They said it will be live with the next Chapter. No date yet, but probably around 4 weeks from now on. (If they keep the usual schedule)
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I prefer female Characters. I cannot really identify with male Characters, I would need to do myself in the game, but I also dont want to play an ugly character the whole time. :P
With female Characters, I just can do whatever I like, so most of my characters are female. Sometimes it also depends on what I want to do with them ingame, e.g. if I want to go for a Strength-Build in Dark Souls, I rather create a big, muscular Male. But thats basically the exception.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1966657#Comment_1966657
Not really. Bearing in mind that once it's used the killer can tunnel and camp you with no worries.
Here's the times where it isn't really an anti-tunnel perk:
- Killer camps you while slugged
- Already used DS so they can tunnel for free with no worries anymore
- DS can be avoided by moris/final judgement
- If your getting tunnelled for more than 1 minute. This is especially easy when the survivor is a good looper.
It's offensive abilities are why it was used so much but that because it's defensive abilities were very easy to counter. If a killer decided they wanted you dead then DS won't protect you. It really depends on how quick survivors do gens for you and how good at looping you are to have any chance of living.
This is true. They should also increase the timer it is active (if the Killer wants to wait for 90 seconds or 120 seconds in front of a slugged Survivor, they at least lose minimum 1 Gen) and also remove Scratch Marks and Bloodtrails for a limited duration of time (5 seconds/10 seconds, whatever) after the stun so that the Survivor can actually get away.
This is also a problem, the really strong Killers dont care for DS at all. If a Nurse gets hit by DS, she is on the Survivor immediatly.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/1966663#Comment_1966663
This is true. People who don't bring it in solo q are relying too much on their team which is a recipe for disaster.
You can't expect people to take a hit for you or have bt. It is silly. I don't have a bt so I always take a hit when I unhook if the killer is near and not going anywhere. It benefits the whole team but some people just farm you and dissapear. It is their choice so is yours to come prepared for situations like that.
Exactly. I got farmed yesterday by a Claudette, Killer went for me, but I had DS. If I would not have had DS, I would have been on my second hook already, without anything I can do against that.
As you said, its not only the Killer who might want to tunnel, but also Survivors who think that farming someone off the hook without BT is a good idea.
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1966685#Comment_1966685
But the issue at hand is that one of the devs didn't seem to know that it was being worked on. I'm not saying it doesn't take time. I'm just saying that it's likely they weren't actually working on a colorblind mode and they just threw something together to appease the masses. The little evidence that we do have is one of the devs alluding to the fact that they weren't currently working on a colorblind mode and that they would be if BHVR wanted them to.
Since their updates are in 3 month intervals, they can very easily throw something together last minute and tell everyone they've been working months on it and that it's not ready just yet for the current patch, and that it will be out in a future patch 3-6 months down the road.
Just basing on the amount of bad information that comes out of BHVR, they are either an intentionally malicious company, or their work environment is incredibly unhealthy and compartmentalized and not conducive to a successful company.
I mean, either he did not know about it or he was not allowed to say something. NDAs are a tricky thing and can be quite uncomfortable, even tho I only know it from a personal point of view (e.g. if someone is talking to me about a topic where I have more knowledge than them, but cannot tell them because I am under NDA). I can imagine it is even more uncomfortable when you are livestreaming and everyone can see that afterwards.
And, to defend Almo here, there are some people in the community who think that he wants to ruin the game, so they wait for something to clip on his channel. Who knows how often he got asked about Colorblind-Mode in the past. It would have happened anyway at some point that he said something that people can use against him.
But yes, whether he was under NDA or did not know because nobody informed him, BHVR could have avoided it, this is correct.
When it comes to believing how long they have been working on it - there is no way to know. They could be lying or they could be telling the truth, I rather assume the latter, I like to think positive (even if I am too positive at some point).