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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767911#Comment_1767911

    the point is, the game without bloodlust is a pallet breaking simulator. there are plenty of times when it's better to wait for BL than break the pallet. waiting behind your safe spot until the killer breaks it so you can run to another safe spot is not outplaying anyone

    You have an opportunity to outplay the Survivor at an unsafe Pallet without breaking it. If you cannot do that, the Survivor is better.

    And Bloodlust does not really do much against safe Pallets, since those need to be broken anyway (as long as you dont want to spend a huge amount of time).

    EDIT: But I have the feeling that you dont want to understand it and you are more than happy to get your free Speedboost to carry you.

  • @Xyvielia said:

    Good stats.

    Had hoped to see Haddonfield Ormond results.

    Was also interested in seeing how killers faired on Midwich, tho it’s a rare map to get sent to anyway, so it probz doesn’t matter, really.

    Thanks for the effort, all around. We’ll see what happens.

    I was also pretty curious on Midwich, because the Pallets are alright to play (except for those two safe Pallets in the Corners), but I can imagine that the Corridors will be pretty annoying if the Survivor just goes for "hold W". But I also did not bring myself over to burn a Midwich Offering and I wanted to have the Maps as random as possible as well.

  • @Ramxenoc445 said:

    Playing huntress nothing feels too different for me. Playing Legion is a ######### show for me at least since i don't run the sloppy butcher spam frenzy builds. Playing Deathslinger still feels the same.

    I avoided playing Huntress. On one hand I wanted to check a 110% Killer, and I have a lot of fun with Huntress. But I rarely M1 (even if I am not good at her, I try to hit as many Hatchets as possible), so I dont build up much Bloodlust anyway.

    @[Deleted User] said:

    Wonder if they're disabling bloodlust to get at-a-glance map statistics and see how much effort they need to put into redesigning some of the older un-reworked maps. That's just the lazy in me talking though. I doubt it.

    I think for older Maps, they might want a priority list what to rework next. Like, if the games were way worse on Haddonfield for example that Haddonfield might get a high priority for a Rework next.

    But I think mainly it is for feedback about the reworked Maps, because it is easier to change direction now instead of reworking all of them with their current concept and rework them all later again, because they are still not balanced.

  • Ever watched Umbras Stream? She has like over 1600 Iri Heads and over 1000 Moris on her Huntress.

    No, those are mine D:

    (I am almost out of yellow Bags tho, thats why I need the brown Bags now)

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1768036#Comment_1768036

    Curious combination of Item & Add-on you got there. 🤭

    Yeah, I usually go for the good stuff on my Main. I also have tons of Keys, Syringes, Map Offerings... (But never use them. I could go for a Haddonfield-Week tho)

    For Killer, most of them are quite freshly prestiged, but once I got everything, I mostly dont play them that much anymore and just grind BPs with my Killers, so I lose quite a bunch of Add Ons without getting them back as Killer.

  • For Survivor: 297 Styptic Agents (when it comes to Items, 342 brown Medkits)

    For Killer: 107 Trapper Sacks

  • @TheBlueJohn said:

    ok that means both of them plus leader from the other survivor plus spine chill plus we will make it its op? :D

    bcs they dont say they stack.

    As long as Perks/Items dont say that they dont stack, they stack. It is a bit inconsistent because sometimes it is written that it stacks, sometimes not.

    But in general - everything stacks, as long as not written otherwise.

  • Maybe dont DC then?

    EDIT, now that the title got updated:

    Well, what exactly crashs? Is it the game on its own or is it on your part? If it is on your part, you should try to fix the issue. If it is not your fault, you might want to report it so that it may be fixed.

  • Yes, those Perks stack.

  • You know what a "no DS"-weekend would do? Killers would tunnel the ######### out of Survivors, meaning that it is quite clear that a Perk like that is needed.

    We can also do a "Anti Slowdown"-Perk Weekend just to see who gets carried by slamming on 3-4 Slowdown Perks because pressuring Gens without is too difficult? :^)

    But on a more serious note, I am always for reasonable tests like the Bloodlust removal. It is an outdated mechanic.

  • @Chekita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767315#Comment_1767315

    What you do on those short loops? You throw them trying to stun. Even if you can't you don't stay on them, you use them to connect to other loops, being windows or other pallets. The fact he didnt break that simple loop will be a problem for him when you go around that other loop and use the downed pallet again to go around. Some of them can be used that way.

    One way or the other, survivors can't expect to simply put down all the pallets of the game straight away and win the game by simply doing that. Without BL that is a straight win. It's not a simple matter of reaching a safe area, many areas become safe areas so long as the survivor has a barely minimum of experience looping. There will be some loops that people will say: "just mindgame behind walls", etc. (1) That's not all loops, (2) against experienced survivors that can be ridiculously bad for you, while you moonwalk as a mastermind he is already in another part of the map frolicking 200m away from your moonwalk, simple.

    If they get the stun and get away because of that, this is fine. If they decide to play that unsafe Pallet, it comes down to who is the better player - either they outplay you (e.g. faking the Pallet Vault) and gain distance, or you can outplay them. If they can distance by an outplay, nothing wrong with that, the Survivor was better. And really better, it is not mindless Looping and grinding through safe Tiles if they do that.

    If two unsafe Tiles are linked together, they become quite safe. One example would be on Saloon the two Pallets between Saloon and Shack. Those are unsafe on their own but when they are both dropped, they are a decent place to loop. However, the Killer can do something about that by breaking the Pallet. The Survivor might get distance because of that but it is way better than looping there (if the Survivor is competent of course) and it removes this as a potential Looping area for the future.

    I dont have any problems with being outplayed because the other side played a Tile well. But being looped around a bunch of safe Tiles while the Survivor drops the Pallet early (which is a really safe way of playing, but can backfire a lot when done early) is as frustrating as outplaying a Killer and they get a Speedboost for being not good enough to get a Hit.

  • @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/207959/bloodlust-is-sometimes-optimal-and-strategic

    survivors would rather you stick to playing pallet breaking simulator now.. so they can flex how skillful they are at dropping pallets early

    If a Survivor outplays you at an unsafe Pallet, they are better than you. Nothing to flex about, but unsafe Pallets are fair.

    And if you dont break a safe Pallet, they are most likely better than you as well.

  • @theSilentOne1 said:

    To all of you saying he wasnt perfect and thats why he failed thats the exact reason why blood lust is necessary no one should have to chase a loop so ######### perfect just to get a hit. there needs to be room for error especially because the whole point of blood lust was to close the gap to give killers that wiggle room and the survivors had plenty of ways to stop blood lust build up if you think its not something that should be in the game you might be try harding to much or just in general being sweaty. And i bet ill be told im to casual but i just want to enjoy the game not get ######### stuck in fifty different chases because i have to wait for a survivor to ######### up a loop or pallet just to get a single hit in on ONE of the FOUR survivors.

    What are those "plenty of ways to stop the bloodlust build up"?

    Those ways stop building up Bloodlust/remove it:

    Using Killers Power

    Breaking a Pallet

    Walking as Survivor

    Hitting a Survivor

    Being out of Chase for some seconds


    What exactly should a Survivor do at one of those Loops displayed? If the Killer is using their Power and misses, thats up to the Killer. Breaking a Pallet, if the Killer does not decide to break the Pallet once its thrown, there is nothing the Survivor can do at those short loops. Walking is the only thing they can do, but it is clearly no option.

    And you will also not be able to break chase there.

    Like, you say that Bloodlust should be there to compensate for Mistakes, but how is it fair that a Survivor can play a Tile without any failure, but the Killer still gets the hit, despite messing up that hard like seen in the video? Bloodlust is NOT there to compensate for Mistakes, it was originally a band-aid fix for Looping, but the problematic spots become less and less over time.

  • Maybe you dont get a response because you dont give any infos?

    Your Rank?

    Your Region?

    Time of day you are playing?

    Which role?

    Which platform? Crossplay enabled?

  • @Equus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767249#Comment_1767249

    Everyone wants to improve but it has to be within reason. What I have seen yesterday isn't fun for killers at all. You can't expect someone to endure countless games that make them feel bad. I play more killer then survivor and have gone through enough bad games before I became better. The difference is that I had bloodlust help carry me through my early days getting some kills here and there making me have fun and continue playing. Getting continuously stomped ain't fun. We need to consider newer players into this, they do rely on bloodlust. A good killer doesn't rely on bloodlust and will never hit bloodlust beyond tier 1 anyway, if they hit bloodlust at all. The killers in higher ranks that rely on bloodlust to much will always spend to much time in chase making them lose to much gens they will realise this and are forced to adapt if they want to win more consistent. But yes we do still need bloodlust in my opinion.

    I mean, if you are now having bad games, you will derank anyway. This means, without Bloodlust (just a reminder - it is still a Test) you will be in Ranks where you would belong, so you would have easier games at this point. Or, with MMR (when it releases and is working) you will get Survivors with a similar MMR.

    So if anything, Killers who are too high ranked currently will go to Ranks where they belong, instead of carried by a mechanic which is mostly not needed anymore.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767229#Comment_1767229

    While i agree, that killers have it easier now, than they had it years ago. The meta for survivors didn´t change.

    The survivor meta perks from 3 years ago are exactly the same as the survivor meta perks we have now.

    We really didn´t have any significant changes to the survivor meta. While the killer meta constantly changes because of hard nerfs.

    In other words. Killers always had to adapt to a new situations, while survivors really never had to adapt. They always use the same build and optimized the running in circles.

    When it comes to Perks, yes. But thats the Devs, not releasing good Survivor Perks anymore. I rather prefer Killer Perks, because at least there is a chance to use them on some Killers, Survivor Perks are usually only 3 more Perks for completion again, which will almost never be touched.

    When it comes to adapting to things...Eh. Killers are way louder when they need to adapt. Without any reason tbh, my games without Bloodlust were not different from the games I had with Bloodlust. I can say that quite sure for Killer, but not for Survivor, since I had some pretty strange Matchmaking yesterday evening (like myself as PC Survivor, Rank 1 together with 3 Rank 16 COnsole players against a Rank 11 Console Killer...almost all of my games were that strange that I at least got 2 low Rank Survivors and sometimes another Red Rank Survivor and Killer, so I cannot really say that Bloodlust makes any difference as Survivor, when I need to go against a Killer who is 10 Ranks below me).

  • @Equus said:

    This has been my experience as well. Which is why it puzzles me that there are loads of positive messages about turning bloodlust off. Not everyone is a god tier killer and you shouldn't endure so many hours of lost games before you get good enough. Who will do that? I wouldn't. Survivor just got easier even in solo queue! A little basic looping knowledge and the killer will have to be amazing otherwise they are up for a 3+ gen chase.

    I played 11 games solo queue red/purple rank survivor vs mostly red rank killers and the odd green rank. I took spinechill/resilience/sprint burst/ kindred. I got 10 escapes and 1 death.... I normallly get like 3/10 escapes. I've played against nurse 2x, bubba, legion 2x, wraith, clown, huntress, spirit and demo. Only the doctor got me.

    The killers used things like award winning chili bubba, NOED, mori, Shadow dance wraith, a full meta perk build. Yes I got a few not so skilled killers but even their powerful build + add ons couldn't make up for it. The truly problematic part are the good killers like one of the legions and the wraith I faced and they couldn't catch me in a reasonable amount of time! I'm in no way an amazing survivor and looping a wraith on a double L wall tile that connected to another good tile until he gave up is just sad.

    Removing bloodlust altogether isn't healthy for this game, a rework is fine but I feel that we at least need BL tier 1 and maybe tier 2 in low ranks as training wheels. I don't want such high escape rates it means there is little challenge in surviving.

    "Not everyone is a god tier killer and you shouldn't endure so many hours of lost games before you get good enough. Who will do that? I wouldn't. "

    So... you dont want to improve at all? And rather have a hand-holding mechanic in the game? Right....

  • Over the years, the game became just easier and easier for Killers. Like, the game today cannot be compared to the game 2 years ago. Let alone, the game 4 years ago.

    There were many Survivor Nerfs over time, which were also justified. Now they are also reworking the Maps and the reworked Maps have fairer Loops than before - unsafe Pallets which can be played by Killer and Survivor. Both have the chance of outplaying each other, however, with Bloodlust, those fair Loops become unfair, because the Killer gets a free Speedboost, which makes the Loop in the favor of the Killer, even if they got outplayed on it.

    So they are testing if they can remove the band-aid fix they introduced years ago. And on the reworked Maps or newer Maps - yes, they can do that. I guess there will be multiple tests over the next months, so Bloodlust will stay in the game (and sadly carry some Killers...), but if the game becomes easier for one side, it is clear that there will also be some Nerfs. Thats how Balance works.

    Balance is not "Nerf Survivors, buff Killers and nothing else".

  • Exactly, the removal of Bloodlust shows the true skill of players. Tiles which were unplayable for Survivor before now become playable, talking about unsafe Loops here which are also fair for the Killer (if they are at least as good as the Survivor).

    But what many people seem to forget - this is a TEST. So it will end. And I am pretty sure that Bloodlust will not be removed until the rest of the Maps are ironed out, I guess, there will also be more tests in the future. They are probably checking right now if their current Map Reworks work (In my opinion - YES) and which Maps need further Reworks in the future (maybe to get a priority list, e.g. if most bad games happened on Haddonfield, they will do Haddonfield sooner than the Swamp, for example).

    In general, the better the Killer is, the less they need Bloodlust. The good Killers will most likely not even feel a difference, so I am pretty sure that Bloodlust will be removed, if all Maps are reworked. It was meant to be a temporary band-aid fix, after all. And if players derank because of that, they just get back to the territory where they should be. I have already seen some videos of Killers having a hard time, but I also see that those do a lot of mistakes and those videos are more of a confirmation that Bloodlust needs to go than anything else - if you mess up that hard, you should not deserve the Hit.

    Below are my Killer games so far, I am not sure how many I can get in today (I will have some stuff to take care of) or tomorrow:

    All at Rank 1/2:

    Game 1 Legion, Badham - 2K, 8 Hooks

    Game 2 Pig, Badham - 4K 12 Hooks

    Game 3 Trapper, Sanctum - 2K, 9 Hooks

    Game 4 Wraith, Resting Place - 4K, 12 Hooks

    Game 5 Hag, Abattoir - 4K, 9 Hooks

    Game 6 Doctor, The Game (Map Offering from a Survivor), 4K, 11 Hooks

    Game 7 Wraith, Wretched Shop, 4K, 10 Hooks

    Game 8 Doctor, Wretched Shop, 4K, 12 Hooks

    Game 9 Legion, Hawkins, 4K, 10 Hooks

    Game 10 Pig, Torment Creek, 3K, 10 Hooks

    Game 11 Pig, Wreckers Yard, 2K, 9 Hooks (Key)

    Game 12 Pig, Badham, 1K, 7 Hooks

    Game 13 Pig, Rotten Fields,3K, 5 Hooks (1st Hook Suicide, Hatch Escape)

    Game 14 Pig, Shelter Woods, 3K, 7 Hooks (1st guy died with the trap, second one killed himself on 2nd hook, farming afterwards, Survivor 3 dies by trap, Survivor 4 gets Hatch)

    Game 15 Trapper, Shelter Woods, 1K, 5 Hooks

    Game 16 Trapper, Badham, 3K, 9 Hooks

    Game 17 Wraith, Cowshed, 0K, 4 Hooks

    Game 18 Wraith, Ironworks, 1K, 7 Hooks

    Game 19 Clown, Pale Rose, 4K, 8 Hooks


    Game 11 would have been at least a 3K (1 guy was on death hook), but they found a Key in a Chest with 1 Gen to go, Game 14 would have been a 4K with 4 or 5 Gens left, but I wanted to let them farm because I felt bad for them (they gave me the one Kill in the end).

    Game 17 was really bad played from me, but it was Cowshed. They had Barn into Long Wall into T/L-Wall into Long Wall into Long Wall into Jungle Gym and from there, the Survivor could go either to Cow Loop or Shack. This is one of the Maps which still needs changing, but I doubt that I would have been much better with Bloodlust, like I said, I played pretty poorly this game and Cowshed is one of the worst Maps for Killer in general.

    But overall, I dont see much difference to my usual results, they look around the same. So I dont notice the change that much.

  • This sounds like some really inexperienced Killers. Like, I am not good as Killer, but even I get like 2,7 average Kills and 8,something Hooks in my Killer games during the experiment.

    Those numbers you posted make 1,1 Kills per game and 4 Hooks per game. This is alarmingly bad. I mean, the numbers of both of us are low (23 on your side, 19 on my side), but I cannot imagine that either you and me only get Potatoes in all of the games.

    (And I mean, I went against two or three lower Rank Killers yesterday as Survivor, and even those got more than 1K and 4 Hooks)

  • Whispers is the best Tracking Perk in the game. It also helps to know where NO Survivor is. Like, you dont need to walk that much in a direction (e.g. to a Gen), since Whispers did not activate, you know that nobody is there.

    Same with a worked on Gen, you will know if someone is hiding next to it or not.

  • Of course they do. They are as broken as ever. As long as there are no changes to them, they will keep ruining games.

  • Well, just play the game. What I do:

    I level a new Killer to Level 50 before I play some games and use the good BP-Offerings (if I have BBQ, I use the 100% Offerings, if not, I just prestige). If I am at P3-50, I check if I have a decent Build. If yes, I will play the Killer. If not, I will play other Killers to get the BPs to level that one Killer.

    Like, I will not play a game with a Level 10-Killer or something like that, I want to be as prepared as possible. (Ofcourse, if you do not prestige, you can just go to Level 50 and get some Perks)

    Also, what is important - dont get upset if you lose with a new Killer. You cannot expect to be good right at the start, so you should not get upset if you lose quite a bunch of games at the start.

  • @Boss said:

    Wait, what's incomplete about it?

    Not sarcastically asking btw, i'm not following news around this chapter much.

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/M3PKK44Z1YDO/ch18changes.png

    It’s been a little over a week since Chapter 18 hit the Player Test Build, and we’ve prepared some changes based on the feedback we’ve received. We would like to make these changes clear before the Chapter releases so you can make an informed decision about your purchase.

    As the release approaches, our time to make these changes are limited. As a result, some of the intended changes will arrive in future updates.

    Furthermore, please remember that there is a list of known issues available at the bottom of the PTB patch notes (which can be found here: https://forum.deadbydaylight.com/en/kb/articles/269). Fixing some of these issues will alter the effectiveness of The Twins and perks in the process.

    Please note that the changes listed below are tentative. Their release date and exact details are subject to change.

     

    Release

    The Twins

    • Made the map-wide sound when Victor is released clearer.
    • After being attached to a Survivor for 45 seconds, Charlotte will see Victor’s aura and be able to recall him.

    Sometimes a Survivor would keep Victor on their back to prevent the Killer from using their power. This way, there is a great risk to doing so and the Killer has the ability to forcefully regain their power after some time.

    • Replaced the Spinning Top add-on effect: This add-on will now cause Survivors to drop their items when pounced on by Victor.
    • Increased Victor’s movement speed while charging a pounce, and increased the amount of time it takes to reach this movement speed.

    Due to the slow movement speed while pouncing, hitting a Survivor with Victor while they are around a small enough loop/object could be very difficult. These two changes while cause you to lose less distance while charging your pounce, making it easier to use in those situations.

    Perks

    • Coup de Grace: Reduced the lunge increase from 60/80/100% to 40/50/60%.

    The values for Coup de Grace on the PTB were higher than anticipated. We’ll be reducing them to a more reasonable level.

     

    Future Updates / Hotfix

    The Twins

    • Victor will be able to interact with lockers and hold a Survivor inside for a short amount of time. If Charlotte interacts with the locker in time, she will grab the Survivor. If the Survivor is not grabbed out of the locker in time, they will break free, killing Victor in the process.

    During the PTB, Survivors realized that they can jump in a locker to avoid Victor since he is unable to search lockers. To prevent this, we’ll be giving Victor a unique interaction with lockers. This will take some animation work, however, so this will not be ready for the initial release.

    • Adding a delay to the Exit Gate blocker when a Survivor is downed with Victor on their back.

    Currently, the Exit Gate blocker disappears immediately if a Survivor with Victor on their back is downed. This allows them to crawl out before Charlotte can finishing wiping her weapon. This delay ensures that the Survivor can be picked up before the blocker disappears.

    Perks

    • Appraisal: The speed bonus no longer applies to unlocking a chest, only rummaging.
    • Appraisal: Each chest can only be rummaged once per Survivor.

    This change prevents someone from rummaging the same chest multiple times, creating a large pile of items. We want to encourage people to move around the map and rummage different chests. The overall number of times you can rummage is unchanged.

     

    Again, we want to reiterate that these changes are tentative. The exact details and times for these changes may vary from the list above. We hope these changes address any concerns you may have had, and we can’t wait for you to get your hands on Chapter 18!

    They make Changes to The Twins, but not all of them will be ready at Release. (see: Future Updates/Hotfix)

  • @Malum_Midnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1765645#Comment_1765645

    All hit boxes need changed tbh. It’s strange that a giant katana and a puny knife have the same hit box size

    This would make the game really complicated, because you would need to have different Hitbox-Models for every weapon. Let alone that it would buff and nerf some Killers. E.g. Legion would have a pretty small Hitbox for their weapon.


    @Topic:

    Bringing Movement Speed on the same Level (aside from Nurse) is not a good idea. You would also need to nerf Killers who are on 4.4 m/s for a reason - because they have abilities to make up for the low Speed. Like, having a Killer who moves at 4.6 m/s AND can phasewalk while invisible is not right. Or teleport to place where Traps were placed.

    And if you need to nerf those Killers, you will only make all the Killers more similar too each other. Which is a bit boring.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1765644#Comment_1765644

    I've meant fat shaming spots in general, not this kind of abuseable spot that makes semi infinite. I've just meant it as can't be bothered to report every small problem with map design, I wouldn't be doing anything else if I were to nitpick every small thing that map randomiser does.

    Overall I agree that BL should be removed but I'd also like devs to prevent any kind of safe spots from happening ever, even if it's rare. There's very few things that are as annoying as survivors finding a safe spot where they're uncatchable.

    Well, fat-shaming spots in general exist, for both sides. Got caught more than once in one of them as Survivor as well. But they were not unfair.

    When it comes to Bloodlust, this is only a test. And I doubt that Bloodlust will be removed anytime soon, at least not until some of the worst Maps got reworked (e.g. I did not notice that much difference so far to my usual games, but I got a 0K with 4 Hooks in total on Cowshed - I doubt it would have been better with Bloodlust, I played pretty poorly, but I had T/L-Wall into long Wall into long Wall into Jungle Gym and from there, the Survivor could either go to Shack or Cow Loop... This is stuff that needs changing). And the current test can at least show if the current way of Map Design is the correct one and it will most likely also give a hint on which Maps still need rework.

    But overall, Bloodlust should go at some point, it was meant to be a band-aid fix after all and it is not used for strong Loops only, but to get cheap Hits on mindgameable Loops.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1765614#Comment_1765614

    I couldn't count the number of times I've seen fat shaming spots, they happen pretty often, usually harmless as BL makes them useless.

    If they could somehow be fixed permanently they would be long time ago, it's just the randomess of spawning system. I highly doubt there's a way to stop them from reapearing while keeping maps with randomly spawned tiles.

    I have seen such a fatshaming spot exactly once in a Clip of a Streamer. And I have over 5000 hours, I have never seen such a spot in any of my games where the Survivor can pass, but the Killer cant.

    So from my understanding they are really rare.

  • @Sandwich_Jesus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1765583#Comment_1765583

    Then why not you know delay when the chapter comes out so we actually get a complete product ,instead of a incomplete product, and if the chapter breaks something shouldn't that have shown up in testing especially if its gamebreaking , how about create the chapter Make sure everything works as intended then sell it?

    Let's be honest most of their patches adds more bugs than they fix.

    I just explained what you are asking here. And testing does not always work, you cannot recreate every issue that can happen on your own. The game can run perfectly on one PC and then run like garbage on another PC, even if it should run fine as well.

    Like, every Bug that happens does not happen because the game did has not been tested before, but because the testers were not able to recreate the Bug on their equipment.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1765586#Comment_1765586

    I mean, it can be toned down so it doesn't help in chase so much as it does now but prevent semi infinites. For example make each tier take 1min to activate. If some semi infinite is created you'll get them eventually, it will take time but it's better then them beiing uncatchable.

    Not mentioning that there are ways to stop chase and disable BL for survivors even in it's current form via pallet vaulting.

    The thing is, what you posted has nothing to do with Bloodlust because it should not happen at all. You should report this in the Bug Report-Section, every area of the Map needs to be accessible for both Killer and Survivor.

    This is more of a Bug than anything else, but at the very least it is not an excuse to let such a mechanic stay in the game.

  • @SnakeSound222 said:

    This is exactly what Bloodlust is used to fix. Crap like this that’s created by BHVR’s spawning system. Hopefully this test shows that Bloodlust is still needed because of what their spawning system can do and they fix their system. Disturbed Ward’s existence requires Bloodlust because of how broken the main building is.

    So because the spawning system is wonky and creates fat-shames for Killers, a band-aid which is not needed anymore (for the most part) should stay so that Killers dont even have to try to mindgame unsafe Loops?

  • Well, you can always buy it later. You dont need to buy it on Release Day, if you are not satisfied with the content you will get.

    Also, I guess those are more company reasons than anything. And one fact could be that holidays are close when the Chapter releases (probably start of December), so if they release it later and the Patch breaks something in the game, they might not be able to patch that before they are on vacation.

    So if they release it at the start of December and there are some major bugs, those can be fixed. If they release it mid-December and there are major bugs, it might be possible that they are already on vacation and cannot fix those until next year (this was the reason why we did not get a Christmas Event last year).

  • @JHondo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1765468#Comment_1765468

    True, but Hawkins has the rooms with two pallets and a 2nd floor that can be run for eternity, small pallet loops at almost every intersection and hardly any windows/vault locations. Dead Dawg is full of breakable walls and one side of the map that is just a chain of jungle gyms that unless walls are already broken create a huge psudo-infinite along with a central building that is generally best to ignore as killer. Lery's still makes window to window to window spawns and simply holding W will win most Survivor chases. And Midwich still needs to be reworked/fixed/just straight up removed.

    Even Macmillan, Yamaoka, and Bandham, haven't been "balanced" they simply got a graphics overhaul and their main buildings added breakable walls. The only one that received any sort of balance change was Groaning Storehouse by exchanging a couple pallets for a god window until the wall is broken.

    I'm okay with testing it but I feel no action should be taken on the mechanic until all of the maps in the game have been looked at and actually balanced and the mechanic has been tested again.

    Breakable Walls-->Those dont make MacMillan survivor-sided.

    Saloon-->You dont need to break any Walls except for the Saloon. The other Walls are fine, the structures can be mindgamed. And the Pallet Loops are unsafe.

    Hawkins-->It is fine that there are 2 (!!) safe Pallets. Do you want to be every Map without any safety? Let alone that you should ignore the second floor as Killer anyway, it is not worth to patrol that Gen ever.

  • @JHondo said:

    If this test shows it's not needed for the reworked maps I totally understand that but until all maps are reworked and rng is fixed to prevent the spawning of two tiles side by side that create psudo-infinites it shouldn't be removed as Survivors will do what they tend to do and burn offerings for maps that aren't balanced and haven't been reworked yet because they know they'll have the advantage.

    Also, Auto Haven and Ormond aren't live yet and this test is taking place on live servers; meaning the only reworked maps they're able to collect data on are Macmillan, Yamaoka, and Bandham, all of which still spawn fat shaming trees/rocks/statues and maps in those realms that spawn tiles that string together to create über tiles that can become psudo-infinites.

    You forgot about:

    Hawkins, Saloon and Lerys, who have already been done under the "new" way of balance the Maps. Same goes for Midwich, but I dont know how much the Corridors will influence the gameplay and I will not bring myself to burn a Midwich-Offering.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1765328#Comment_1765328

    I can certainly agree that the tendency is for survivors to lose pips more than killers in this scenario. I think it is just nice to apply these conditions to both sides.

    Reworking Mori and keys are coming, but my guess is Mori changes are going to be more substantial than keys, which perhaps it should be

    Yeah, I mean, I had such a situation just today:

    Played Pig on Wreckers Yard, were on 9 Hooks, 2 Survivors dead, 1 Gen to go. Aaand one of them got a Key in a Chest (Plunderers) and both escaped. I would have gotten at least a 3K (One of them was on Death Hook, the other person was just hooked once). I got a Blackpip in the end, but I still felt robbed. (The game was not miserable at all and I was not mad at the Survivors, they played well and in a way that both sides have fun)

    If I would have depipped and got a safety pip, because they used a Key, I would still feel robbed, despite getting a "participation prize".

    And as Survivor, its the same, if I got to play for 2 minutes after getting morid by that Iri Head Huntress, I would not think that the game was any better when I got a Blackpip instead of the Depip.

    So for me, nothing would really change.

  • I dont think that this is a spot where Bloodlust is needed. This is something that should not happen in general, there should be no spots where the Survivor can walk through but the Killer cant.

    A tree like that can also spawn on the Swamp-Maps as a fat-shaming spot for Killers, but Survivors can pass.

    So I am pretty sure it is a bug and not intended. And if it is intended to have structures like this, they should not exist.

  • Killers should already get a Safety Pip when a Key is used. If you dont get a Safety Pip when they can use a Key, you most likely did not play good enough anyway so that the Key did not make any difference. Games with Keys are usually also not quick, at least not because of the Key, since the majority of Gens need to be repaired in order to escape (OR some Survivors are already dead, which should already be enough for a Safety Pip).

    Survivors can depip with a Mori far more often, depending when they get morid. If they are the first person hooked and the Killer tunnels them down, they will depip. If they are hooked at a later stage, they might safety pip.

    But I dont think that a guaranteed safety pip is the solution. Rather the Rework of both Moris and Keys.

  • PTB is closed. You will need to wait until its live to test it out.

  • I will buy it with money (7 Euros are faster to get than 18k Auric Cells). But I am not looking forward playing the Twins, at least on the PTB they did not seem enjoyable to play for me. But I will give them a go once all the changes they wrote about yesterday are implemented.

  • Piggy

    (But I enjoy quite a lot of Wraith lately)

  • Yeah, the video is not a good proof.

    Like, for the first two Loops (around the Car and the Fence), you either get stuck or run them quite wide. Running a Loop wide can hurt a lot, while you are faster as Killer, the Survivor has a shorter route because of the smaller Hitbox. If you make your route around a loop even longer, it takes longer to catch up.

    Also you should not try to mindgame Loops like this. The Survivor can see you and the basic concept of looping is to mirror the moves the Killer does. You could have forced the Pallet Drop and if the Survivor decides to play that Pallet (its unsafe), you could have tried to trick him into vaulting the Pallet to get a Hit (like faking you go left, he vaults, you lunge right).

    If anything this video shows that the removal of Bloodlust is a good thing, because you should really not get Hits when playing those Tiles like that.

  • Sounds like the average Solo Survivor experience.

  • @Rivyn said:

    I noticed it as Huntress and Plague today. My aim with Huntress was shot, so I was going more for M1, and oof, I felt that. Plague as well, but it was due to being on Haddonfield. Those walls made it every chase feel like it lasted days, and since they didn't cleanse for a good long while, I was forced to M1.

    Regarding Plague:

    I dont think it is a Bloodlust-problem, it is a Plague-Problem, which just gets more obvious when Bloodlust is removed. If Survivors dont cleanse, you are forced to be a M1-Killer without power who oneshots. If the Devs would change something on that aspect, Plague would not have to care about Bloodlust at all.

    (Of course it was also a Haddonfield-thing, but was expected that on some Maps the removal of Bloodlust is way more noticeable than on other maps)

  • None. Bloodlust is mostly not needed anymore. In the end, it is just a test anyway and I am pretty sure it will not be removed anytime soon. At least not before all Map Reworks are done.

  • You will still be able to get downs on short Loops as Killer. As long as you are better than the Survivor. Because that would be an actual outplay.

    With Bloodlust, such a fair situation (both players can outplay each other) would become unfair because the Killer would gets a free Speedbost.

  • So far:

    Game 1 Legion, Badham - 2K, 8 Hooks

    Game 2 Pig, Badham - 4K 12 Hooks

    Game 3 Trapper, Sanctum - 2K, 9 Hooks

    Game 4 Wraith, Resting Place - 4K, 12 Hooks

    Game 5 Hag, Abattoir - 4K, 9 Hooks

    Game 6 Doctor, The Game (Map Offering from a Survivor), 4K, 11 Hooks

    Game 7 Wraith, Wretched Shop, 4K, 10 Hooks

    Game 8 Doctor, Wretched Shop, 4K, 12 Hooks

    Game 9 Legion, Hawkins, 4K, 10 Hooks


    If I got a 4K, not all Gens were done, but I dont know how many were done. (All games without Ruin or PGTW, but Corrupt Intervention on all Killers except for Pig)

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763992#Comment_1763992

    Idk Ive gotten pretty tired of dead hard for distance ######### me over every game.

    Yeah, but its not like Sprint Burst was not used before. Like, the two most common Exhaustion Perks are Dead Hard and Sprint Burst, since Balanced Landing got nerfed. Some Head Ons here and there and thats it.

    So its not a new thing.

  • Do you really want to say that Survivors are now using Sprint Burst, because Bloodlust is disabled? It is a Meta Perk for basically forever.

    And between the two strongest Exhaustion Perks the only one that works.

  • @CorneliusCloud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763887#Comment_1763887

    Wrong =)

    4 man SWF with decent players and maybe even comms are almost impossible to beat, even if ur decent. There are tons of "at least try not to sound super toxic" survivor main youtube channels to prove that. If you don't know the difference of what it feels like to play against organized groups compared to solo gameplay then u should gain some more experience as a killer.

    What bothers me personally is that these organized SWF groups are just mixed in into the casual group and hurt the games balancing. It's almost impossible to give and get reliable feedback on how good or bad the game is balanced if u just spread OP elements into the mix without any further information.

    If SWF would at least be tagged as such in the lobby, but it's motly just a guessing game and killers will take their worst and most frutrating game experiences as a measurement for how good or bad the games balancing feels.

    In other words: It would be much easyer for casual survivors to get some changes in their favor if not for the huge gap between SWF and casual who play the game solo.

    4 good Solos give the Killer an equally hard time. It is not hard to be efficient as Survivor.

    The number of super-organized 4 man SWFs is pretty low. If you claim to go against them often, then you are lying. I mean, I know that claiming to go against optimal 4 man SWFs is a thing that some Streamers do, but it is not the case.

    SWF in the Lobby would simply be wrong. And Killers dont care, like, I have been in games with 4 Solos and the Killer brought their strongest stuff. Its not like Killers will play chill when they play against 4 Solos, maybe they wont dodge that much, but thats about it.

    Showing in Postgame, I am totally for that, but I think that quite a bunch of Killers will be surprised how often they lose against Solos and how often they actually beat SWFs.

  • Maybe you should focus on getting better at the game instead of opening Forum Threads about SWFs. They will not be the cause why you lose.

  • As others have said, not many people would probably play a PTB just to test this out. Like, when a new Chapter is about to release, I am on a PTB, but only for 1 evening. Same for Midchapter. Because more is not interesting for me.

    I would honestly not download the PTB just to check out a Bloodlust-Test. It does not hurt anybody to test this on the weekend.

    Like, I did not notice it at all during my games. So for me, it is like I am playing normally (played only Killer so far).

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