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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • @Boss said:

    https://forum.deadbydaylight.com/discussion/comment/1627658#Comment_1627658

    10 seconds is pretty consistent here, yeah.

    It can go up to a minute or 2, but it's mostly below 1.

    Yeah, this only works in the evening for me, and usually I am playing with a friend at this time. Which makes Archives quite a lenghty thing, when I am only to do it with 10 minute queues. (like, killing the Obsession 10 times is at least 1 or 2 hours of Queue time alone, lol)

  • @Boss said:

    https://forum.deadbydaylight.com/discussion/comment/1627346#Comment_1627346

    15 minutes doesn't sound right, but multiple minutes?

    Damn, i can get into a game in 10 seconds as Killer.

    All the time? I get 10 seconds as Killer during the evening, where Survivor is around 2-3 minutes. But Killer from Morning to Afternoon can take around 10 minutes, while Survivor is instant. So while it switches at some point, Killer Queues in general are longer.

  • @Seanzu said:

    Survivor queue times are faster than ever.

    The game is also the easiest for killer mains it's ever been.

    ^ this.

    Also, Devs are totally against Killers and released a very strong and fun Killer with decent (and one of them Meta) Perks just a week ago. Damn, those Survivor-sided Devs!

  • Yeah, I dont like it. I am always thinking if I should just let them go to struggle then, but I am too nice for that. But I wont heal them and maybe wont unhook them if they are hooked again.

    They can try to Kobe again, if they can. But they cant.

    ¯\_(ツ)_/¯


  • @bm33 said:

    I can't wait to do the near miss challenge. 🙄

    Yeah. Either hoping for a Potato-Killer or praying to all the Gods you know that Dead Hard is actually working.

  • Untitled Image

    Number 2 and 5 are Killer Bugs.

    Also, may I introduce you to the 2 second Stun against some Killers? I mean, that Spirit I went against yesterday probably did not mind that she had only 0,3 seconds of distance gained by me to cover. Let alone the Hill Bug where Killers took a lot of advantage from.

    And honestly, all the Bugs mentioned... Never experienced them in my game except for the sound Bug, but rarely. This is for my Killer games. For Survivor games, I noticed the "cannot Hook"-Bug exactly once. So they are kinda rare.

    This does not mean that they should not be fixed ASAP, but it is not like Killer is unplayable.

  • Glad to see some changes to this Add-On. Anyone who says it is fine in its current state is completely biased. And I dont even get the argument with "All-Seeing exists"..."Amandas Letter exists"..."Michaels Mirrors exist"...

    Yeah, they all have Downsides compared to Compound 21:

    All-Seeing-->Is good, but you have to be cloaked. Also, Wraith is Add-On dependant, if you use this Add-On, you cannot use one of the other good Add-Ons you usually go with. You want Windstorm, but with All-Seeing you cannot get Swift Hunt or one of the Clappers anymore. If you go for one of the Clappers, you lose Windstorm. I usually see this Add-On on an Indoor Map, which means that the Killer will not be able to burn a BP-Offering AND Map Offerings are hard to get.

    Amandas Letter-->Only useable while crouched. Also, it removes almost all of your Traps, which are her main slowdown. This also limits the Add-Ons to pick, you cannot use anything which affects her Traps. And, as above, I only see this on Indoor Maps.

    Mirrors-->Both have huge Downsides, Scratched Mirror (again) requires you to bring a Map Offering and keeps you in Tier 1. Vanity Mirror is probably the worst Add On in existence.


    This compared to Compound-21 which only adds to Blights Kit without any limitations on his side and a HUGE bonus of information he gets. And its not like this is his only good Add-On, in general, Blight has a really good Add-On-Pool to choose from, its not like you only have Compound-21.

    The reveal that someone is nearby in a locker is just the cherry on top. Even tho, I think that this is unintentional, since it is pretty weird that it reveals that someone is there while the Aura cannot be revealed.

  • @FrostySeal said:

    No way this isn't bait lol, I refuse to believe that someone could be this ignorant.

    I mean, the first three paragraphs were told like that by a british streamer yesterday when the Patch came live...

    So yes, people can be that ignorant.

  • I agree. Might be totally possible that I dont notice them anymore after a few days, but I find them kinda annoying. Those are like 3 samples which get repeated over and over again. They dont really fit and having to hear them for 80 seconds is not really nice to hear.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1623591#Comment_1623591

    He can but not if survivors are doing multiple gens I’ve been playing games as other killers but I’m not really getting gen rushed it feels like it only happens on blight or it happens more frequently

    Well, they are doing what Killer Mains tell Survivors all the time - adapt. If you are going against a Blight, Chances are high that he has Tinkerer. Being on multiple Gens means that he can only protect one if multiple Gens are close to finish and trigger Tinkerer.

  • Usually I dont slug for the 4K, I get my pip with a 3K and Hatch Escape and I also see this as an absolute win, since I would have gotten a 4K if I would have slugged.

    I slug when the remaining Survivor showed really bad behavior, like being "toxic" towards me or their teammates OR when I see them when I down the third guy.

    If I dont see them or dont want to kill them, I am happy with the 3K if I dont find the Hatch first.

    And well, Challenges. Like Hatch closing, hooking in EGC, 4Ks... stuff like that.

  • @xshatteredmindx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1623490#Comment_1623490

    I feel like if that's the case they should be able to figure out a way to make it work with all cosmetics, or don't release them.

    Or you just accept that not every Cosmetic will be free for mix&match in the future. Sets will be a thing in the future, and (at this point, at least) more Cosmetics will be available for mix&match anyway.

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/1623395#Comment_1623395

    Locking Jane's and even Nea's heads I dont understand. Kate's has longer hair that would 100% clip with her cowboy hat and backpack so they're likely trying to avoid that.

    Neas Head looks horrible from the back. But even if they would fix that, the Hoodie would clip with the long Hairstyles of her.

    In general, the lock of Cosmetics gives some possibilities which were not possible before. Kates Hair is an example, it is longer than usual.

  • @konchok said:

    It's so odd in the forums. Like I expect to see people asking for Blight to be nerfed, but it's not happening. He's so strong already, honestly the fact that he doesn't have a flick like Oni is the only thing preventing him from being entirely oppressive. I think that he's very strong. He's at the top of A tier, the only killers that feel stronger than him in my opinion are Nurse, Spirit, and Hag.

    Not many players are against strong Killers from what I have seen. The argument "But they want to loop them for 30 minutes" is flawed and made up.

    The problem with other Killers is the lack of reasonable Counterplay. But Blight does not feel oppressive in a chase. He is fun to go against and while he certainly is a challenge to go against, it does not feel unfair at any point.

  • Extremely whiny.

    Next to daily threads about complaints about the other side it is guaranteed that this will happen:

    If a new Tome(-Level) is released, players will say that the Challenges are too hard (even if they simply dont understand the challenge or that it does not need to be done in one Trial) or that the Rift is too grindy

    If a new Set-Cosmetic is released, there will be threads that it is super-bad that BHVR makes it a Set, that the Nea-Cosmetic looks good with the separated Head (which is not the case because her Head is bald) and that BHVR only wants to make money.

    Weekly Videos of certain Streamers (obviously only the biased ones) where the players are more offended by the game displayed than the Content Creator themselves.

    New Killers who get released (or are on the PTB) are either OP or way too weak. Same for Perks released.

  • Completely up to you. If you like some of the Cosmetics, get it. If you dont like any of them, dont get it.

    EDIT:

    Just so that you see the content:

    https://deadbydaylight.gamepedia.com/Charity_Case

  • @Xbob42 said:

    BBQ is a great information perk and encourages you to tunnel less, but I'd hardly call it a crutch. Unbreakable + DS is way more of a crutch and I still don't complain to people when they use it because I'm not a child.

    "encourages you to tunnel less"

    I think that BBQ is fine, but the quoted part is not really true. Sure, it has the intention to do that, but as long as the Killer can get his Stacks after he tunneled the first person out of the game, it does not really has this purpose.

  • If you want an easy game, use them.

  • Deja-Vu is so strong that they even limit it to 2 people per Team in Tournaments.

  • Ormond. It looks really bad in my opinion. The idea of a snowy lodge ís great on paper, but the execution was not good. I also hope it gets darker then, because current Ormond looks like it is in Daylight with a lot of snow. The snow in general can be better IMO, currently it only washes out the Map.

    Shack can be a Building built out of Logs.

  • @EuphoricBliss35 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1620656#Comment_1620656

    It doesn’t trigger on lockers, the sound stops. So if you were close and it turns off, someone probably went into a locker

    Whispers also triggers on Lockers. Every time when a Survivor is within 32m, even on the Hook or slugged.

    @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1620653#Comment_1620653

    I never actually tried Whispers, but I know the perk gives out an eerie sound when there's a survivor nearby, and it works with lockers as well, which is kind of overpowered, but Discordance is a more direct tracking perk, from the looks of it.

    It just makes me think that if killers don't have this perk in their builds, they will not find any survivors without it.

    It is not really overpowered. Lockers should not be a safe space and it is quite obvious when you hide in the 1 Locker next to a worked on Gen and Whispers is on. But if there are multiple Lockers, the Killer will most likely not check those.

    Also, something that is pro Whispers - Discordance is easier to spot from the Survivor Side. If you got on a Gen with another person and the Killer shows up shortly afterwards, quite safe that they have Discordance. This is harder with Whispers, you will see that he has Whispers when he is sticking around your area without any other obvious signs that someone is there. Also, once the Survivors realize that you have Discordance, they can split up (which is bad in two ways, first they make one of your Perks useless and second they are more effficient this way) but there is nothing you can really do against Whispers.

  • No, not at all.

    But it is a decent Tracking Perk, so there is a reason why players are using it. I prefer Whispers over Discordance. (Whispers is the best tracking perk IMO)

  • Regarding Number 2:

    This was in the game before matches got cancelled. And a 3v1 was basically always a loss on the Survivor Side, it was not really a game. Because if you have 1 person hooked, 1 person in a chase and 1 person going for the Unhook, you have 0 Gen Progression. If you can keep that up, there is no chance for the Survivors to win against a semi-decent Killer.

    Sure, the Killer might just farm at this point (or in 2v1s or even 1v1s), but I would rather have a cancelled match than a farming match. Especially, because we dont know if something like the infinite loading screen will ever come back, which would make 3v1 games quite frequent.

    Regarding Number 3:

    Sounds good on Paper, but the Killer would be thrown in without any preparation. I am not a big fan of lobby-dodging (IMO it should have a small time penalty), but throwing in a Hag against 4 Flashlights (for example) or stuff like that without the chance to adjust their Build does not sound fair.

    (Unless I misunderstand you on that one, but I interpret it as you want to pull a Killer who is waiting for a game to the 4 Survivors with the DCed Killer mid-loading so that the game can start normally)

  • I would be totally fine with Buckle Up doing something completely different. It is one of the worst Perks, so a whole different effect might work out.

    The recovery progress should be Baseline IMO. We all know this great situation when you run to a Survivor, just to see that he did not recover at all.

  • The only License I really would like to have in DBD is Jason. Like, I am not hyped for Candyman at all.

    In general, I prefer original Chapters more.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619117#Comment_1619117

    Yes, I know I played DBD when hooks didn't respawn, it usually ended in being slugged, or the killer was running the meta, being Agi and IG, which typically meant it didn't matter if all the hooks were saboed, you're going to the basement even if they have to carry you all away across the map to do it.

    I have no issue with the changes to the toolboxes or the new sabo mechanics, but issue is just how weak they've made this perk, it's ridiculous, you can't even sabotage bear traps with it anymore. So my point is this, if they're going to make a perk that is intentionally weak so that nobody uses it unless they want to meme, then it really shouldn't be a perk and they should just reinvent Jakes ultra rare perk, because I'm sick of seeing it be nerfed every other update.

    "you can't even sabotage bear traps with it anymore"<---well, this is because Devs decided that Perks should not counter Killer Abilities. Sabotage could be quite annoying for The Trapper, while the effect on other Killers was almost non-existent (to be fair, I have not noticed it when playing Trapper as well, since nearly nobody sabotaged my Bear Traps).

    But, this is the Survivor Meta for you. Only a few good Perks, rest is hot garbage. I guess we have to deal with that, sad thing is that Killers complain that Survivors run the same Perks all the time. Its not like there is some serious variety.

  • I mean, old Brand New Part was basically the equivalent to a Mori.

    But, Moris are on the list of the Devs, so hopefully they will have some changes rather sooner than later.

  • "he cannot camp cages anymore so be happy for that", well, he can. It is not that hard to predict where a Cage will spawn (except you are right in the middle) and the Cage will not disappear until PH is really close.

    Also, most people are not saying that he is OP (which he is not), but having no Cooldown on cancelling his Power and the high Cooldown for using his power means that you are better off by cancelling his power than actually using it. Which is not good game design.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619071#Comment_1619071

    Try telling my team that, all 3 were by the hook trying to save each other, and I was the only one doing gens. When I went to the rescue and realized the LF was camping, I really thought I could make a difference by using the perk Sabo, I never use this perk and only had it because of a challenge, and the perk didn't even make a difference in the end. Why make a perk if it's just going to so weak it's near useless? The Devs clearly don't know what to do with this perk anymore.

    I'm sick of the Devs nerfing survivors perks to the point they may as well be removed from the game because of how ######### they are.

    The thing is, Saboteur is a really old Perk, it exists since the game started. And a big difference was that Hooks would never respawn. So basically, you were able to Sabotage each hook except for the Basement, which leaves the Killer no possibility to hook Survivors.

    So it was changed that Hooks respawn after three minutes, but Sabotage (and Saboteur) took a longer time to set off. Usually players would 99% the Sabotage and just hope to get a Save with it.

    So they changed Sabotage again when they nerfed the Toolboxes, it now is not possible to 99% the Hook Sabotage, but it is much faster than before. This means that you wont spend so much time preparing your Sabotage without any guarantee for an Outcome, but you will have the possibility to Sabotage on the Go. And because this is possible now, they reduced the time a Hook stays broken a lot.

    Sabotage plays are still possible (had one just today where another Survivor saved a Teammate), but they will only really work in that way: Killer carries Survivor to the Hook-->Sabotage-->Killer either has to drop the Survivor (which means he is on the ground and can be healed or wiggles out) or risks the Survivor wiggling out.

    While I also think that Devs are scared to give strong Tools to Survivors, something like strong Sabotage should not happen, because as I said, Hooks are one of the Core aspects of the game.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619049#Comment_1619049

    Perk has a CD of 60 seconds, so you can't deny this on a regular basis, it's just one hook that you can sabotage no more, and 30 seconds makes no meaningful difference, not to mention hooks are close by that typically the killer will make it to then nearest hook.

    Sabo use to have real practical use now I wouldn't even call it weak, it's just trash. I can't even farm points with this pos.

    The Perk has a Cooldown of 60 seconds, but in theory, 4 Survivors can have it AND there are toolboxes which allow to Sabotage. The only thing that needs changing on Saboteur is the Cooldown when cancelling to sabotage, since you can clip to the Hook while healing a Survivor, setting the Perk on Cooldown.

    (And well, to your example... When you see a camping Leatherface you should not be anywhere near the Hook, if you have Saboteur or not)

  • The thing is, Sabotage should be weak. Because in the end, hooking Survivors is one of the Core Aspects of the game. Denying this on a regular Basis would only lead to a lot of slugging which is not fun for either side (at least for most people).

  • Too situational. It can have a huge impact, but whenever I used it (most of the time when I dont have my regular Perk Build on a Character), I rarely get it to use.

  • DBD Tournaments should not be taken serious at all. DBD is no tournament game.

  • @SweetTerror said:

    I'll never understand why players stick around after purposefully disconnecting. Personally I think DBD should have bots in place like the mobile game has for something like this, but if you were purposefully disconnecting because you're not having fun, then move on to the next match. Sticking around just so you can say vile s*** to the killer is ridiculous.

    I played a Freddy match a couple of nights ago and two players disconnected within a few minutes. Since there were still five gens left to go I went ahead and let the other two survivors farm. I brought in a cake too which allowed all of us to rack up quite a few blood points.

    "I'll never understand why players stick around after purposefully disconnecting."

    Well, the Survivor could be the last guy who disconnected, so he would not have to stick around, he would just be there at this point.

    Regarding Bots - I hope I never see them in DBD. Might be nice for Killers to get some easy points (as if this is not easy enough already for Killer), but as Survivor I dont care if it is a 3v1 or a 4v1 with one Bot who will not be useful at all.


    @Topic:

    Some context would be nice.

  • For Survivor, I would totally love if they would make Powers instead of Items. So you can choose your Power (Medkit, Map, Toolbox, Flashlight, Key) and put Add On on it. This alone would reduce the number of Bloodweb Items which can pop up by 18. Obviously Keys would need to be reworked.

    Then regarding the Add Ons, some can simply be removed (like, who would take 5 extra seconds on the Map at any point? Or no Skill Checks while repairing?) or merged together to match the numbers Killers have.

  • @CalamityJane said:

    It's a long standing issue with DBD's design. So many things exist with the express intent of countering out one specific thing, but by the time you know that's in play you can't go back and equip it.

    It'd be great to have Hangman's Trick on for saboutage, but unless you enter a lobby with 4 Jakes with 4 toolboxes, it's usually something you can't see coming.

    It's be lovely to have Mad Grit or Forced Penitance when survivors are bodyblocking every hook, but you also don't know that's going to happen.

    It's great to run Unbreakable + Tenacity + Flip Flop to counter a slugging Oni or Nurse, but good luck finding one with that build equipped, they'll only come out the match AFTER you change your build to something else.

    Sacrificial Ward is the same, why burn one when you don't KNOW you're going somewhere? Is it not better to just burn a map offering you want than counter an offering you don't know is coming?

    It nearly needs to be on the offering screen, like a map offering shows up and everyone gets a button to throw in a Sacrificial Ward and negate it, but the issue then is that 4 survivors are always going to have one between them to prevent a killer ever taking them to a killer-sided map.

    Basically this. Also, even IF you use the Sacrificial Ward, you still might end up on a bad Map.

    IMO Sacrificial Wards for Survivors are useless, since they dont know who the Killer is. So burning them in the hope that the Killer might burn a Game-Offering or stuff like that is pointless.

    Killers can MAYBE think about burning them against SWFs, but still, this does not mean that they will get any use out of it or that they will end up on a Map which is nice for them. E.g. Survivors burn Haddonfield-Offering, you have your Sacrificial Ward and in the end, you get Ormond. Thanks for nothing, I guess.

    If I want to avoid getting send to a BS-Map, I would rather burn an Offering myself and hope for the 50/50-Chance.

    In general, this Offering (and all the Offerings which came with the new Patch) are a waste of Bloodweb-Space, which might be ok for Killers, but is simply painful for Survivors, since they already have 3 times the Bloodweb-Items which Killers have.

    If I really want to avoid being send to The Game or Haddonfield as Survivor/Killer, I would throw in some MacMillan myself and hope for the best.

  • Blight can actually make good use out of Tinkerer because he has one of the best (if not the best) mobility in the game. Currently the most optimal Build (or the build which seems to be the most optimal) with Blight is BBQ, Tinkerer, Ruin and Hex:Undying, meaning that Blight will be able to get people away from Gens (information via Tinkerer), which causes them to regress due to Ruin.

    So at least it is a current trend.

  • If Legacy-Skins would become common, you would probably see even less than now, since they dont really look that good (which is dependant on taste), give your position away really easy and would not be anything special if basically everybody could have them.

  • Man!!!!! You should use less of those-->!!!!!

    Of course the Bug is still in the game because it wasnt fixed yet. My guess would be that a Fix will come on Tuesday.

    Havent experienced this bug yet in my Killer games and only one time as Survivor, where the Killer dropped me and was able to hook me afterwards.

  • @waffles4all said:

    https://forum.deadbydaylight.com/en/discussion/comment/1618191#Comment_1618191

    spirit fury, enduring, brutal strength and bamboozle so l can end chases quick

    You have 0 Gen Defense and 0 Tracking. You only have Chase Perks which probably lead to a lot of tunnel vision.

  • All the cheaters I have reported have been banned so far. At least those where I got the Steam-ID to check afterwards. But I cannot say about recently.

    In general, Cheaters are far less common than some people claim. In over 4700 hours I have seen around 10 cheaters at max (my Highlight probably the one who was speedhacking against my Burger King Myers... get banned for no benefit, I guess).

  • @[Deleted User] said:

    I'm fine with an add-on pass (90s exhaustion has to go), but I hope they don't mess with her base kit.

    30s as well, since they are basically the same.


    @Topic:

    Just wait what they will announce. They also said that it is not happening soon.

  • @ToxicMyers said:

    i think the myers one is unneeded. he is already in a niche spot, don't put him on the level of someone like clown or trapper

    The Myers Change is not much of an issue, unless you are using the Tombstone Piece on a regular Basis (the normal Tombstone is bad anyway). But it would prevent situations where one Potato feeds him all the Evil and the guy who has not seen Myers tne entire game is instantly dead without any fault on their side.


    @Topic:

    I dont really like the Trapper-One. It would not really change anything, because Traps often enough spawn in places where nobody would step into them (sure, there are exceptions, but a normal Survivor would not step into an open Trap). Also, for me personally, I prefer to know which Traps I set and which Traps where set randomly. I would rather increase the carrying capacity.

    Regarding Oni and Billy with Infectious Fright, I would rather do some changes to IF.

    Clown-->I agree that his Gas could get some tuning. But the problem I have with Clowns ability is that it might become too oppressive when going into one direction. I dont think that you can tweak Clown just with one little thing (except for making him a little bit better like they did in one of the recent patches), because he would either still be weak or too oppressive with his ability.

    Legion-->It should be a shorter stun in General. Also it would be great if the Pins would work on the first Frenzy Hit.

    Regarding Plague-->I dont know how much that would actually change. I am not an expert on Plague, I find her rather boring to play, but her Main issue is that her Corrupt Purge is so strong and on the other hand in so much control of the Survivors AND her Add Ons suffer from this. Corrupt Purge Add Ons have almost no effect when she does not get Corrupt Purge and Vile Purge Add Ons lose their effect once everyone is broken.

    Changing how long Objects stay infected would not really change much for Plague IMO. It could work with Ruin or Regressing Gens in general, but would also not matter if every Survivor is already sick.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1615336#Comment_1615336

    Yeah, what's the point of getting in a chase when your character physically lacks the kit to do anything at all and your only chance of getting a hit is if the Survivor makes mistakes on their end, making every single chase against a competent Survivor ultimately a total waste of time?

    It's just Legion 2: Hallowed Blight Boogaloo.

    I mean, sure, some players might want a Killer with no reasonable Counterplay to win chases, but getting into chases quick and having somewhat normal chases (you can also get Hits with his ability, it is not impossible at all, but will not work at the common structures) is also a great ability.

    Like, see someone on BBQ and be there in 10 seconds or so. This is great and also a tool for Map Pressure other than "fake the shot..fake the shot...M1 because I am close now".

    (All of my opinions obviously subject to change, since Blight is new)

  • @Demogordon_Ramsay said:

    Nah, until they fix his lunge out of a Rush, he's going to be bad.

    That lunge turning is so bad you might as well be running in a straight line. It's countered by just going around a corner or pressing A on your keyboard. It's probably the easiest ability in the game to dodge, and until he gets a better lunge out of Rush, he's going to be one of the most loopable M1 Killers in the game.

    The mobility doesn't even help that much. What's the point of mobility if you can't do anything with it?

    "The mobility doesn't even help that much. What's the point of mobility if you can't do anything with it?"

    Yeah, whats the point of having mobility which allows the Blight to go into a new chase in seconds. Totally bad, what would you do with that?!

  • Yes, one of my favorite Lobby musics so far. I liked the Silent Hill Lobby music, but this one I like even more.

    (btw. there will be a new Amnesia in Fall this year. This will most likely be more like The Dark Descent and lessl ike A Machine for Pigs. I am hyped!)

  • I can only assume, but maybe because the last Killers we got (Pyramid Head and Deathslinger) have less counterplay at loops (e.g by faking their power) which make them better at Chases/shutting down Loops, but poor Map Mobility.

    Blight is the opposite, he does not have a power which is that useful in Chases (at least when it comes to structures), but his strength is his insane Map Mobility. Like, with BBQ you need only a few seconds to reach those players. His ability allows him to be into new chases in seconds, which is a different kind of pressure than other Killers provide.

    And personally, I like it more this way. Blight is able to apply pressure without feeling unfair to go against. Sure, Compound 21 needs to be looked at, but other than that, he seems to be quite rounded.

    And, as you said, another thing is obviously that he is new. But this is happening all the time that people call the new Killer either too weak or too strong. I would say he is neither of those.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1615006#Comment_1615006

    Does the window spawn near the entrance to the garage where a breakable wall would be instead of a door?

    I played like twice on the new Badham and didn't see it. Does it have a chance to spawn?

    When I had it, the Window was next to the Backdoor and there was no window which lead downstairs. (Also the Window to the side was blocked)

    I mean, could also be possible that the Window which drops into the Basement of the House can be open, then the Breakable Wall would be mandatory to break again. Seems like it can either be good for the Survivor or good for the Killer.

    (even tho, the Killer is the only person who can remove the Wall which is good for the Survivors, while it cannot be done the other way around)

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1615006#Comment_1615006

    Edited it, I completely forgot about that pallet. Unfortunately house of pain is still horrible to play against.

    I dont know, I got Badham only two times as Killer (and around a Gajillion times as Survivor), and both times I had the good breakable Wall in the House. In fact, I only had it once as Survivor that the backdoor was blocked.

    I got 4Ks in both games (with Piggy), granted one game two Survivors tried to run the School Loop, which is blocked.

    I guess, what they aimed for was to weaken the super-strong Loops, but make the outside Loops a little bit more playable.

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