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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • @KingOfGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1251851#Comment_1251851

    Ok then tell me how every single killer can apply map and gen pressure to all the survivors all the time and punished every mistake they do. I will make it easier for you killers can use any perks they want and survivors have zero perks in this scenario.

    Easy guide to apply Map Pressure:

    1. Hit Survivor
    2. Down Survivor
    3. Hook Survivor
    4. One Survivor needs to go for the Rescue, meanwhile you find another Survivor for a Chase
    5. Congratulations, you got Map Pressure! Only one Survivor can work on a Gen at this point.

    Surely it can be a lot harder than that, but the goal is to force Survivors into altruistic actions. This is also something Survivors want, because getting chased or going for Unhooks is more fun than sitting on a Gen. Of course it requires the Killer to make decisions like "Should I really chase that guy here?". If the Survivor seems to be good at Looping or is at a strong Structure, it is better to leave them. In the end its the Killers fault if he gets run by 5 Gens, because he is too stubborn to ignore that guy he cannot catch.

    And the Killer should not get rewarded for being bad, just so that he can tunnel quite easily.

  • Thats a new Level of "I cannot apply Map Pressure, please make it easier". Killers just have to look at Gens to make them go slower.

  • @KingOfGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1251817#Comment_1251817

    If you do gens fast that's mean killer is not on you or your teammate. So if the game lasts 5-8 minutes why survivors need a perk that protects them for a minute and can synergize with the other perks like BT, Adrenaline, Unbreakable, Deliverance, and many others.

    So the Killer is bad and not able to apply any Map Pressure and the Survivors get punished for that?

  • @USELESS said:

    https://forum.deadbydaylight.com/en/discussion/comment/1251159#Comment_1251159

    As I have seen as killer, there are only 4 pallets that aren't safe, also this map have literally almost every area, two pallets side to side, it's is a bullshit

    If you consider Hawkins-Pallets as safe, you might want to learn how to play Killer. Almost every Pallet on this Map is unsafe, way too unsafe. As Survivor, you need to get the Stun to get Distance (making Spirit Fury/Enduring extremely powerful on this Map), otherwise you are doomed. Those Pallets are unplayable for Survivors, once they are thrown.

    IMO they went a little bit too far with Pallets on this Map, even tho I appreciate that they tried this approach.

  • Meanwhile people are claiming they go against Red Rank Squads which are Rank 0.5 on average.

  • @Dasher_102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235797#Comment_1235797

    love how the toxic survivors are so quick to bash true even tho he's spitting straight facts. You guys just don't want to admit it. He has a high number of hours on the game, and therefore has a lot of experience. Surely his opinions mean something, and people should start listening to him

    Stop, he is in your head. :(

    btw. I leave this here:

    EXAjJVrUEAAwdX2.jpg


  • @OniWantsUrLocation said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248949#Comment_1248949

    Good point. Oni has the same problem.They stomp like there's no tomorrow.

    To be fair, both are huge and it makes sense that they have loud footsteps. But in case of Demogorgon it would be nice to have them silent while he is Undetectable, because this is something which is bothering me when he comes out of his Portals - Undetectable, but still easy to locate because of his Footsteps.

    Regarding your idea, I would agree.

  • Hex-Perks are a Risk/Reward-System. So you should not rely too much on them. Personally, I feel them more frustrating than good, which is the reason why I did not use pre-nerf Ruin. It stressed me more out to have a Totem to protect and the risk of playing with 3 Perks, instead of just using 4 Perks instead without any Hex.

    Also, Totem Spots are improving over time, especially the old Maps have some really poor Totem Spots, but newer Maps or reworked Maps got some more than decent Spots. And I think there should be a mix of both, not really stuff like the Totem Spot right in the Open on Disturbed Ward, but Totems which are easier to find and those who are harder to find.

    However, I agree on the fact that the Killer should know which Totem is which. I really dont know why it was never implemented that there are different Colors for each Hex a Killer is using.

  • There are multiple Threads on this forum about people getting stuck, both Killer and Survivor. I highly doubt that it was a hack, but more like a Bug, which happens quite frequently since the Patch.

    I have not experienced something like you, I just got stuck on a Pallet two or three times before breaking it.

  • Maybe your friend bought the Perk before in the Shrine? It is currently in the Shrine, but buying (or getting it via levelling Kate) would not remove the possibility to gain it via the Shrine for extra Bloodpoints.

    So he most likely bought the Perk at some point in the past.

  • @BigBrainMegMain said:

    She's actually bugged, and still not receiving Deviousness points for Hatchet throws.

    I'm shocked people are playing her though. =/

    I mean, they have to, for the Archives. So most likely a lot of people who have never or rarely played Huntress before are now playing her, while people who are playing her on a regular basis (and are good with her) are not playing her because of the missing Deviousness Points.

    Both results in an increase of bad Huntress Players.

  • 2ManSWF.jpg

    Those are two two man SWFs. The Rank 1 and myself are an SWF and the other two as well. Still, this Matchmaking happens.

    It is not SWF, it is weird Matchmaking. I would assume it is the SWF-Change (using the highest Member of a Party for Matchmaking) combined with the changed Rank Reset which is resulting in this.

    But to be honest - I highly doubt that no Rank 1 Killer was playing (I know for sure since Streamers I know are playing at the same time as I am online) and I also doubt that no Survivors closer to the Rank of the Killer were playing.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248545#Comment_1248545

    Is it bad design?

    I like the idea of paths that don't have exits like this. It'd be nice if there were more in other buildings as well.

    Not surprised that you like those.

  • @leyzyman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1247792#Comment_1247792

    Well, i feel like they are taking steps in the right direction. The main issue is that, in all honesty, it doesn't make to much of an impact on the way that gets normally get done.

    With the calculations that were done, it only adds an extra 2.5 seconds or so to a 2 man working on a gen. That isn't much different from original. It really only helps when 4 people are working on 1 gen. I've only experienced that once, but normally they are split on 2 gens.

    If you want my honest answer: I don't know. My original answer was "increase the penalty", but balancing this game can be tricky. The devs did try to fix it, but I don't think it was enough, but I don't know what would be fair enough for both sides.

    Do you have an idea of what would be fair?

    Sure.

    I dont think that Gens are any problem at all. Gens going too fast means that the Killer does have a poor Map Pressure. This can have multiple reasons, e.g. the Killer player can be just bad. Or the Survivors are too good. But mostly: Maps.

    And this got tackled in the recent Patch, at least some of them. Because if the Killer is going on a huge Chase because of the imbalanced Ironworks Window, surely the Survivors will do Gens and the Killer will have bad Map Pressure. Even if he leaves the Chase because the Survivor was running to that Window (which was the smart thing to do), he would have still lost time because he spent at least a few seconds on that chase without any pressure generated from it AND has to spend more time to find another Survivor.

    Pressing M1 is the most boring thing a Survivor can do, it even became more boring in this Patch because Great Skill Checks award almost no progress anymore. Sure, more BPs, but nobody cares when they max out Objectives anyway.

    So with this Patch, Killers will most likely get shorter Chases, which retults in overall more Pressure. Which is also more fun for both sides since there is more interaction between Killer and Survivor.

    Sad thing is that many people seem to think that the games design or a Perk should prevent Gens from being done, but in fact, the "thing" what needs to prevent Gens being done is the Killer. Again, by applying pressure, which got easier with that Patch.

  • @leyzyman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1247771#Comment_1247771

    Sorry, can you please reword your question for me? I am a little confused at what your post is asking.

    You said that they tried to fix Gen Times. This implies that you think they did not get fixed.

    How should Gen Times be so that you would consider them "fixed"?

  • @leyzyman said:

    I mean, at least they did try to fix gen times.

    I kinda just want an update where they finally fix the bugs that have been in the game for a year now.

    When are gen times "fixed"? Just curious. Because from reading the forum it sounds like that Gen Times are fixed for an individual person if they are slow enough so that they cannot lose any games anymore.

  • @Awakey said:

    It's up to 900 bloodpoints.

    Are we really complaining about 900 bloodpoints? And those 900 aren't guaranteed; it's directly tied to how long you struggle. And don't say "iT aDDs uP" because, while that's technically true, it's not true in practicality because you won't go into struggle every game.

    You dont get that many Survival Points as long as you dont escape. Personally I dont care that much for them, the only time I struggle (and nobody can save me anymore) is when there is some double BP Event going on.

    And since I am running WGLF during those and use a BPS every game, this indeed adds up. 900 base, 900 more for double BP, 900 for the BPS... Potentially nother 900 for each other BPS and maybe even 4 WGLF-Stacks... Its not a small amount.

  • @DwightOP said:

    One thing they should have done long time ago: remove the category cap of 8000 points but keep the 32k cap. People who get chased all the time or do objective all the time will gain more points with this change

    No no. It is completely correct to have this categories. I mean, you have Objectives maxed? Dont do Gens anymore. You have Altruism maxed? Dont unhook that guy, the game wants to tell you you dont need to do that...

    Nah, of course, those Caps should be removed. It is always a Joke to see "Objectives Max" and "Boldness Max" in a game, but then you get a whopping 800 Survival Points because of Struggling... or dont get them anymore.

    Same with Killer - you did not get to kill every Survivor? Well, no Sacrifice Points then. But maxed out in Brutality since 5 minutes into the Match.

  • @Magikazam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1247236#Comment_1247236

    Killer need to 3k as soon as rank 13 with the current average match time. Survivor only require some skill when they reach purple. I can tell for experiance that what you face the most as killer around rank 15:

    Rank 8 survivor> Purple rank that arent 8 >Red rank that arent rank 1>Green rank and Rank 1 Red>Yellow rank.

    Killer rank also depend a lot on your killer, Legion can ez get point and get away with a 1k or 2k

    and If you want to rank up as plague I hope your ready to stall game to death AND pull out 3k in each single game.

    im exagerating a bit for plague, but you get the idea

    I mean, I also get Pips with 3Ks in Red Ranks. So you might be talking about playing Bubba and camping everyone to Death at those Ranks, or in general a low number of Hooks.

  • @Magikazam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246413#Comment_1246413

    rank aren't a good way to mesure player skill in DBD. Killer require a 3k to pip, unless they got a extremly long game that usually don't happend with lower kill count. As a survivor, I had game I just cleaned 2 dull totem, worked on a single gen, got caught in chase kinda early and then got facecamped til I died. I contributed almost nothing to the team and did'nt escape, yet here I am with a pip. That or the killer find me early, I chase him for 4 gens, don't escape, double pip.

    The only reason killer rarely get matched with anything below purple rank is because you either need to depip willingly or get face camped at as the first hooked survivor.

    survivor also get point for almost anything. Hide? point, generator? points, killer find you when you hide? that a chase, here some point. You exist in the same game as freddy? Points. no seriously, survivor get points when they fall asleep....

    The matchmaking made it so if any side as to wait for long, it gonna pick someone from lower rank, Sadly both potatoes and god looper SWF can be from rank 1-8 and the matchmaking wont care about that.

    "Killer require a 3k to pip, unless they got a extremly long game that usually don't happend with lower kill count. As a survivor, I had game I just cleaned 2 dull totem, worked on a single gen, got caught in chase kinda early and then got facecamped til I died. I contributed almost nothing to the team and did'nt escape, yet here I am with a pip."

    You may not want to compare Red Rank Killer Pipping with yellow Rank Survivor Pipping.

  • @CosmicParagon said:

    If they do that, just stand at the hook. They have to move eventually, and if they don't, you pick them up when the hooked survivor dies. As a bonus, you won't lose points because the slugged survivor is near the hook

    ^this

    He is basically killing his teammates and sabotaging his team. So stay there and punish this.

    This is btw. not a new thing, this has been in the game for ages. But still, if a Survivor is doing that - stop that, you are only harming your team.

  • So you are expecting to pip when you intentionally are not killing everyone? So you basically meme around and expect a reward for this?

  • @premiumRICE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246372#Comment_1246372

    Well, not like that putting salt on the wound will help though

    Not really. But 4 good Solos and a team of 4 good SWFs do not differ that much. Its not like the good Solos will run around like headless Chickens when they are not on Discord together.

    But this Matchmaking basically guarantees that the Killer will lose, there is no way someone who just started playing Killer can compete with Ranks that much higher. And nobody should expect this.

    But I just hope that there is not a new Killer who is already starting to blame everything on SWF. It is enough that Players with 4k hours+ are doing that, but here only the Matchmaking is to blame. Because such a Rank Difference should never, ever happen.

  • I guess you would have lost vs 4 Solos as well, looking at the Rank Difference.

  • @[Deleted User] said:

    I think something that would help solo queue would be a sound cue (for both survivor and killer) when a dull totem is cleansed.

    Thrill of the Hunt already sort of has this built in (along with a counter), but I think just a sound cue for solo survivors, and then keeping track of how many totems were done in their head, would go a long way.

    Just a small "ping" or something when a totem gets cleansed. "Okay, that was 2 dings so far. 2 totems have been cleansed."

    Would be a good solution and it would require people to pay attention.

  • @Accullla said:

    Why does it still exist? So that a potato can combine it with a mori and win the game. No one who actually plays huntress would ever willingly use iri head..

    And I guess we can be thankful that really good Huntress players are not using that Add On. How many Iridescent Heads does Ralph have? Would he be able to use them in like 1000 games in a row?

  • They will most likely only change it when Huntress gets her Add On Overhaul. And nobody knows when this will happen.

    I also dont know why BHVR makes easy things so hard, it would be possible to change Iridescent Head any time, the majority of players would actually approve that. It is the most OP Add On in the game.

  • Thing is, Keys in Chests are a big RNG-Middlefinger. If you see a Key in the Lobby, you can at least prepare, put on a stronger Build to avoid getting to the point that more than one Survivor can escape or use Perks like Franklins.

    But a Key which is found is... eh. I had it two days ago, Pig on Badham (somehow I only play Killer on Badham lately, especially with Pig...)... The managed to 3-gen themselves, 1 Gen in Shack, 1 Gen in the Two Story Building and one Gen next to said Building. They lost this game basically, got my first Kill, second Kill and the others escaped via Hatch. With a Key. Found without even using Plunderers.

    And yes, this is frustrating, because at this point the Survivors had pure luck to find such a rare Item while actually throwing the game.

    So I would happily see Key being changed, especially because I like their functions, but I dont want to bring a Key into my Survivor games.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246226#Comment_1246226

    Would you like to address my points? These types of comments are getting to be spam at this point.

    Nah, its fine. You know, they watched a mediocre DBD Parody, so they are entitled to write this under every post about NOED.

    But yeah, 100% agreed. In fact, cleansing Dull Totems is more harmful than good. Because if you cleanse the Totems you find (aka those who are not so well hidden), the one that wont be found will be NOED. And it is probably the most hidden one.

    It can still be strong, but should not reward Campers, because vs Campers, you can only rush Gens to not give more than 1 Kill. And it should also not result in senseless Totem cleansing for a Perk the Killer might not even have or will still be able to use, because there might be that one Totem somewhere.

  • I am running DS partly for this reason - then there is an Obsession in the game. I mostly cannot use my DS, because I am not running at the Killer with it and if I get to use it, it was well-deserved for the Killer.

    However, I think there should be an Obsession in every game. Because if there is none, the Killer will tunnel, because sadly it is the best strategy to remove a Survivor ASAP to have an easy game.

  • If the player is decent and fair, sure, Pig can be fun to verse. But if the Killer just tunnels the person with the Trap or starts camping, because hiding your Terror Radius is an outstanding move... not so much fun.

    For me, Billy is the most fun Killer to verse. But again here - it depends on the player. I also versed Billys who hooked me right at the start and were holding their Chainsaw in my face. This was not fun.

  • "Assuming that Leader got buffed but, if it gives + 15% and the nerf was 15%, so it does basiclly only ignore the new patch's nerf?"

    You mean Prove Thyself? Prove Thyself did not really get buffed, it just got adjusted to the new values. It does the same as before, negating the penalty.

    In my opinion both are not great, Leader basically only affects you when others are healing you and Prove Thyself is mainly used for the BP Bonus.

    But if you want to run one out of those, I would go for Prove Thyself.

  • The player is a Jerk and should not be representative for the Killer community. Same goes for Survivor, only because certain content creators decide to play as unfun as possible does not mean that every Survivor plays like that.

    While the last assumption is seen on a daily basis in this forum, this is already bad enough. It should not start the other way around.

  • I have only one friend playing DBD and we are both grown-ups, so we dont try to do stuff like that.

    When I see Survivors acting like they are no0b3, Ayrun or whoever, they usually fail doing so.

    btw. I would not consider no0b3 as toxic. He uses it more like a label, but he is not playing in a way to ruin the Killers experience.

  • @giulianodannyfan said:

    So i think everyone knows that pretty much all infinites have been removed and i see some people saying "Dbd is now unplayable and bs" or "Killers are too op now" And i wan´t to know what´s your opinion on this.

    Have a good day/night/morning/evening! #StayHome

    giulianodannyfan

    I have not seen any complaints about the strong loops being removed. The problem are more the Deadzones which got introduced with the Update and the Devs will only fix those in a future Update - and nobody knows when.

    Wrote it in a different Thread, had a game on Resting Place yesterday (a map which did not change) with one side having 4 Gens and two Pallets in total. Rest was deadzone.

    Also there was a Thread with Thompson House - sure, it is too strong to have 3 Loops at the House and potentially either two Jungle Gyms on each side or a Jungle Gym and a Long wall (if unlucky, those could happen). But now it is only 1 structure on each side and the rest is...nothing. Like, really nothing.

    And this is what most people complain about.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1243396#Comment_1243396

    Using new Killers as evidence for Killer buffs is a flawed argument, as the majority of Killers main a specific Killer and would therefore not care outside of perks

    I did not use the word "Buff", I used "positive". New content cannot be a Buff or Nerf. If that would be the case, Survivors would be nerfed with every Patch because they get 3 new useless Perks which pollute the Bloodweb.

  • Trapper is one of the Killers who would be better with just a few Tweaks. He does not need a Rework.

    Nobody knows why Trapper cannot start with more Traps, it is actually insane that he by base has to set a Trap before picking up a Trap.

    IMO, it would already help to:

    • either let him start with all of his Traps (5) and let the Bag Add Ons increase the number or
    • let him start with at least two Traps (with the option to get a third one, basically the yellow Bag Basekit) and the rest of the Traps are on the ground, but more to the center of the Map

    Version 1 would be better, because it would eliminate the Map Travel for picking up his power completely and would also not give away who the Killer is right at the start of the game. Version 2 would also be a big improvement, especially when the Traps spawn more to the center, because it is simply annoying to see a Trap lying in some Corner and you have to decide to play with 1 less Trap or have to go all the way to get it (most likely the first option).

    I guess one of those would make Trapper so much better. At least he would get two Add On Slots to use.

  • @Freudentrauma said:

    Nurse primarly way to move is via blinks. And that gives her a much higher mobility, so a 32m terror is necessary for survivors to judge if a Nurse player is approaching or not.

    ^ this.

    A smaller Terror Radius (24 meters, like the 110% Killers) would mess too much with the Blink Range, especially with Monitor&Abuse. 16 Meter Terror Radius and 20 Meters Blink Range sounds not really ok.

  • @Owlzey said:

    The new animations for Billy look kinda derpy tbh.... don't know why they changed it.

    Probably to match with his general appearance. Billy was standing normally when standing still or carrying a Survivor, which did not match his walking animation. However, the new animation might fit, but it looks really bad.

    Same for Wraith, btw., when carrying a Survivor he also uses his running animation, but somehow slowed down.

    I hope that both are not intentional.

  • Why exactly? How can this be an Infinite?

  • @Ihatelife said:

    Yes, especially on Ormond

    This was a problem before. Scratchmarks are bugged on Ormond since the Map got released.

    (In my opinion Ormond should be disabled, it is imbalanced, buggy and ugly... And re-introduced after a Rework)

  • Billy is most likely bugged. I will not touch him in this state.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1243850#Comment_1243850

    No it’s not a “minor” penalty when it’s 30 min especially when it’s not my fault and the game won’t let me rejoin. It has happened before.

    rejoin options have always been a thing though take rainbow 6 siege for example. Since there aren’t rounds in this game you can’t rejoin I understand that. But come on.... there’s gotta be another option. Or at least pick up the fact I didn’t press start and leave the game. It’s 2020 there should be some way to code it to read that by now 😡😡😡😡

    Then people would just pull the Plug. To be honest, if you have a bad internet connection you should try to fix it instead of trying to rejoin games over and over again. Because the four other people in your game dont really care if you leave via "Leave Match" or if you crashed/got disconnected.

    But a Rejoin-Feature would be highly appreciated.

  • Yes, can confirm. I was doubting myself tho, but seeing that others have the problem as well...

  • @Karl_Childers said:

    Killers when survivors complain about camping. - “Just do gens and get out!!!”

    Killers when survivors complain about NOED- “Stop being lazy and just do the bones”

    Funny how so many choose to just completely ignore how this conflicts. Counter to NOED eliminates the counter to camping. Any survivor who cleanses dulls while the killer is facecamping is throwing an already garbage game and a useless teammate. Anybody who says otherwise I can 100% guarantee would not be rooting on survivor teammates running around totem hunting while they are camped. That’s a joke, come on....everyone would be calling them idiots and probably consider suiciding out. Everyone gets mad when they aren’t all on gens.

    I have always thought for this reason, that NOED needs a requirement....nothing major but just something to prevent this scenario which is very common. For example, only survivors who’ve been hooked become exposed? At least the killer would need to hook each survivor to get the full effect....I don’t know. Just something.

    "I have always thought for this reason, that NOED needs a requirement....nothing major but just something to prevent this scenario which is very common. For example, only survivors who’ve been hooked become exposed? At least the killer would need to hook each survivor to get the full effect....I don’t know. Just something."

    OhTofu made a good suggestion quite some time ago. His suggestion was to remove the Hex-Status of NOED and give the Killer 0,5% movement Speed per Hook and after a certain number of Hooks possibly the Insta-Down (both active after all Gens are done). This would make NOED actually rewarding. And it would remove this useless Totem Hunt. Cleansing is sadly worthless unless all 5 Totems are gone. And in fact, finding NOED afterwards is even harder then, because the Totems which were easy to find are already gone.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1243396#Comment_1243396

    There were definitely some great things for killers, but alot of heavy hits.

    Still Killer is way easier than it was years ago and still Killer is good playable. Despite what some people are claiming.

  • @Cheers said:

    After the release of Ghostface (which was almost a year ago yet it feels like its been much longer) majority of the patches were survivor sided. This is the first patch in a long time that's mostly killer sided, and as the developers base alot of their changes off stats, the stats must have suggested that these changes were needed.

    Additionally, I rarely see camping at Red Ranks. I do see the odd NoeD user, but I run Small Game so all totems are gone by that time.

    I reccomend to flip to the other side of the coin. Play killer as much as you do survivor. Learn killers you struggle against. That's what I did. I learned how to play as Billy and Spirit, now I have a great survival rate against them.

    Lets go over those Patches.

    First, we got the Nurse Nerf. In the same Patch, Medkits got reworked and Insta Heals got nerfed. So something good for Killer as well.

    The next Patch was the Spirit Nerf (which was quite generous, mostly the Bullshit Add Ons got reworked). But Killers also did something positive - a solid Killer (Oni) and Balanced Landing got nerfed.

    Next Midchapter we had the Ruin Rework. But again, Killers also got something positive, Doctor got reworked and the reworked Doctor is WAY better than the previous version.

    And the recent Chapter brought again a solid Killer, the feature of breakable Walls (which I see more negative than positive, but it is meant to help Killers) and the Toolbox Nerf (which made them useless for Repairs).

    So saying that they were survivor-sided is not really correct, IMO. There was quite a bunch of good stuff for Killers as well. And lets not forget, survivor-sided Patches are the minority.

    Especially the Ruin-Nerf resulted in a big outcry, but I did not notice that much difference in my games. In fact, I think new Ruin is a little bit more annoying, because you basically need to finish the Gen before going for an Unhook.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242387#Comment_1242387

    The game prioritizes the thing you're looking at. If you're trying to pick up the survivor, I would suggest facing away from the window. You can't vault it unless you're looking at the window.

    Why does this not work for everything?

    Like, why do I get sucked into a locker when I want to vault a window? I had a match vs Dowsey where I got sucked into the locker from like 3 meters away.

    Also, when I have a Medkit, why does my character try to Self Care in front of the Hook instead of unhooking a teammate?

    Or, when I have a Toolbox, why instead of starting to heal does the game suck me to the Hook to sabotage it?

    I had it in all occasions that I was looking at the respective option and the game did the other option.

  • I had Badham like a Gajillion times. So probably just bad luck.

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