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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • Just stating, it needs to be as easy as possible for people to play together. Blocking something like Discord or Skype will only drive players away. The more easier it is to speak to friends, the more casual are the players, make it harder and only people who are more competetive will do it (like using the Phone). And trust me, you want to keep the chill, casual players.

  • Marth did not only mention Ironworks, but since this might be a bad change for Killers, it is here.

    He also mentioned how Coal Tower, Groaning Storehouse and Grim Pantry have Windows which are free hits for the Killer.

    Regarding the Ironworks Window, I agree to his fix to let it only spawn in its current location and remove the Boxes so that the Survivor can run right and is not forced to run left, when coming out of the Ironworks. Because otherwise the Window is either a big middlefinger to Killers or to Survivors.

    (But the other 3 Maps also need some work, even tho it is bad for Survivors, something people on this Forum like)

  • A Perk like this would need to be insanely weak so that it is not really worth running.

    So I would prefer current AMN, even tho its a bad Perk. But rebuilding Pallet would have to be bad as well or it would be too strong.

  • Well, buffing Solos to SWF-Level and buffing Killers accordingly would be the best plan. Because you cannot simply buff Killers to SWF-Level, because this would totally screw over Solos.

    But doubtful that this is ever gonna happen.

  • Just take a look here:

    @TKTK said:

    https://www.youtube.com/watch?v=pWTGmnrkLqQ

    Not everything is perfect and not every god loop is gone yet but with a few tweaks this should help make things as close to perfect as possible by addressing what the video brings up with window and door placements as well as obstacles by the windows.

    There is a video of Marth talking about some of the changes. Mainly Coal Tower, Groaning Storehouse, Ironworks and Grim Pantry. I also made a post with Timestamps.

    The Maps really need some work, because the Windows on Pantry, Storehouse and Coal Tower are 100% free hits. And while it should not be god loops, free hits are not good either.

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204604#Comment_1204604

    Never said the game was won with 5 gens, by saying that you actually are assuming the survivors were terrible enough to not be able to learn from my gameplay.

    1 gen or 5 gens left you have not made a logical point on why DS is punishable outside of the original idea it was designed for. You continue to point out X amount of gens as if that has anything to do with the topic.

    I dont care if that has anything to do with the topic, but it is simply complaining on a very high level.

    And like I said, I highly doubt that they recovered because of this DS.

    But well, live your life, think you got some unfair treatment when you can be sure that they did enjoy the game way less than you did.

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204553#Comment_1204553

    If I pick up the Jane that absolutely should NOT be punishable. Yes I understand I could have picked up the other two survivors in case they had Unbreakable. But you know what, so what if they DID have Unbreakable? Then yeah I would accept that as fair because that's what Unbreakable is for.

    If DS is supposed to be an anti-tunnel perk, then where does the ridiculous complaint you state come into play here?

    "If DS is supposed to be an anti-tunnel perk, then where does the ridiculous complaint you state come into play here?"

    You want to prove something with a game which was won for you with 5 Gens left. This IS ridiculous.

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204560#Comment_1204560

    Just picking the perk is taking advantage its bs its punished him for being good he clearly didn't tunnel it rewarded survivor failure like all the other crutch perks they abuse

    Oh, I guess the punishment was intense. Probably 10 seconds more in this game before he got his 4K.

  • So, while you state it is strategic to pick up Jane, it would also been strategic to pick up another guy.

    Furthermore, you are complaining on a very high level. 5 Gens to go, you won the game. And I highly doubt that this DS turned the game around.

    And while this is not the point of your Thread, it should be pointed out that your complaint is ridiculous.

  • Hillbilly for me. I would like to see an actual good Hillbilly Skin which is not meant funny in any way. The last one was the Halloween-Skin, but other than that, it looks like Hillbilly is the Killer for strange Skins.

    Plague would also be nice, but something which is not looking like the other Skins. This is my biggest problem with Plague, her design is amazing, her Skins are great, but they are all looking somewhat the same.

    Good luck in the contest!

  • There is one, it is the Charred Photograph, since Father Campbells Chapel is in the same Realm like Disturbed Ward.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204123#Comment_1204123

    That's a ridiculous comparison. An ebony does not disregard the chase aspect of the game. 4 BNPs would, and the gates would be open in 3 minutes. The killer can't mori who he can't down. And SWF or not, survivors can cycle through who is to be the designated looper so that the killer hooks everyone once, and by that time all the gens are done and the gates are open. You could argue that the killer can proxy camp and brute force the Borrowed, but that assumes that he's tunneling. If you have to the tunnel for moris to work, they can't be that strong. And with 4 BNPs, the survivors have to be absolute garbage for the killer to get more than 1 or 2 kills in that time.

    Am I missing something or did you get stuck in 2016? BNPs might be the fastest way to repair a Gen, but given the fact, they are of Pink Rarity, they are still weak, especially compared to something like an Ebony Mori.

  • @supersonic853 said:

    Just had this happen again actually with a ghostface he walked away on my screen then suddenly wam im down and he picks me up and puts me on a hook. Love this game...

    Honestly, I am a little bit alarmed because of this. It seems like more people are starting to use VPNs to get an unfair advantage, while the number of complaints/reports on the Forum is still low, there was more in the past weeks.

    I also faced a Trapper lately who suddenly got strange Hits on the Window, two times basically the same, me running already, then getting sucked back and he got the hit (Server set me back to actually make it like it looked on his end), after being totally fine the whole game. (Most likely not using a VPN, but it was strange that it suddenly started to spike on his end, at exactly the same time)

    I can get that it is strange if the Hit connects on the Killers Side but he does not get it because on the Survivors end it does not connect, but the other way around is also pure BS. I also notice Killers who are trying to get those "Dedicated Hits" and sometimes I also get Hits as Killer which look even wrong on my end.

  • @White_Owl said:

    Nah it should have a shorter timer which stops during a chase and when downed, so it would really punish tunnelers without being abusable.

    I have said the same, but someone made a fair point - the Killer can just moonwalk/look away (like old Legion).

    Otherwise, I 100% agree, neither should I need to jump a locker because my DS is going to expire and the Killer is chasing me for almost a full minute (which is tunneling) nor should the Killer get a free hook, just because he slugged me right off the hook (which is also tunneling).

  • Most likely time. They did quite a lot of stuff already to existing Maps and I can imagine there was no time to look at Disturbed Ward as well (since it looks like they are trying to rework Realms as a whole). Removing two Pallets from the Main Building is easy done, so they used that as a first step.

    I am fine with that, considering they should revisit some of the Changes done to the Maps, because some still need a little bit of work (like Storehouse and Coal Tower, which are free Hits for the Killer or Ironworks which can either be an Infinite or another free Hit).

  • @C3Tooth said:

    I never dodge lobby. I just play through.

    I just dont want facing toxic swf with double Trapper Coil add on

    This is respectable, but sadly not everyone is like that. The only good thing for Dedicated Servers is that Survivors dont have to queue again when a Killer dodges, so Lobbydoging is not that much annoying anymore, but still, more people will dodge when they see that they are going to play vs an SWF.

    And btw. you will not know if they are a "toxic SWF". Only because people play with their friends does not mean that they are playing toxic in any way (or are even good at the game).

  • @MrDardon said:

    Or you could.. idk run and search for a Team Mate who mends you instead.

    Which is again something which benefits SWF more than Solos. Which is not good.

  • During the Day until late Afternoon, I have to wait for Killer games (5+ minutes), but get instant Survivor games.

    In the evening, I get longer Survivor Queues (2-3 Minutes) but instant Killer Queues.

  • The only place where I can see an AI in DBD is as a Tutorial so that Players learn more like "Repair Generators" or "Use M1 to hit Survivors". But for something which will be done only 1 time (at most) by the majority of people, this is not worth the effort.

    And I dont think that BHVR should move ressources into the creation of an AI.

  • They are ignoring this question. Since you only need to think a few seconds about this to see why this is a bad idea, I have to assume that BHVR did not put any thought into it.

    The only reason I can come up with is to cater to Killers to say "Look, here is a Survivor-Nerf" (of something most Killers did not care for anyway).

    So yeah, highly doubtful that you will get an answer.

  • Killers would simply lobby-dodge. I mean, they claim they need to see Items for preparation (which is fair), but they just use this information to dodge. Like, a Flashlight? Dodge. (Even tho, most people are not able to use Flashlights anyway and they are super-easy to counter...)

    This would just lead to more lobby-dodging.

    However, an indicator on the Result Screen who was in SWF or not would be good. This might open the eyes of some Killers who are "constantly going against 4 man SWFs".

  • They look interesting, maybe I will need more than 2 days per Tome Level.

  • If everyone is on their second Hook and nobody can get free anymore, everyone will be dying. And yes, you will not get Struggle Points.

  • Myers. He has two Add On Slots, while Trapper has only 1, since you need one Add On Slot for a Bag.

  • @immortalls96 said:

    The point of the update was to weaken these maps..a pallet reduction is to be expected..the point is to force conservation of resources instead of mindless psllet throws..and honestly I imagine theres a tad bit of exaggeration here

    But if you... have ... deadzones... then you need... something... to... work with.

    Lets not forget that not every survivor is ressourceful with Pallets and can screw over the other 3, who actually are.

  • @lordtomato said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201683#Comment_1201683

    Spirit

    Pop, Ruin, BBQ, corrupt intervention

    they still got a gen in 40 sec

    Outstanding move to play with 3 Perks the entire game. (make that 2 after Corrupt Intervention stops working)

  • @FFirebrandd said:

    Question: How necessary are add ons for Survivor items? Can't you go into the trial with an item but no add ons?

    I'm asking because I mostly play killer and they range from "Add ons are necessary to function" (Wraith, Trapper) to "Add ons are optional" (Nurse). But I don't know where on that scale survivor items fall. Outside the green key of course.

    Honestly I don't think the old system of survivors keeping their add ons if they get out was fair since Killers always lose their add ons, but due to the fact that Survivors have so many more total add ons, the current system isn't particularly fair either. Maybe do a middle ground? Something like "If you are holding a Med-kit (or whatever) when your blood web regenerates, 50% (or more) of the add ons in that blood web will be for your held item."

    The thing is that Killers not only have way less Add Ons (Survivors have 3 times the Add Ons/Items of Killers), but they also get way less BPs. A good Survivor Match is an okish Killer Match. If you get 25k as Survivor, this is really good, as Killer, this is quite normal. Add BBQ, where you get Stacks for just playing the game and you are on 50k BPs.

    This is around a P3-50 Bloodweb. And lets look how my latest Trapper Bloodweb looked:

    3 Stitched Bags

    1 Trapper Bag

    1 Trapper Sack

    1 Ebony Mori

    2 Tar Bottles

    1 Honing Stone


    So 5 of the best Trapper Add Ons, 2 of the second best Add Ons, one still really good Add On and the most overpowered Offering in the game.

    And when I want to get specific Survivor Add Ons? One in 2 or 3 Bloodwebs.


    It is also quite frustrating when not even using the Add On/Item. Like, I use Items when I bring good BP-Offerings like BPS, Cakes or Envelopes. No I burn a Cake and play vs an AFK-Wraith, while using a Medkit with Add Ons. Yes, those are gone without using them once. Nice. Or I play vs a Plague, while bringing a Medkit - this Medkit will not be used, but the Add Ons are gone.

    Both sides have useless Add Ons, but Survivors, again, have more of those (in general, Add Ons/Items both for Killers and Survivors should be able to be sold again).

    Surely Killers most likely need to have Add Ons (most of them), but they get them more frequently and get more BPs. And even if Survivors dont need Items or Add Ons, they still have to spend BPs on them. But not only are a lot of those Add Ons nerfed, they are also lost when escaping. And for me, I would like to use stuff when I have (aka being forced) to spend BPs on those.

    Lets not forget the White Wards - if you escape, you lose the Add Ons. If you die, you keep them. So with a White Ward, dying is better than escaping. Not really thought through.

    In the end, escaping feels way less rewarding. And this for a change where no real reason was given, and I am pretty sure the reason simply was to cater to Killers so that you can say "Look, we are nerfing Survivors", after Killers got frustrated because they were also getting some Nerfs.

    (Or am I mistaken? @Peanits can you enlighten me, while this change was done?)

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/1185939#Comment_1185939

    Tbh i dont really care about it. Dodge if you please, doesnt make difference to me.

    It makes a difference to you, because you will also have to wait until the Lobby is full.

  • The Add On Change needs to be reverted, simple as that. The side which already gets way less BPs should not need to spend even more BPs to solve this Change where no thought was put into.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201203#Comment_1201203

    Oh sorry. Let me elaborate. (This is all happenning while injured mind you)

    Before the overall nerf, instaheals just healed your status (most of the time) back to healthy. If at any point you wanted to use an insta heal but were affected by an instadown it would be a waste.

    Current Styptic negates that issue because it still gives you a free hit but can be used while exposed for whatever reason (power, perks) to counter it.

    I mean, yeah, but it only really makes a difference when you get healed to full health during the limited time the Styptic is active. Highly situational.

    I still think the two "Insta Heals" are good, but probably not worth the 6k/7k BPs. Especially not since the Add Ons are lost when escaping - its always nice to bring a Syringe, dont need it and end up simply losing 7k BPs.

  • @Milo said:

    That's a lot of bp for just holding a button.

    Heck even self caring gives you less AND has skillchecks (that give... altruism for some reason i still don't get it)

    The Skill Checks are Survival since a few weeks, when healing yourself. They changed it (and it makes way more sense now).

  • Yeah, but how should the Styptic be better at countering Insta-Downs when you cannot use it while healthy?

  • @Milo said:

    You still technically have an insta heal. Imo even better insta heal cause it counters insta downs - The Styptic Agent.

    What does this matter when you can only use the Medkit when you are injured?

  • @YaiPa said:

    I don't even know... they removed passive madness increase because it was annoying for baby survivors, just to replace it with the static blast, far stronger and probably even more annoying.

    The difference is, with the Static Blast you will at least know why you are screaming. I guess this is the main point, before it was kinda confusing why you start screaming all of the sudden, now you have a big wind-up which results in you screaming, but at least you know why it happened.

    @Topic:

    The latest Buffs (with Chapter 16) were not needed. Maybe the Range Add-On Change, but not the rest.

    I hope that the Static Vision is a Bug, because you also get it on Doctor. It REALLY looks bad. (A friend of mine and myself were checking out the new Maps in KYF and I was using different Killers, just for fun and the Doctor visual is really disgusting)

    But except of this, I think he is less irritating to go against. But I never had a problem with Doc anyway, I hated him when I was a new player, but now I dont care that much anymore.

  • The Pros and Cons were already listed. Also you will notice that Nurse and Huntress are actually really good Killers. :P

    Personally, if you can wait, the next years Roadmap should be shown somewhat soon. I think that they might include Crossplay and Crossprogression in it, so MAYBE it would be possible to not start all over again.

    But this is just me, speculating.

    Personally, I would switch to PC anytime, but I am not really a Console-gamer, as long as I cannot avoid it (damn Demons Souls and Bloodborne).

  • @oh_0k said:

    I doubt it they since they gave killers unique animations for breaking walls this ptb

    Meh. I hoped they were scrapped.

    Even tho, some of the Structures really look super-weak, so a breakable Wall would make sense. But I would prefer to balance the Structure so that it is not super-weak, but also not too strong, instead of just breaking a Wall, which makes the structure strong before, but weak afterwards.

    Like, the Ironworks-Window is horrible the way it is.

  • "1) He has a mechanic that puts survivors to sleep without any effort by him. This mechanic can disorientate survivors and allow for Freddy to use his anti-loop tools without even hitting them."

    While this is indeed not enjoyable, it is the best you can do. If Survivors would not fall asleep over time, Freddy would have 0 chance to get his Toolkit to work, unless he hits a Survivor in a Chase.

    As others have written, waking up should be easier. Also the Oblivious effect needs to go, this cannot be said enough. Freddy should not be able to safely camp Survivors.

  • @Humanarian said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200146#Comment_1200146

    The map was Blood Lodge of Autohaven Wreckers realm, with a few good loops and pallets spawning really close to each other (jungle gym into 2 loops with 2 pallets around the garbage into the lodge itself.)

    I think not breaking the pallets immediately could be a mistake I've made. I was trying to mindgame the un-mindgamable, hoping for the lack of a good reaction time from a Survivor.

    Yeah, you need to break most of the Pallets on Blood Lodge. This Map is very difficult for Killers, because if the middle spawns with a lot of Pallets, they all need to be broken, because the Loops are strong enough to play them and the Survivor can look over it. Sure, it is possible to get a Hit, but the Survivor needs to do (quite a big) mistake to allow that.

    Could have also been a Rank Disparity, no offense, but Rank 7 is not far away from Green Ranks, and if you went against Red Ranks (which is likely, since the MM is wonky lately), they might be actually good Survivors. Or you got unlucky and found the one person who can loop.

    In a case where you cannot catch a Survivor and you think it is unlikely to get them, you should try to find another Survivor. Not everyone is good at Looping and maybe you will find a weak link where you can capitalize on. Being stubborn in one chase is most of the time the reason a Killer might lose the game.

  • Honestly, I think Stealth is quite boring to play for both sides. There are some Survivors who enjoy it, and as long as they get ######### done, fair enough. As Killer, I think Stealth is annoying. I once had a game on Haddonfield as Billy where 3 out of 4 Survivors avoided me that good that I never found them (despite using Whispers).

    I only found a Bill multiple times, but after hooking him twice I did not want to kill him because I felt bad for him.

    Also, the rest of the game is developing away from Stealth - Legion showing your Location during Feral Frenzy, Plague resulting in Survivors making uncounterable noises, Oni seeing Bloodorbs which come from Survivors... So I doubt that Stealth will be more viable.

  • First of all, when you rank up, you will notice that less Killers play that way. Sure, you will have those "Hurr, Durr, I can hide my Terror Radius and will camp now, nobody would ever expect such a brilliant move"-Killers, and those are most likely Killers which can hide their Terror Radius (like Wraith).

    And well, if you get camped, this sucks, but it will be much more rare on higher Ranks, and in the end, you will help your team to escape. A Killer camping your Hook will most likely leave with 1 Kill, as long as your team is not throwing the whole game away by trying to get you.

    (Like, I got once camped by an Insidious Hillbilly, in the end, he got 5k BPs, burned an Offering and got 1 BBQ-Stack, while my whole team escaped... This is how you have to play vs Campers)

  • They changed a Shitload of Maps, you cannot expect them to also rework Legion. Because I think he cannot be fixed with Buffs (or Nerfs), he needs a Rework. Feral Frenzy was a bad idea, they should try something different with Legion (even tho, I like to have a Killer who can vault Windows and Pallets).

    And this cannot be done with a simple mid Chapter Patch, where already a lot of stuff is present.

    (The Change in this Mid Chapter is already pretty solid, in my opinion. This was one of the things which bothered me the most)

  • Had a nice Killer today who reminded me why Mori-Spam will be removed with the next Patch. So yeah, cannot be compared to teabagging, not even close.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200242#Comment_1200242

    So wait Ironworks can spawn the window where it used to be and where the window is shown in Peanits image, that's where the door is?

    Exactly. But everything else is the same, so you basically cannot really use the Window.

    EDIT:

    @The_Daydreamer said:

    I really welcome the changes, but... is this a joke? Like did you even played the maps as a survivor? Is the new meta now "A chase should never be longer than 15 seconds"?

    Just u guys can kinda understand what I mean:

    https://us.v-cdn.net/6030815/uploads/192/CCCBEZPLYEPL.png

    Or should I say: Window who?

    https://us.v-cdn.net/6030815/uploads/300/1EZL8R1VUC4A.png

    @Peanits I feel my screenshot looks a little different than yours.

    Most changes look like this. On most maps you have to run into the killer because of the obstacles. Especially groaning storehouse was a nightmare. And besides that they reduces so many paletts on some maps like on Coul Tower. We had just 5 paletts.

    I say it again, the hole idea is great and needed. But nerfing the windows like this is kinda ridicilous in combination of the reduced paletts. (Even tho not every map looks the same, because of the spawn rule of paletts I guess, but still.)

    Please atleast remove the obstacles. It is stupid to get forced to run into the killers way.

    But maps like Torment Creek are kinda good. The window allows the survivor to get some distance but not too much. Even tho the map is still a little big. Thompson House got a nice change too.

    But the tractor change is.. why? The killer can now just run over everything, so why should I even use the window? Where is the mindgame?

    There is a Screenshot of the Layout.

  • Those 80% were because of poor statistics, because it calculated the Rank after the game. But someone who died will most likely not have been Rank 1 afterwards, meaning that these 80% were not accurate at all.

    Also I hope they dont release stats anymore - we have seen it with Killers already. Stats were posted, they were not relevant because Red Ranks were missing. Next time Red Ranks were present, and still there was some issue. People dont value the stats given at all, so I am happy with the Devs not releasing stats.

    I already can imagine that a low Survival Rate would somewhat be false because some people claim to play vs 4 man SWFs EVERY game who EVERYTIME escape and do Gens in 30 seconds, but if the Survival rate is above average, the stats are 100% valid and serious nerfs need to happen.

  • I think the Map Changes were needed, however, I also think that some structures became too weak. Like the way the new Ironworks Window is presented (NOT in the way the Screenshot of Peanits showed, I have seen it with Door and Window swapped), the Window is useless, you cannot really use it at all.

    Also I think that the Window on Abattoir is too unsafe.

    And, I have noticed Deadzones as well, especially around the Shack on some Maps. And well, in my opinion, the most skillful thing a Survivor can do is to use multiple Tiles and waste time from the Killer, by also being efficient with the ressources. But when there is just the Shack and nothing else, the Survivor might be able to vault the Window 3 times and then has to drop the Pallet.

    I dont need Bullshit like Cowshere, where the Structures are: Cow Loop into Jungle Gym into Longwall into Shack into Longwall into Longwall into Jungle Gym. But SOMETHING to work with would be nice.

  • With that little information there is not much to do. You had no pressure when 3 people were free to do Gens, this is correct. Pressure comes with the first Down, because this forces Survivors into altruistic actions. Ideally you have a situation where you have 1 person on the hook, 1 going for the save and 1 in a chase, meaning only 1 person is doing Gens.

    Some information - which Map? Because it might indeed be possible that you made some mistakes, with more information (best case a recording, this is true), it is easier to analyze it. Maybe you have broken Pallets which were mindgameable, allowing the Survivor to gain distance. Or chased too long around Pallets without breaking them.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200057#Comment_1200057

    I would agree with this, but how often do people in red ranks run Noed? I'd say once every 10 games or so (Although that 1 of 10 is extremely frustrating).

    There are players with 8000 hours in this game who run NOED on Nurse, so it happens. :P

  • You even get it when playing as Doctor.

    Hopefully it is a Bug and not intended, it is really annoying.

  • The Windows on Mothers Dwelling are bugged, they should not all be open.

  • Those are doors.

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