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AykDanroyd

AykDanroyd

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AykDanroyd
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  • It happened again in the Tome 7 Level 3 Reverent challenge:

    image.png

    I sacrificed all 4 survivors in my 1st attempt at the challenge & progressed with only 3 sacrifices in the challenge instead of 4.

    image.png

    And I know I will keep getting shortchanged a sacrifice every match I do in this thing.

  • It happened again. The very next match where I attempted this same challenge of the same tome and level, I sacrificed all 4 survivors and it went from 9/15 to 12/15:

    image.png

    I'm thinking the coding of this specific challenge is off or got corrupted sometime since it entered the compendium. I should've had this done by now and I'll have to get another 4K to get the last 3 because I know it will miscalculate it again and if I get only 3 sacrifices, then I'll have to do at least 2 more matches.

  • I've had a lot of problems with the navigation arrows of the rift that take you through the various pages not working at times. I click on them but nothing happens. It usually fixes itself if I back out and re-enter, but it's really annoying that a simple thing like that doesn't work.

  • That challenge should be retired. It was a good idea back in the days when everyone could get out of hatch but nowadays it's just a bad idea that kills teamwork.

  • I've been wanting them to use a similar idea if they'd ever add the duo of Pumpkinhead and Ed Harley as a killer. I suggested having Ed be mobile like Nemesis' zombies but unlike them he would be unkillable and the player would be able to switch between the 2. Also pallet stunning him would stun Pumpkinhead much like it does in the films since they are psychically linked. It would be a hybrid of Nemesis and the Twins.

  • I don't know about this. Jill is incredibly loud and many players use her. I main as Bill and don't really have a problem with it. If a killer is going to tunnel you then character volume doesn't matter.

  • My biggest problem are killers who tunnel and camp. The game is already completely killer sided now because of too many spoiled & entitled players who can't play killer properly needing things made as easy as possible for them instead of learning the hard way (from mistakes) like I and other skilled veterans did. And on top of that, they STILL tunnel and camp and it's disgusting, especially when you're a veteran of the game and get paired with new players who let you die on 1st or 2nd hook as has been the case with me. After this happens 3-4 games in a row and the game happens to put me near the killer (which happens very often to me), I end up killing myself or DC'ing because I've had enough, so I don't blame survivors 1 bit for doing that if they're experiencing the same thing. Yeah it sucks if you don't do that as a killer but remember, you don't know what kind of match(es) a player who DC's just had. I can see tunneling or camping when there are only 1 or 2 gens left and the killer has barely hooked anyone by that point as a result of a bad map or hook spawns, but doing it at the start of the match should be stopped by giving hooked players unlimited time on hook so long as the killer camps and giving unhooked players a good 2-3 minutes of endurance so the killer can't just wait out the 10 or so seconds of endurance they get automatically or with Borrowed Time. There's no reason a killer should hook a player that soon after hooking them unless that player was toxic or abused horrendous loops (with or without flashlights or things like Boil Over when hook spawns are also horrendous) like the ones on Haddonfield.

    This is not even taking into account how easy/unbalanced so many new & even not so new killers are and how impossible/futile it is to go against them, Killers like Wraith, Legion, Dredge, Artist, Wesker, Trickster, etc. I'm seeing a new trend of camping and tunneling Wraiths, which is disgusting considering how fast he already is and how he doesn't have a terror radius when cloaked. Then on top of it, many of these camper/tunnelers also shamelessly bring his iridescent add-ons (which are completely broken) making it even worse. These killers need a major nerfing, especially after the survivor perk rework and how weak so many perks like Dead Hard (worthless now if lag is a problem for you), Spine Chill, Self Care, and several others are now. Why was Self Care made slower without Sloppy Butcher being reverted to its former status of not making you lose all heal progress if you stop healing? How is this balanced? Then you have Legion and pretty much every other killer using that perk and with BBQ & Chili if someone's hooked while you're in mid-heal, say goodbye. It's completely unfair.

    As a player who plays both killer and survivor, I just don't see how any player can get a satisfying experience when the game is completely rigged in their favor with the perk rework, using easy killers, and for those who camp & tunnel, use those strats. The only time I use those killers is for dailies or when I have a challenge that doesn't require sacrifices or moris because there's no fun when you can destroy an entire team with minimal effort. Legion should simply not be allowed to use Sloppy Butcher and Thanatophobia. At least not in the base form. If this game is ever to be fixed to be balanced properly, 2 things need to happen:

    1) The game needs to be split into Solo Queue Mode & SWF mode. The current system (post perk rework) is fair for SWF players because it balances the game towards killers who are against 3 or 4 survivors who are likely in communication and have that huge advantage. Meanwhile killers & survivors in the solo queue should have perks at the status they were prior to the rework because the solo queue experience now is beyond abysmal. It's downright rotten.

    2) Perks need to be adjusted per killer. Yes this would take a lot of effort, but there is no way in hell that killer characters of various abilities deserve to have perks work for them in the same manner. Thanatophobia being used by a Legion should not be anywhere near the same power as that perk being used by a Nurse or almost any other killer. Also add-ons should affect perk strengths, so that a Scratched Mirror Myers using Thanatophobia or Sloppy Butcher, resulting in a survivor staying in 1 spot to heal for a longer period of time & being more susceptible to being found by such a Myers due to the longer heal time, should have a weaker effect on that Myers match than a Myers not using the Scratched or Vanity Mirrors. Lethal Pursuer should not have the same effect for a Myers with Judith's Tombstone (esp with Fragrant Tuft of Hair too) given how quickly survivors can be found to build up the stalk to quickly kill everyone. Every perk needs to be tailored per killer with other perks, add-ons and perhaps even the map chosen by the game factoring in to determine the strengths and effects of each perk brought to every single match. I don't ever see this happening though since I don't see BHVR caring enough to put in the work needed to get this done. But this would be the best change possible and could make the game fun for everyone again. It would also mean a much wider use of perks and a killing of the whole meta perk idea since no perk would work the same on more than 1 killer and wouldn't even work the same on an individual killer based on the add-ons and other perks being used. In my opinion the perk rework just because BHVR was tired of the same meta perks being used was an incredibly stupid reason to change the perks. If they wanted to avoid the same perks always being brought, then they would have implemented this very idea. Because guess what? There are now new meta perks and I bet the same thing will happen with them given enough time.

    To counteract camping or tunneling Wraiths, I would suggest doing what was done with Iron Will with how killers can now hear injured survivors who use Iron Will but at a lower volume. Give him a terror radius but make its volume lower. Also have his uncloak time be dependent on how near he is to a hooked survivor (within 10m or less makes uncloaking much slower, 10-20m would be slightly slower and beyond 20m is normal uncloak where it would depend on his position at the start of the uncloak action). If hook spawns are too far, then tailor it so it's faster uncloak or make walking speed faster (faster walking speed when hook spawns are bad should apply to all killers). These are the types of things that can fix this game because right now it's completely broken and unbalanced. It was nothing like this 3 years ago and back then the hatch mechanics were much more in favor of survivors, yet killers for the most part did not play like they do now. The most sickening thing is that I don't play like that and yet I don't get the playstyle I use as killer against survivors when I play survivor. When I learned killer, I did it by getting my butt handed to me a lot of times and it taught me the proper way so that now I can get 4K's with killers like Myers (my main), The Twins, Huntress, Trapper, Oni, Clown, Spirit, and others that require skill to play without camping (which I only reserve for toxic players). These campers & tunnelers have to learn how to take a loss and try again. Nobody, not even the best killers, win every match and it's that knowing how to lose with respect that will make them better killers in the future because camping and tunneling will never make you better. It just shows how bad & lazy of a player one is.

  • That would also be good. I'm surprised a cross platform game like this doesn't have a way to chat across the platforms.

  • How would that intimidate players? All it would do is let them know you're not available or are already playing with others so it won't end up offending them into thinking you don't want to play with them and thereby give them the wrong conclusion which could cause them to unfriend you.

    Yesterday I invited a friend who also uses PC to play DBD and he was unable to join me and it was only because he can chat with me in game and in Discord that I knew he was only in the game at that moment to get cosmetics and other things but not play. If that instead happened with one of the many console friends on my friendlist whom I'm not in a discord server with and with whom I am unable to chat with in-game, I would have never known the reason and wrong conclusions regarding their refusal to accept the invite could have been reached, leading to me not wanting to play with them in the future.

    Thankfully I don't take those things personally, but someone who might could lose friends for a very stupid reason that could have been prevented by adding player statuses. And even if for those like you who don't want to divulge that info, an opt-in system could easily be implemented so those who do want such a system could use it while those like you can opt out, much like Anonymous Mode.

    So in conclusion, there is no reason not to add statuses when those who are in favor can opt in and those who aren't can stick with the status quo.

  • I agree but I'd want the game to track tunneling & camping so that killers who do that early on do not get rewarded for being so toxic that they caused a player(s) to dc.

    I also want the game to be reworked so that afk killers don't cause red or gold ranked survivors to depip due to the lack of the chase factor, unhooking & heals. It's bullshit that survivors don't depip when a killer dc's especially early on when they didn't have a chance to do anything, meanwhile they do depip when they work on gens and totems in a match where the killer is afk because they want to lower their MMR or they're legitimately away for whatever reason. I don't think they should depip in either case.

  • It's being handled in a piss poor way. I play both so I hate things on both ends. As killer, it has always pissed me off that boon totems can be infinitely re-booned, which should have never been allowed. Instead a token system should've been implemented where the team gets 3-5 boon tokens & boons remain until a killer snuffs it. There are 2 ideas I have:

    1. One idea would be re-boonability of all boon totems at the expense of a token, where once a boon totem exists, other survivors with different boon perks could apply their perks to an existing boon totem at no extra token expense. This system would incentivize finding other totems to bless because re-booning the same totem would get the killer to find it easily & cause all the tokens to get used up when the final snuff happens. A token would be added for totems that are cleansed to make up for the loss of a totem to boon for those relying on them as heal options.
    2. Another idea would be to have each of the 5 totems in a match be boonable once & only once so that as soon as it's snuffed, the survivors would have to find other totem(s) to boon or else be out of luck.

    This could address the boon issue without having to do an atrocious thing like allowing hex totems to be rebuilt, which I definitely don't want (Devour Hope is already a garbage crutch perk that should've NEVER been implemented so to think it could be reapplied after going through hell to find it & deal with a proxy camping Hag (through her traps) would be an atrocity. Not to mention the hex system would have to be changed completely so that multiple hex perks could be stacked like boon perks on a single totem, or else how would the game know which hex perk to rebuild when a killer brings multiple hex perks and more than 1 get cleansed. Just no thanks.

    I already hate the change they made to the hemorrhage status where now it makes healing be virtually impossible when a killer has barbecue & chili & hooks someone while you're trying to heal or has thanatophobia or you're going against the Legion & they keep finding you through killer instinct (Legion plus sloppy butcher AND thanatophobia makes me kill myself on 1st hook because why even bother). it makes winning as a survivor impossible unless the killer decides to be nice, and that's not even considering the tunneling or camping from the getgo of a match that has become commonplace among all the no-skill new players playing as killer in this game (or even some veterans who never learned properly).

    I'm convinced that BHVR doesn't play their game to make the changes they do. Dealing with hemorrhage & Legion after the changes they made (especially on Haddonfield) in a swf team you're in vocal contact with is annoying enough but is at least one thing. Dealing with those same things in the solo queue with players you can't speak to is something completely different and makes for a miserable experience. At this point they should make 2 modes of this game, one for swf and one for solo because it's beyond unfair for survivors and even killers to deal with swf teams on an equal footing as they do in or against solo queue survivor players. Swf players who are in vocal contact can alert their team mates of their position to ensure they stay far away from each other against Legion, which solo players can't do.

    Right now players on both sides are leaving the game. I know survivor streamers who deleted the game who for years played nothing but DBD & vowed to never play it again and as someone who only plays it & doesn't stream DBD, I'm getting to that point myself quickly. At the very least I think the pip requirements for killer need to change to make it easier to pip as killer, with strict penalties & depips for camping and tunneling. The pip system for killer is outdated & dates back to the pre-boon era. Not to mention so many players d/c early on (I had one d/c just as I downed them for the 1st time about a week ago), so killers should not be penalized for d/c'ing players if the d/c was not tunneling/camping related. Losing perks for repeated losses is a horrible idea when it's so easy to die many matches in a row due to getting a ######### tunneler as killer, which I got PLENTY of as survivor. It pisses me off because I don't play like that yet get that treatment as survivor because many people could care less about the golden rule (do unto others as you would have them do unto you). The majority of unhooks I make with BT, I end up trading places with the hooked survivor due to a camping killer. So I don't know what you're dealing with but not everyone is experiencing the same thing you are.

    As killer, my biggest suggestion would be to make the matches last a minimum of like 7-10 minutes regardless of gen progress (like having a built-in Blood Warden or No Way Out). And I don't see the big deal in DH, it usually just buys them a few seconds and they're down. I think the thing that's causing you the most problems is the matchmaking, which is the same thing pairing me mostly with baby survivors who mostly leave me to die on 1st hook or at least go to 2nd phase on my 1st hook and also results in me getting baby camping/tunneling killers while also getting high skill swf'ers in my killer matches. I noticed a change about 2-2.5 months ago and I'd be willing to bet it's why they've been hiding the ranks as of the past month in the post match screen(s).

    I know is that it's a problem on both ends. There are still plenty of players playing killer. In fact, the queue for killer (meaning there are ample survivors to be matched against) is only shorter for me at night, whereas the queue for survivor is short pretty much the entire daytime (from like 5-6am till about 6-7pm), meaning there is a good supply of killers throughout the day for them. The game is broken at both ends.

  • It's been a bug in the HUD well before the last update or 2. Every time I or someone else goes to 2nd phase, it's not updated (still shows a I instead of a II) and it's extremely ridiculous how such a fundamental necessity of gameplay has STILL not been fixed. I can't count how many people in matches I played in have died due to players thinking they'd be safe for another hook when they're really on death hook. If other players knew they were on death hook, they'd be able to take a sacrificial hit & spare them immediate death. Is it something to placate complaining killer players (I play killer but don't complain or feel entitled to 4k's every match)? I don't know. What I do know is that it's beyond ridiculous how it hasn't been fixed and is being put off until MAYBE the anniversary update.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2964512#Comment_2964512

    Oh yes, it makes sense. Skill checks are client-side but if the time rewinds it's insane. As survivor the "worst" it made me do was to drop a pallet or vault because I moved back 50cm while doing the action.

    (I just got your name btw, nice one ^_^)

    https://forum.deadbydaylight.com/en/discussion/comment/2964498#Comment_2964498

    The stutters made me miss several blinks (basically lose a chase), and miss many hatchets. But for M1 killers it felt even worse. (If I recall, it was messing-up with the loops and mind-games)

    Haha thanks :)

  • @soulfire22 said:

    unfortunately silver is really childs play, im at iridescent 3 atm, reaching towards 2, and you will find that the ranking system for survivors becomes even more bs.

    get into a match against trickster, evade him around gen, finish a generator, unhook a team mate, win a chase, escape the match. depip. i really dont even understand how you can escape and depip, that is the most confusing thing i have ever seen in my life.

    but yeah, iridescent is a thousand times worse to pip up in. so if you think its bad now... i got terrible news for you...

    Gold & Red/Iri seem to be the exact same regarding where the safety pip bar is and the effort needed to pip and how easy it is to depip. I literally see no difference between them and the effort I had to put in to reach Gold 1 vs the same to reach Red 1. They both suck with how easy it is to lose progress due to some lazy no-skill jackass killer or any other reason killers would have to finish a match fast & tunneling out a player. Even if they're not a bad killer but are working on a challenge that requires them to play scummy, that's all it takes.

    I've had game crashes that resulted me in double de-pips which really pissed me the ######### off.

  • I think the Yamaoka maps have some good spots for boons too. That one spot in the Family Residence is hidden well though I'm used to seeing totems pop up there.

  • Does that mean at Prestige 4, the bloodweb would be the same size as it was at Prestige III-50 since perks aren't lost anymore and you're not going back to the drawing board? I don't see a reason to have any prestige levels beyond 3. A player's devotion of the game is already reflected by their devotion level, doing the same thing with Prestige would be redundant.

  • Every time I booned a totem with it, I was out of range when the killer left me lying and later on when I was downed in its range, they snuffed it or camped me so that I had no chance of getting up and running away.

  • One of the biggest BS things is how an afk killer can result in a depip in gold or red ranks but if the killer dc's early on in a match where you barely did anything, you're safe from the depip as a survivor. Pisses me off getting punished for something that's not your fault, which this game loves to do. Same for when your game crashes or network dies mid match. Why can't the game give an error code that could be redeemed much like BP or charm codes in the shop for lost pips, items and ban reversals? 99.9% of my dc's are due to crashes caused by Unreal Engine and an error reporter pops up every time that happens. That reporter could easily give out tickets that could be redeemed in the manner I described above. I know it sucks for the others in a match who have to make the best of things, but players suffering from issues not caused by them should not be punished when those issues are already enough frustration. By that logic, players who kill themselves early for being caught early in the match should get the same punishment.

  • I remember one time I had a match on Ormond and one of the survivors was teabagging a team mate I had hooked and I got them & killed them on hook too. If the game had killer unhooks where killer-unhooked survivors would be immune to attacks and hooks for like 5 min, I would've unhooked the one getting teabagged and let them leave. It really pissed me off seeing that.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2964504#Comment_2964504

    There's more than one hook nearby don't pretend like there aren't at least 2-3 hooks you can reach, I'm not arguing that the strat isn't annoying because it is but there are way worse maps than strode to run that on and the survivors are always guaranteed to lose because if they adopt that strat then nobody is doing gens and always trolling and forcing the wiggle out or getting themselves up with no mither but they always run back to the same area when they employ this strat, regardless they will always lose and it's more of a frustration than an exploit

    There is no pretense. I've had matches where I downed survivors in houses and there was no hooks in the house and by the time I reached the street, they wiggled out and the same survivor would go back to that house knowing they were safe. When a map forces you to bring Iron Grip or Agitation to make it to a hook for survivors who don't even have Boil Over on & without any hook altering offerings being played, then it's a bad map, which this one is for FAR more than that reason.

  • I've been screwed by jitters during chases and skill checks where the skill check dial jitters and messes up my timing, resulting in me getting caught & dying a bunch of times. But I guess things like this aren't important to BHVR. Just get more content rather than fixing the broken game.

    Still no fix to the HUD either which has resulted in many deaths of myself & team mates who think someone who they weren't aware went to 2nd phase still has a whole hook to go before death. Shame on BHVR for not making that & the jitter issue their first priority.

  • Doesn't even have to kill themself, just bring Jeff's perk, unhook and goodbye to the hook for the next 3 min lol

  • I'll keep saying it, that reworked piece of crap of a map brings the worst of survivor & killer worlds with the cheap strats used by survivors and the easy open areas for the killers to easily down survivors. No skill required like the old map, which could've been tweaked for fairer loops without creating this apocalyptic plastic Toy Story looking atrocity that looks not a damn thing like Haddonfield but more like a toy town that was dropped into a scaled down model of Central Park. If it wasn't for the jack o lantern & the Strode Realty sign, I would not think it's Haddonfield in any way had I never played the game. This is what happens when BHVR caters to spoiled entitled brats who believe they're entitled to have 4Ks on every map & killer without having to work for it like many of the really good killers I used to watch on stream who have left DBD were able to do on the old Haddonfield and many other maps. By this logic, might as well expand Lery's to have wide open hallways because it's not fair to Huntress.

    I hate to see what they'll be doing to RPD after this atrocity, after I've been getting a lot more comfortable playing on it as survivor & killer alike. If Crappedonfield is a sign of the future of DBD map design, then it's really bleak.


  • @ResidentEvilSafeRoom said:

    Mikaela, Nea, Yoichi, Cheryl, Feng, Elodie, Ace, Meg, Nancy, Steve and Claudette deserves to die.

    I give Bill, Kate, Yun-Jin Lee, Adam, Jake and Dwight the hatch. They're cool mfs.

    I like Yun Jin but I met plenty of players who play her in my killer matches that I hated. Same with Dwights and some Kates. I usually let Megs go since I don't get too many toxic ones. Some Fengs (if they have a facemask on or have dyed hair, they're dying--dead giveaway for toxic Feng), Bills (most are cool), Jakes (other than ones who break hooks) and sometimes Ash. Davids can go either way (no pun intended haha) depending on how they play and same with the Yuis I've gone against. Jonahs & Felixs are usually cool and most Zarinas too I guess? I almost always kill Mikaelas, claudettes, cheryls, Leons, Steves, Nancys, Elodies, Quentins (mostly #########) and Janes (######### head on--I would love to see what happens to someone in a horror movie who tries doing that to Jason, Michael, etc). Yoichis seem to be cool so far.

  • It's a dumb challenge because it pretty much requires you to expose yourself to the killer early on and get hooked by them while there is still time to unhook your unhooker if they happen to get hooked as well. In my opinion, any challenge that requires you to play in a style that is contrary to your survival is dumb and counter intuitive. It contradicts the very key element of survivor mode. And I say the same about that damn basement hook challenge in Tome 1 Level 4 where you have to hook everyone in a match in the basement, but that's a dumb one for toxicity reasons regarding the scumbag way a killer player has to play to get it done. And just think how many times they have to play like that to finally hook all 4 in the basement because they sure as hell aren't getting it done on their first try with players not being dumb enough to get near the basement when they see 2 or 3 of their teammates die there (plus 1 dc is all you need to ruin it). I really question the people who come up with these.

  • The current cap is stupid and too low. It's way too easy to hit 1 million when you're saving up to prestige a character but are not ready to do it yet because you still have a lot of items you want to use before you lose them and are getting more & more BP from all the new & past Tome challenges you do. I know they're changing the prestige system, but that sucks to someone who's been doing it the hard way, so I'm not a fan of the change.

    A compromise would be nice, where if you go over a million, you would have like a month or 2-3 weeks to accrue however many BP you want but would have to spend the BP within that time or lose them. The timer on the 1 month or 2-3 weeks would start as soon as you're over 1 million. Then once you're at exactly 1 million or below 1 million again, the timer on that extension would reset and not start again until the next time you go over. I think that would be fair.

  • @Crowman said:

    It's not a simple thing to fix, because there are valid reasons to camp and applying a blanket fix that hurts legit strategies is not what the devs want to do. That and previous attempts have lead to survivors abusing the mechanic as well.

    Not when there are 5 4 or mostly even 3 gens left. The game should easily be able to track that by comparing the camping to the amount of gens left and the match timer with how much time elapsed, since I'm pretty sure every match is clocked somewhere. My main exception is toxic survivors but I'd rather not have to deal with the overwhelming about of bad killers who can't play and camp than deal with an occasional toxic survivor who I punish by camping as killer.

    Seriously, how the hell do new players ever expect to improve in this game if they play like that? When I started playing killer, I took the losses like a champ until I learned to play better. It made me realize what I was doing wrong and fixed it rather than get rewarded for trash, no-skill play, which would only keep someone in playing like that if they don't learn the hard way. That style of play is pretty much DBD's version of a participation trophy. ######### participation trophies!!!!!

  • Yeah, nothing you can do to repay the debt at that point. Though last week or maybe earlier this week, I could've sworn a Nea I went against as killer in Gideon took 4 hooks to die.

  • I hate it because it should give you credit if you unhooked them before they unhook you or if you unhook them after so that you're either getting paid back the debt from another survivor or are paying them the debt. That would make it so much less of a pain.

    What drives me nuts in this game is when you have a challenge like that active and don't get progress on it for several matches, meanwhile your matches had some things happen where you would've gotten credit for other challenges that were not selected. That drives me absolutely nuts. Instead of changing the prestige system, which is a middle finger to those of us who did it the hard way, they should allow us to choose up to 5 challenges in a Tome or across multiple Tomes so long as the challenges of those tomes don't share criteria, meaning you can't select more than one challenge for doing gens, cleansing totems, hooking survivors, etc.

    Such a change would kill so much frustration I have when I'm done with a match & realize I would've gotten challenge B done had I not had challenge A active. The worst is when you try a challenge for a bunch of matches, don't get progress and then decide to switch to something else and in that match where you change, you would've ended up meeting the criteria of the challenge you had just de-selected. I'm sure I'm not the only one that's happened to.

  • @Canas said:

    Mikaela Reid. She deserves to burn in hell for giving us boon totems as a mechanic, mostly Circle of Healing.

    I blame BHVR for that though. circle of healing would be far more tolerable if it was only applicable to each of the 5 totems of a match once & only once. The implementation was atrocious and whoever thought it was a good idea should be fired.

  • I play a helpful Nancy (and everyone else I own along with Bill who I main). I hate leaving team mates behind. Most of my games since the MMR/matchmaking changes they made about a month & a half ago (where I've been consistently getting paired with baby survivors when I'm at red rank who just stay on gens and let people die on hook), if I don't get my ass off a gen I'm working on while someone is hooked, that person will die on hook because nobody else gives a #########.

    As for me, I've began to really hate claudettes. I've come across some very toxic ones and ones who are just useless and hide or stay on gens for the whole match. So I'd say I wouldn't give hatch to them, toxic Nea's or toxic Leons. As killer I run into a lot of Nancys and Jills too I don't like, not to mention Mikaelas.

  • I main Myers and been using Dying Light a lot to slow down matches not only of his but other killers I have too. The Nemesis perk of Oni's is another one I've been using on him with the add-on that lets you stalk the obsession 40% faster. Monitor & Abuse on Vanity Mirror Michael is really good too.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963495#Comment_2963495

    on the contraty, make it punish lazy survivors. Every survivor who cleansed a totem becomes immune to the instadown.

    I like this. In fact I'd say give them a token for every totem they cleansed where each token would grant them like 30-60s of protection from being instadowned where they could choose to leave or search for the NOED totem and get rewarded extra bloodpoints for their altruistic effort (much more than what is currently rewarded). The HUD would have to be altered a bit to give survivors tokens for a killer perk but it could certainly be done.

  • I hate everything about the rework: the big open spaces, the fact that it looks nothing like Haddonfield but more like an apocalyptic version of central park if it had a town/village of destroyed homes built within it, the plastic look/vibe of everything with the stupidly huge houses that make it feel like you're playing a Toy Story game, the spawns of the gens, the stupid dark houses that encourage Blendette strats (one of the shittiest survivor play styles), and how it's garbage in comparison to the old map.

    Was the old map perfect? No, but it could've been easily fixed to keep its nicer overall layout & visuals that FAR more looked like Haddonfield intact while fixing loops that made it a pain for killers by shortening some loops and adding breakable walls and even breakable fences and trees/bushes. If you get Legion on the reworked map, pretty much give up and don't even bother. Same with many other killers now. What pisses me off are the players who think the new map is good because killers are owed 4Ks in every match which is nonsense. Not every map is supposed to be good for every killer. Good killer players were still able to get 4Ks on the old Haddonfield, just not as easily. I had great matches as Trapper on that map along with clown, Spirit, and Doctor and went up against tough killers who got 4Ks against SWF teams I was part of who played as Pyramidhead, Nurse, Demogorgon, Nemesis, Trickster, Hag, Blight, Twins and Deathslinger. Killers like Artist with her birds and Pinhead with his chains would be good on that map too if it existed upon their release. I had some of my highest # of basement hooks on that map.

    The real shame is that it only needed some minor tweaking to make it fair to both modes of play and instead of that we got total desecration of a once fun map. As a player who splits his time between survivor & killer I even hate playing killer on the reworked map because it's not a fun challenge and brings the worst of 2 worlds (killer & survivor) instead of the best--such as open spaces outside and even in the houses if you catch a survivor there or are caught by the killer, little area to use stealth tactics outside, stupidly big dark houses that encourage cheap Blendette strats, houses that have no hooks where if you down a survivor & try to take to a hook on the street without iron grasp or agitation you will never reach it without the survivor getting free, and all the stupidly destroyed houses with gaping holes in the walls and floors that ruin chases for survivors.

    If DBD really evolved with some revolutionary changes, the killers would be able to interact with the houses, rooms, and objects of maps like the old Haddonfield & every other one in the game (kind of like the Friday the 13th game had with counselors being able to open drawers, lock doors, and Jason being able to break down doors, etc but more advanced) where they would set up items of theirs and passing survivors would trigger killer instinct much like Ghostace does when he's revealed or Victor does for the twins when you switch to charlotte. Something like that would make DBD a far more interactive game and one where the survivors would have to pay attention to their surroundings to deactivate the killer's items or risk getting caught. Just imagine if dull totems for example could have things like that applied to them. How much more fun and chilling would the game be with survivors not knowing that a totem they'd find or one that is hidden amongst them that they have not yet found could be reporting info to the killers? Now that's the type of game I'd love to play.

  • If they'd add the level 70 charms like the Blood Moon to the store along with the survivor mini figures and any other cool charms (like Neacrow which I have but I'm sure others who don't would like to get), I guess I'd be happy with that so long as we could get them with both iridescent shards and cells and that they would be priced cheaper than cosmetics for the most part given how there are fewer cosmetics than charms and how it was always easier to get the charms in the rift than cosmetics; excluding Level 70 charms of course). I don't think they have yet added that Bill outfit I got on the free side of Rift 7 to the shop after someone in a match lobby I was in asked me where I got it & how they didn't see it in the shop. Maybe the cosmetics are like 5 rifts behind or something? I'm not sure. This is the one I was referring to:

    image.png

    I still say the smartest thing they can do is re-release the entire rifts considering how much money they'd be able to make along with getting players to grind it out & play DBD & re-add rift fragments (maybe special ones they could name Compendium or Legacy Rift Fragments) to old tomes & have them retroactively be awarded to players whose accounts are detected not to have unlocked those rewards & levels in the past but who already completed challenges from the old Tomes or will in the future.

    It would be a nice thing for the 6th or 7th anniversary. I'd say 7th in case they're too busy now and need a year to implement such a thing.

  • Yes not only should self unhooking activate Decisive Strike, but it also grant Borrowed Time, Guardian and any other unhooking perk to those who have such perks equipped. It's ridiculous how these effects haven't been implemented for self unhooking after all these years. This means that the mechanic of someone automatically dying on their 1st hook if all other survivors died or left the match should be changed to give that player a fighting chance if they bring BT, DS, etc.

    Also, I think it's BS how Deliverance gives the broken status when a survivor has to use up a slot for it. Why is someone who earned the right to unhook themself after unhooking someone else while having that perk equipped being punished? Especially when that perk becomes useless if a player bringing it is hooked before unhooking a team mate? And even more so with the garbage matchmaking there is now where unless I'm SWF'ing, I end up playing with players who let me die on 1st or 2nd hook in the solo queue while they just stay on gens because they're new players and don't like sticking their necks out? How much more BS punishment should players who bring Deliverance get when nowadays it's a necessity for those in the solo queue?

    Furthermore, players in the solo queue should be getting a 5th perk slot that is automatically filled with a Deliverance perk that does not make them broken with all the new/bad players they get teamed with these days. How hard would it be for the game to detect that the players you're playing in a match lobby with are not on your friends list, thus confirming you're not on a SWF team and granting you that 5th slot? Not hard at all, just requires some time and coding.

  • You either don't play survivor or play as part of a SWF team then. What I described is the shittiest form of balanced, where it has stuff that both sides hate rather than playing on things that are fun for both survivor & killer. Having wide open spaces is not fun for me as killer because it's boring and presents no challenge. Michael Myers whose map/realm this is can't even get proper use out of his Vanity or Scratched Mirror add-ons on his own damn map due to those wide open spaces, and even inside the houses his slow speed really kills of any advantage he has with Scratched Mirror once the survivors get outside and his terror radius giving him away for Vanity. Not to mention that it looks less like Haddonfield than the old map did. The only nice touch is the detached laundry room where Annie in the original film gets caught in the window being added, but that addition is just not worth all the cons.

    I'm beyond fed up with the new map and the trend of no-skill lazy bum killers who tunnel and/or camp from the very start of the match to the very end, which is the majority of the killers I face these days (the good skilled ones who don't resort to that are now the exception). Add onto that the fact that they altered the MMR so that if you don't SWF, i.e. you mainly or solely play the solo queue, you're 90% getting teamed up with beginners (yes as a Red I rank that's who I'm getting teamed with for the past month since the change in matchmaking happened), and it's a shitshow. At least if they had the old map as an alternative so that matches in that realm could occur in either one, it would help make it more tolerable. At this rate, every time I get this map, I will just let myself die and get the match over with ASAP because it's gotten to the point where it's disgusting and not fun when either me or a teammate gets tunneled from the start or left to die on 1st or 2nd hook, or worst yet both of the above. I'll do the same with Legion, who was already a pain in the ass before & is now impossible to deal with, especially against a tunneler Legion, but that's another topic.

    As I write this, I just now had a match on the reworked map against a Ghostface who tunneled a fellow teammate while proxy camping and then came after me where I died on 1st hook. Screw this game if this is how things are and players who don't experience this ######### don't want any alternatives. Had this game been like this 5-6 years ago, it would've been long dead. It's already slowly dying now.

  • @Chaos999 said:

    This kinda sounds like "I like easy games that I can't possibly loose"

    So yeah, no. Asking for something that's unbalanced in your favor isn't reasonable.

    No that's not what I'm doing. I had good & bad matches on the old map as well. The new map is built to make survivors lose & is frustrating for killers too inside houses.

  • I know from my own matches and statistics I've seen from watching streamers who play solely DBD that the reworked map far favors killer with how far you can see compared to other maps. And that's without your usual tunneling or camping killer with the likelihood of surviving the new map. The majority of matches I've played and seen that weren't 4Ks for killers only had 1 or 2 survivors. And with the crappy new MMR that keeps matching me in the solo queue with beginner players who keep letting me die on 1st or 2nd hook, having just the reworked map is a big liability.

    I play both survivor and killer about evenly, and as one who plays both, I don't think there's any issue having both in the game. Players who are good enough as killer have had very good matches on the old map. By your logic, they should remove all but 1 of the Badham/Springwood maps.

    I do agree that we need more maps that have positives and negatives for both sides, but the reworked Haddonfield is not one of them. For me, it's the worst of 2 worlds---has the wide open dead spots where the killer has tons of visibility that ruin survivor matches (especially against a Legion or Huntress) and for killer it has the houses where you can down survivors and have no chance of hooking them unless you waste 1-2 perk slots for Iron Grasp and Agitation. I thought Hawkins was one of the best maps that had elements that were good for both (great potential for good & bad matches as both killer & survivor) but that one's gone.

  • @Tranquil_Blue said:

    Ok, I'm gonna be honest. This is pretty good.

    I noticed the resemblance for a while & had it finally get it out to the public. After posting this, I played Bowie's Let's Dance song while playing a match on the Red Forest and got a cool Trickster 😀

  • @Pulsar said:

    You have reminded me that Mr. David Bowie is dead.

    Shame on you

    He should be remembered though. And now he has another legacy he left ;)

  • I don't know how that was possible when the fences were high (certainly higher than they are now) and you couldn't see where the survivors were on the other side other than the vault spots). I definitely remember hitting survivors through the vault spots but not through the solid fence parts. Unless you mean the smaller fences. I don't think I ever tried hitting through those before, or if I did, I forget.

    These tall fences on the old map are the ones I was mainly referring to btw:

    image.png

    I remember there were smaller ones on the front yards of the houses. The new map only has the smaller ones from what I've seen so far, even between the various properties/houses on the map (on the sides of the houses), whereas before I believe the small fences were only on the front yards while the taller fences divided the properties on the sides of the houses.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2925089#Comment_2925089

    I have 100% m1ed survivors over the fences on old haddonfield

    Maybe it was a bug when you did it because I tried a few times and always hit the fence and the rest of the times I played on that map, I had to go around. Everyone I ever saw stream the game as killer went around as well. That was the very point of the fences---to provide loops, which is why they had vault spots in the middle. If the fences would've been able to attack through, then the vault spot & fences themselves would've been pointless.

  • @MaTtRoSiTy said:

    There is something that can be done - do gens, leave him to his one kill and then get out.

    Unfortunately you are always going to encounter the random moron who plays like this and while the spoil the match for the poor sucker on the hook, they also can't be having much fun standing in the same spot for most of the match.

    I have never seen the same Bubba player I saw face camping someone out of the game a year ago still doing the same thing. They all bore of it eventually and end up wanting to actually play the game from what I can tell. So punish this play style but doing gens and getting out, you cant save that one person.

    There's an easy semi-fix to that. If they change it so that players who bring both Deliverance & BT who unhooked someone earlier are on the receiving end of Bubba's face camping, them getting the endurance effect while unhooking themselves would give them a chance. I would change Deliverance to remove the broken effect (which is BS since you have to use up a perk slot for it, plus it could only be performer once per match and may even be unusable if you get hooked before you unhook someone else---so having Broken take effect is an insult). I'd also say give them added/longer endurance that players getting unhooked by another player don't get because those players have the benefit of the unhooker taking a hit for them whereas someone unhooking themself wouldn't have that benefit & should get more endurance. It could be set up to detect & only kick in when a killer is with a certain face camping range of the hooked survivor.

  • No you could not because the fence was higher. The only way you could hit through the fence before was through special attacks like Pyramidhead's.

  • I got an easy 4K with Spirit without even trying. I'm not sure if they even got a single gen done. In fact, windows was messing up as I played that match and was selecting other app windows, and I still destroyed everyone. I felt dirty playing on that map and having that easy of a time that in my 2nd match as Wraith I let 3 survivors go because it was a slaughterhouse.

    Also, I found it laughable that I was able to down survivors on the other side of the fence with Spirit's main weapon (katana) when that would've never happened on the old version of Haddonfield, it's a completely broken map.

  • @[Deleted User] said:

    I played about 5 games on it tonight and...I don't know. The deadzones are massive and you're not going to have anything to work with outside of the houses if the game goes longer than 5 minutes. They owed killers a map after The Game and Eyrie, but whew. Good luck if a Nurse hooks a survivor in the street.

    Eyrie is very killer sided from my experiences, other than Trapper since his traps can be so easily seen. Very easy to destroy survivors with so many killers on that map.

  • This update is a travesty. I despise the new Haddonfield map after how much I liked the old one (had some good killer matches there too as Clown, Demo, Trapper and saw other players having good ones as Hag, Pyramidhead, and others---I'm sure Artist would've been good on it). And besides that, my game keeps crashing ever since the damn update after running mostly stable for the past couple months since the Sadako update.

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