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BrightWolf

BrightWolf

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BrightWolf
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  • Bro, grabbing someone while they attempt to vault or are on a gen is more common than being grabbed while unhooking. In my six months of playing killer, I've grabbed maybe one person while they went for an unsafe unhook.

    In my other six months as a survivor, just do gens. Only go for a save if you know the killer is engaged elsewhere on the map, that way you won't get grabbed while going for a save.

  • None, because I value my life. xD

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278038#Comment_3278038

    I've been playing Wesker mostly since I came back to the game. The difference in bound usability before and after Knight released is night and day.

    I can imagine, I don't own Wesker yet but I've seen clips from before and after this tile increase bug and I can see the difference.


  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276996#Comment_3276996

    "Everyone gets to be an M1 killer because there's too much random crap around to use ANYTHING, and survivors can't really do any sane looping that doesn't take advantage of that former fact"

    perfect balance: fun for absolutely nobody

    God, I'm getting flashbacks to my most recent Trickster game on Mothers Dwelling. Like normally, it's not that great of a map for Trickster to begin with but I can normally make do. But no, with whatever this bug is there were twice as many trees, rocks bushes etc that none of us, myself and the survivors could play properly. In the end, I just double-hooked everyone and let them all go, the survivors all left their items for me as a sign of pity. So yeah, rough game.

  • @CrowVortex said:

    I was trying out the knight's hex, and i'm pretty sure they cleansed that quite quickly, which was surprising. Even plaything and pentimento which i tried against them later on they eventually cleansed. With cross map swarms they react quite quickly but if anyone else is around they just sit on the gen while swarmed which was a bit odd.

    As Dredge they will lock every single locker, if you teleport in front of them during a chase they know before you've arrived at that locker, Nightfall doesn't affect them in terms of inconvience. Stupid with the revenant teleport though. Actually teleported to a random locker and grabbed a Meg, was miles away so not sure what propted that.

    I had this issue testing out Ghost Face, they always knew where I was before I could even get into a position to even stalk, let alone be revealed/exposed by them. The same thing happened while playing Sadako, they just knew where I was going to teleport to before I even got there. Like I don't mind a little bit of artificial challenge, this game mode would be boring as heck without it. But I do not like how much they "cheat".

  • I don't know about learning, but they are preprogrammed to know where Hatch is. XD

  • It's pretty annoying, ngl at my MMR (low-mid) coming across boons, let alone people knowing how and when to use them is a pretty rare occurrence that I don't find the need to equip Shattered Hope every game. But when I do come across players with boons usually when I'm matched against SWF: Seal Team Six or even High MMR players (how I even got matched there in the first place, I'll never know) is when I find myself wishing I had brought it.

    It makes me wish that at least parts of SH could become basekit for Killers, like it doesn't have to destroy the totem, but it can just snuff them back into dull totems and put a timer on them for idk 60s or something so they can't be immediately rebooned or something. I also think there should only be allowed one boon perk per lobby, E.G only one survivor can bring CoH but idk how that would even be possible to police let alone implement.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276870#Comment_3276870

    However Huntress has beachball-sized homing hatchets, while Trickster has random unpredictable boil overish recoil issues, apparently only on console.

    I love playing Trickster, but because I'm stuck using a controller (IRL wrist issues that prevent me from using KB&M) I miss way too many shots because of the weird jank that comes with the movement. Just the overall lack of controller support for console or controller users is beyond a joke, so much would be fixed if it wasn't for this weird artificial difficulty.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277205#Comment_3277205

    Depending on hook placement, map obstacles, and just the sheer variation in Boil Over movement, yes it can be literally impossible to hook someone.

    I've had moments with Boil Over where I'm holding forward, and literally not moving forward at all for over 5 seconds because the counter forces from Boil Over are completely negating any forward movement.

    I got locked in place against a tree and a large rock when I picked up a Leon with Boil Over. I. Could. Not. Move. He wiggled free, and then to add insult to injury he set off a flashbang in my face while I was still in the stunned animation.

  • I try to let survivors do their glyphs if I notice in time, the gamer brain is hard to switch off mid-chase.

  • @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272508#Comment_3272508

    Totally agree. New map is horrible for killers. I just played it for the first time as killer and could barely see scratch marks, plus there are elements of the map such as parts of walls that the exact same color as scratch marks so you go out of your way to locate a survivor that isn’t there.

    This is yet another example out of a garbage product that would take a casual player 2 minutes to identify as a show stopping problem, yet the devs after months of supposedly careful development and testing go “yep, looks good - ready for release!”

    Same, I just got out of a game on that map as Legion. I could not see scratch marks, survivors just melted into the background of the map. ONTOP of that, I couldn't see ANY of the hooks, other than the ones in the basement cause you just have to look down to see those. Hooks are supposed to be highlighted so the killer can see them, but do you think I could? NO! They too, like the survivors blended right in with the background as well.

    Too mang pallets, too many safe loops. Like aesthetically, it looks amazing. But design-wise, hard pass. But I get the feeling it's going to pop up the most in the next few weeks due to it being a new map.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270715#Comment_3270715

    Because it is still a sad fact that you can get blinded from outside of your pov while looking at a wall. No shadowborn or M&A in use. And I'm not talking about those blinds on the saloon you can get in the main building.

    You can't see the person doing the blind bit you still get blinded.

    Oh those windows that look like they should be a wall, but are coded as glass so you still get blinded through them. -_-

  • @Katzengott said:

    Sneaking around in the corners of the map and start running when i heard terror radius, right into a chainsaw. :D

    You too huh?

  • I had heard about DbD from my friend, who was looking for games to play during the lockdowns in 2020. He was a Spirit main and had played survivor a few times for a laugh and he recommended the game. So a sale comes around and I buy DbD and a couple of chapters, because why not.

    Anyway, my first ever match as a survivor was against a face camping Bubba. 8D

    I don't even think we had loaded in for all that long either, literally my friend (who had introduced me to the game and was helping me get started) and I had just found a gen, and hadn't been working on it for long before Bubba just came out of no-where. I took a hit and my friend and I scattered, I hid in a locker (a rookie mistake I know), got pulled out then hooked. Bubba just stood in front of me revving his chainsaw, I got to second stage before my friend and a random distracted Bubba long enough to get me unhooked, but I must have somehow insulted this Bubba's family with my mere existence. Because he chased, downed and hooked me again...Thus ended my first-ever game of DbD, luckily I was just confused as to what was going on to be mad or upset. I don't know if that was my friend's MMR dragging me up or just MMR trying to figure out if I was a smurf or something, but man, that was quite the introduction to DbD.

    Nothing in comparison to my third game where my team and I were 4-man slugged by a wraith, just four minutes of bleeding out because the player was being an asshat. Like I get it, he was probably frustrated from a previous match but there was no need to do what he did.

  • Shattered Hope - honestly, I think parts of it should be made basekit at this point. Like, I rarely encounter boons so it doesn't make sense for it to be part of my build, but when I do come across boons it makes me wish I had it. Especially if one or more survivors brings it with them.

    Whispers - I suffer from hearing issues irl, so anything that would help me narrow down survivors faster would be good. Also maybe giving aura reading on darker maps would be nice?

    Ruin - From what I've heard, this perk was gutted six ways to Sunday and had been rendered pretty useless. So either they need to revert the nerf or give it a halfway point in stat's.

  • @tippy2k2 said:

    I have. While it's nice when the killer goes for the unhooker rather than me since I have no control over the situation, I understand why the killer would go after me instead. It sucks but I'm irked way more at my fellow survivor than I am at the killer

    As killer, as long as the unhooked doesn't choose to get in my way, I'll go after the unhooker instead (though if you actively try to stop me with body blocking, I'm waiting out bt and putting you back up on that hook).

    I'm the same when I play killer, I try to go after the unhooker. But if I keep running across the same survivor because the others are ninjas, then I'm going to have a pang of regret but hook them because that's the game.

  • @Phantom_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043108#Comment_3043108

    I play killer and don't need to resort to petty actions to win.

    I mean, if you want to be technical, 360-ing is an exploit that has never been fixed. So a killer being able to bodyblock a hook, while scummy is just them using an exploit

  • Think this Otz clip sums up GoJ pallet spawns quite nicely. https://youtu.be/s3Lt2Ku2h2w

  • @Smoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266335#Comment_3266335

    Trickster falls under the same type of horror that movies like American Psycho and Alfred Hitchcock's Psycho is part of, Trickster not looking scary is the entire point of his character as it's part of his facade to hide who he truly is behind a mask of normalicy, same thing Patrick Bateman and Norman Bates does in their respective movies.

    Trickster is as much horror as they are and fits dbd as much as those 2 characters would should they ever make it into the game.

    Took the words right out of my mouth! This is why I find Trickster scary, because he's a chameleon he blends in with the rest of society...well as much as a KPop Idol can.

  • @GannTM said:

    I think I see the problem here. You didn’t mention Spirit at all who is a top tier killer and apparently you don’t play her. Playing DBD without associating with Spirit is actually scientifically proven to be very bad for mental health. Everyone that doesn’t play her goes through this at some point, but it’s hard to know that something is wrong until you start to see what she’s like yourself.

    In all seriousness I do recommend her, she is fun c:

    I recently brought Spirit during the Halloween sale, I might have to try her out at some point. And pray I don't get matched against seal team 6. XD


  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265940#Comment_3265940

    I never understood the Trickster doesn't fit claim. He's a human serial killer. Plenty of horror novels, short stories and movies feature a human serial killer.

    On a side note, TBF to Dwight's "toilet paper" outfit. It is meant to be a Halloween costume.

    I will defend Trickster when it comes to him being "scary", now he may not look as scary or intimidating as say, Huntress, Doctor, Bubba, Wraith or Trapper. But that's the point, Trickster's scariness comes from the fact he's so human, so ordinary looking. Handsome? Subjectively yes, but for the most part normal. Put Ji-Woon in a line-up of known criminals and murderers and you would be hard-pressed to pick him on sight alone as a killer, because he looks just like the average guy you'd find on the street or walk past in a shopping centre. It's how he was able to get the jump on his victims because he was so "ordinary" *dodges throwing knives*.

    Not to mention he has the celebrity status as an extra line of "defence", any off-kilter behaviour or oddities can be hand-waved away as a stage persona, it's how he was able to incorporate his signature knives (and I think his bladed bat) into his performances because he was able to convince Yun-Jin (among others) that they were just for show, mere props, certainly not dangerous items or him flaunting his signature murder weapons on stage for all to see.

  • @Pulsar said:

    https://us.v-cdn.net/6030815/uploads/G5X2R8FAY3KD/maxresdefault-6.jpg

    Dio from part 1 of JJBA.

    Vampire. Check.

    Tons of cool abilities. Check.

    Master troll? Check.

    Tons of personality. Check.

    https://us.v-cdn.net/6030815/uploads/QFXVC9MSDIJ2/dio-walking-up-wall.gif

    Honnestly, I think JJBA could work. Like it'd be silly and campy, but DbD can be silly and campy from time to time.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265953#Comment_3265953

    No, please. Resuscitate the nerd. :) I agree with you about the social contagion aspect. You should make some posts about your ideas. Let your nerdiness out :)

    The nerd will wake up eventually, she'll be fine *pats head*.

    I think I'll write down my ideas in a post someday when I have more than just a rough story idea and killer/survivor outline, as I'd really need to go into details about potential perks, add-ons, killer themed map, survivor(s) etc. As Salem Witch and/or Witch Hunter could be a very interesting killer/survivor concepts that'll need some proper dedication. :)


  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264990#Comment_3264990

    Wow. That's a cool lore idea. I like it. It makes me feel terrible for the Killer though lol

    But on that note, I still desperately want BHVR to do a "twist of fate" chapter. It's where, at the moment the Entity takes someone and makes them into a Killer, they were instead turned into a Survivor in either an alternate reality or a different timeline. Spirit, for instance, could be an amazing Survivor as Rin. And imagine having Rin and Spirit in the same match. You're facing your alternate reality, your shadow self. It's the kind of sick, twisted game the Entity would enjoy. And your idea would also work really well like that. I wonder if they could even start expanding the lore amongst characters, like maybe Michaela and your character have some sort of ancestral history.

    Thanks :) I've been reading about the Salem Trials on and off over the years and I feel so terrible for all of those people who were unjustly murdered because they saw death as being more "merciful" than being allowed to live, but being shunned by society because they were branded as a "witch". So the idea of a sympathetic killer (especially if the Entity has to manipulate them into becoming a vengeful killer) is pretty easy to write from there, she or he was unjustly accused by people who were afraid or (even darker) because some neighbour wanted their land or livestock

    It's also just interesting from a historical standpoint to observe a social contagion, literally paranoia brought on from stress about being strictly religious, the paranoia of being in a foreign land amount other trials and hardships the entire town practically turned against each other, all over an extreme fear that was mostly a holdover from the old world. Said paranoia being born from and then exasperated by the Malleus Maleficarum which was written by an insane male priest, who was upset that women were allowed to be priests and spread the word of god in the small French town he happened to travel through. Anyway, a happy note is that the Malleus Maleficarum was rejected and denounced openly by the church as nothing more than paranoia and jibberish but because Jane and Joe public are impressionable idiots the MM spread as true gospel.

    Anyway, *suffocates inner history nerd back into coma* I really do like your Twist of Fate style event idea. I've always been a fan of "Gender Swapping" or "What If" AU's for games like DbD, Overwatch, LoL etc. I think it'd be a neat idea to have them as skins or cosmetics. Legion having Meg, Dwight, Jake or Claudette "cosmetics" while those survivors have the Legion cosmetics. Would make for some very fun chaos, trying to figure out who is the killer and who is the survivor, could make Legion's trailer actually have lore relevance. XD

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255005#Comment_3255005

    If the killer is outclassed by the survivors, yes obviously. If they are the same level though, can you really claim that?

    I've had killers with one or two perks who are attempting to tunnel, but we have more time played so obviously we outskill him as we have more hours than him. But it is questionable in the first place that we get to play vs a beginner.

    Is it a skill issue if survivors get to end game and killer has no hooks but he has NOED and end up getting a 3k because he caught the team grouped up in gate trying to open it? He sucked all game long, but now he got a 3k cause he made one good decision and NOED (or maybe you could think of a different end-game perk) handed him a win. Although by his performance all game his skill was lackluster.

    I'd still call it luck of the draw, they werent good as killer but it also meant that you or your team didn't do any bones. Mostly because you didn't "feel" like you needed to, because you gauged and correctly assumed as skilled players that you were against someone less skilled. So it allowed them to come back in the end game thanks to NOED, yes it sucked that you basically ran the killer all game and got your objectives done but you still messed up because you assumed that the killer didn't have NOED.

  • @GillyBeannn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265017#Comment_3265017

    It seems too me that all the legion shares the same hand model. should really change that as well

    Apparently, all masked killers have modelled faces, so it's definitely possible that Suzie and Joey share scaled-down versions of Frank and Julie's models and rigs just to save on animation.

    Would be nice if they did get their own unique models and voices, even if it's likely not going to happen at least for now.

  • @Mandy said:

    Just going to correct some information here...survivors are not confirmed to have a version of Unbreakable as basekit at all, this was something that was only early tested on a PTB with the Finisher Mori, it's not confirmed to go Live, it's also probably not the final rework of the Finisher Mori as the team is addressing a lot of the feedback that came from the test.

    Oh I must have misunderstood about the basekit unbreakable and the PTB, I've seen so much conflicting information that I must have mixed it up somehow. My bad.

  • I love your idea for an Ancient Egyptian chapter with maybe a deranged mummy priest/priestess as a killer, with a Brenden Fraser-inspired survivor. Like imagining the Mummy's Mori is kind of terrifying, like shoving the survivor inside a beetle-filled sarcophagus where they're eaten alive by the insects or they're wrapped in bandages and then pulled inside a sarcophagus where they're then buried alive by being dragged under the ground (similar to Pinhead's Mori).

    Personally, I'd like to see a Salem Witch type killer. An innocent person who was accused, tried and almost executed for Witchcraft during the Salem trials. The Entity takes them and kind of brainwashes them into being loyal to it by giving the magic/witch powers and casting an illusion over them to think that survivors are their accusers (similar to how Slinger sees survivors as the ones who wronged him) and tries to get vengeance on them for their cruel treatment of her.

  • @HugTheHag said:

    If you mostly play killer, then you're sure to see more salty survivors than the other way around. But salt is equally distributed when it comes to losing, I can assure you. It's just less prominent in killers since they 0K less often, at least in my experience.

    Semantics aside, yes, some people will be salty no matter what happens. It's not even a skill issue, since there are plenty of salty players in higher mmrs as well.

    Try not to take to heart the mean comments. If you're playing fair at relatively low/middle skill level, you'll meet plenty more nice people who'll be cute in the chat, and it will feel better. =)

    Exactly, I've gotten salt from a survivor who played extremely well all game and ######### up in the EGC. He (a David IIRC) got downed, hooked and left to die by two of his team. The only one who remained behind was a Mikeala who tried to go for an unsafe hook, but because she was already injured I was able to down and hook her as well. They were so salty in the post-game chat, especially David, calling their team useless for leaving him to die. Calling me a bad killer and a baby killer which I was at the time, cause I had only been playing for a month. LMAO.

    Like, just because you played well, doesn't mean you're entitled to a win/escape. Like I get it's disappointing to go through all that effort just to lose, but it's not the end of the world.

  • As much as I love Trickster, I definitely think he is a low-B high-C tier killer. He's a little too map-dependent, but that's not always a bad thing. I do think his main issue is his lack of mobility, especially on the larger maps. On large maps he just struggles to apply gen pressure, especially against really well-coordinated survivors (swfs or otherwise) who bring gen-speed repair perks. He also is pretty weak when it comes to looping, especially high walls. Like I completely get why he, as a ranged killer is slow, but again it just leaves him being played like an extremely slow M1 killer because tall walls negate his power. And again, if it's a large map with high walls and really spread out gens, Trickster might as well just go wait in a corner for the EGC and try for some plays there.

    Then there's the artificial difficulty with his recoil, IMHO it is complete bull mostly because it's just "random". His recoil, IMHO is at its worst with a controller (though I think this is a controller support issue across the game and not just with Trickster) which gives him another factor of artificial difficulty that he really doesn't need. Players can't adjust for random, it's just there because the devs couldn't think of a way to balance his power properly.

    Anyway, my 2 cents when it comes to buffing Trickster would be to either reduce his terror radius/lullaby so he can be more stealthy (in character with his lore and how he would stalk his victims), buff his movement speed to 115 to compensate for the larger maps and when he enters Main Event his movement speed drops to his current movement speed. I'd also remove the BS recoil so that way I know that I'm missing my shots because I suck at aiming, not because some RNG decided that I should miss that particular shot.

  • I'm too lazy to edit my older comment, but as of today (three DDS back-to-back OML KMN), I'm really starting to get very annoyed with Dead Dawg Saloon. Especially all the gens that spawn on the upper levels of the buildings, like they're not overly strong perse. However, they are a little too "safe". Too many exits for survivors and the Saloon itself feels incredibly strong. Not to mention the gates spawn too close together and the hooks are too far away from each other. I know people say it's a killer-sided map, and in some aspects, I'd have to agree, but I have to call a bit of BS on other things. Maybe I'm just unlucky, and just get really good survivors when I get taken to the map through RNG (it's never an offering) but I am never in for a good game on that map.

  • I have noticed this too, private profiles are always a bit of a red-flag for me. Even more so, if the profile isn't private but is a low-level steam account with only a handful of hours on DbD, yet they're playing like they're a DbD legend then I can't help but wonder if it's a super survivor bot (or another kind of hacker) or a smurf.

  • @Hetameme said:

    Honestly I'd like more maps since I really love all the lore and design that goes behind them and representing their respective areas, but truthfully they're just hard to balance in a way where both sides feel they're fair. Ya never want dead ends, but ya also don't want so many pallets to the point where you're drownin' in em'. Oh well, the maps look pretty to me anyways

    But, pallets are a healthy part of a killer's diet! Gotta get that extra fibre somehow.

  • @EvilBarney666 said:

    The cornfield maps can go right to the firey pits. Corn blindness is real people!

    I would pay for them to reduce the amount of corn and remove or at least weaken the Cow Tree and the Harvester. Just too damn strong, and why so many variants of the Coldwind map?

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263931#Comment_3263931

    BUDDY, RPD being a bad map is a hill I will fight on, die on, and you can bury me right on the top. My headstone will read "Nope, it still sucks".

    *prepares shovel and matching headstone* Mate, I'll join you on that hill.

    Like I get the concept of "practice makes perfect" but there's just something about RPD (and Midwitch) that just gives "lost" a whole new meaning.

  • @StibbityStabbity said:

    I just got out of an RPD match where I basically bullied a Pig for the entire game. I wasn't even playing that well, the map just made it impossible for them to actually GET me. I also could NOT find a generator unless I used Bond to find someone already working on one.

    I still hate it, both for survivor and killer.

    I hope I never see that map again.

    Glad to know I'm not the only one who gets lost on RPD, as both survivor and killer. XD


  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263243#Comment_3263243

    I feel ya, but I want to mention, that the Harvesters have some tricks to them. Most survivors will jump to the right haybale, as its the saver one with more options for them, but as the killer you have several options here. You can either move from the ramp and just barely land on the haybale, which leaves the survivor not enough time to vault back onto the harvester without getting hit or jumping down unless they have balanced landing. Or you can just stand there, letting your red light shine and bank on the survivor vaulting early, surprising them on their way back. Works surprisingly often and somehow most survivors seem to believe that the harvester haybale is perfectly safe, while it actually is a death trap.

    I may have gotten carried away, but I was fresh out of an Onryo game where they just ran to that tile over and over again. I managed to get one the survivors while demanifested and ambushing them as they looped but ultimately lost the match because they were just running around the map like their IRL lives depended on them winning this match. I'm fairly certain they were a high MMR SWF, they were just too coordinated for them to be anything else. Anyway, off-topic rant aside. I'm just tired of seeing Survivors beelining for that ######### harvester before they even see me. I personally find it worse than the Cow Tree, which is just as annoying. I can normally manage the tile fine when I'm playing Trickster (my main) but when I'm trying out different killers for dailies or shits and giggles I find it frustrating and can't help but wonder why it's still allowed to be that strong.

    Double anyway, thanks for the tip. I'll have to keep it in mind the next time I get sent to Coldwind and practise it a few times. :)

  • First time? Seriously though, I play both Trickster and Legion a lot and the amount of DC's on first down or when I find people in lockers is astounding. The Locker DC's as Trickster always baffle me, like bro why are you so mad? I wasn't even looking for you, I was just trying to reload...

  • Coldwind, RPD, GoJ.

    Coldwind- I have a bit of a love-hate relationship with these maps, like I do ok on them but not great. But my two biggest gripes with this map is that there are too many variants of it, all of which have elements that make them too strong, ranging from safe loops, to god pallets and corn blindness etc. My second gripe is that goddamned ######### harvester. I hate that thing with a ######### passion, the fact that survivors can wait you out on the haybales is just disgusting. Like either waste time trying to hit them, while they just sit on top of the haybales completely immune to your M1 damage or drop chase and go for someone else while they run back to the nearby generator and complete it with impunity.

    Seriously, why can't survivors be hit while they're on the bales? It's way too strong and way too safe, I have seen survivors make a beeline for the harvester the moment they even hear the terror radius and just stay on the haybales. So for the love of all that is holy, please, just please at least make it so survivors can get hit if they're arrogant enough to sit on the bales, build ramps so the killer can loop properly, remove one side of the harvester so it's not a figure of eight loop or better yet, remove the haybales. I know it's been changed several times, but IMHO it's still stupidly strong.

    RPD - Is just too much of a maze for my liking, I get lost as a survivor or killer so easily on that map that it's not funny. Aesthetically, it's a nice map. Very loyal to the design of RE3, but as a map for a game like DbD it's just too survivor sided. imho

    GoJ - What can I say that others haven't said? Too many pallets, too many safe windows, too many jungle gyms that form infinite loops with each other, bullshit hitboxes that killers get stuck on. Anyway, to make the point finer, I'll leave this clip from Otz to explain the stupidity of GoJ. https://youtu.be/s3Lt2Ku2h2w

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262016#Comment_3262016

    If by "holding you hostage" you mean waiting at the exit gates and refuse to leave, then they definitively don't do it because "you did something". In my experience, most of the matches where survivors escape through the exit gates have one or more survivors who waits at the exit gate for a long time. I see it happen as both killer and survivor. I have even seen a case where the killer was clearly having a bad game, so he let us do the last gen, openned the exit gates himself and went to a corner of the map to wait for us to escape... I left right away while the others, all healed, kept clicking their flashlights and vault-spamming near the exit to taunt the killer.

    Make me wish there was a kind of punisher perk or something built into the EGC that would discourage this. Like survivors who hang around tagging, standing idle or spamming their flashlight )even tho they can't really do this now) trigger Blood Warden or something where they're inflicted with exposed or causes the EGC timer to instantly complete and they all get killed by the entity (if the killer isn't present to kill them).

    Just no excuse to gloat over a killer who is either new to the game, is trying to chill, testing out a new killer or got screwed over by RNG/MMR. Like GG you drew out an already torturous experience for someone who just wants it over. I hope you feel proud of yourself and that your mother got the camera and took all of the pictures of you winning a video game.

  • Killers:

    Just Leave: If a survivor rapidly crouches inside the exit gate, the survivor is fatigued or if injured they are sent into the dying state and the Entity blocks both gates/exits for 30s. If a survivor stands inside the exit gate area for more than 30s the Entity gives them the exposed status effect. If the survivor's flashlight clicks more than 2 times out of the exit area the Entity knocks the item out of their hand and holds it in place for 30s. "Just get out" - Unknown Killer.

    Booby Trap: If a survivor slow or fast vaults a vault, pallet or window within a short amount of time within 32 meters of the exit gate during the EGC the Entity will block those vaults for 30s in the case of fast vaulted pallets they will be broken. If the survivor is uninjured, they will be given an injury if they fast vault a pallet, window or vault. "You can learn a thing or two from your fellows." - Blight.

    Slipping Gears: Survivors have to commit to opening the exit gate or completing a generator, you can no longer progress them to 99. If any survivor tries to 99 and the killer is within a 24-metre radius of the generator or exit gate the survivor is afflicted with exposed for 30s and the gate or generator regresses by 15%. This effect is not cancelled out by "juggling", as the 99 exposure status still applies. "Can't rely on technology these days..." - Unknown Survivor.

    Stain Removal: Removes the killer's Red Stain for the duration of the game, also grants a distortion effect to aura reading perks for 30s when the killer is within a 24-metre range. "..." - Myers.

    Hex: Choose Your Hook: Regular hooks become Scourge Hooks after you first hook a survivor, these hooks also do not break once a survivor is sacrificed. "Behold, an alter to your greatness!" - Plague.

    Hex: Reignited: Grants killers the ability to reignite their Hex totems after they are cleansed or to place their Hex on an unused or cleansed totem. "Can't go wrong with a little bit of magic." - Unknown Killer.

    Hex: Circle of Pain: Afllicts exposed on survivors for 20s and inflicts deep wound on injured or sends injured survivors into the dying state. Uninjured survivors scream in agony when inside its radius. Attempting to heal inside this aura drastically slows down healing speed even when being healed by a teammate. "Pain is where beauty truly exists." - Unknown Killer.

    Survivors:

    Boon: Broken Hook: Survivors with this perk are crafty and clever, they have figured out how to almost permanently break basement hooks. "The basement, it's always the basement" - Dwight facing Basement Bubba

    Boon: Inner Knowing: At random a survivor is shown one of the killers perks. "Able to connect to their own twisted insides and see their inner killer, thus they are given insight into the very mind of the killer." - Unknown Archivist

    Boon: Pallet Repair: Allows a survivor to repair a single God Pallet once every 60s.

  • @danielmaster87 said:

    You should have been more clear about when the SWF would be shown as such, because I see all these people strawmanning and assuming you're ONLY talking about SWF shown in pre-lobby for killer as well as survivor.

    At the very least, let both sides see who was SWF in the post-game results screen. I don't care if killers start saying, "See! I only lost because SWF!" They'd probably be right, but if you dislike that sentiment that much, you can just ignore it, as I ignore people who point to the average kill rate to say killer's OP, for example. But we've been asking for this for years. Let us at least know that it was SWF that made us lose, and not just guessing. Because, for example, SWFs do take advantage of that to be deceptive and make you feel worse when you lose: "Lol, no. We're all just solos." Devs hid grades and MMR because of fears of a "toxic hierarchy" or something being formed, but this feature would create no such risk. Just shows teams and no teams.

    Exactly, showing who is in a swf and who isn't is no different than showing a 5-man PvP in a game like League of Legends, CoD, Overwatch etc.

  • @FreddyVoorhees said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262232#Comment_3262232

    Loadout display would be a disaster. Toxic wars would be made in lobby chat if someone equips self care or whatever perk someone else does not like. Lobby dodging would skyrocket.

    Displaying swf would be ok.

    Oh god, could you imagine the number of lobby dodges if they showed the load-outs? New players or players with not that many perks unlocked wouldn't be able to get a game, as some toxic plays insist that the only "proper" way to play is with XYZ meta perks or would dodge "meme", rift/challenge or even no perk-challenge builds. It'd be totally unfair.

    Displaying who is in a swf and who isn't is certainly the better way to approach it, especially if it's like a team of two 2-mans or a three-stack with a random solo.

  • @Yatol said:

    I think SWF should only be shown in post game for killers

    but for survivors i agree they should know in the lobby.

    I agree with this, if the killer could see it was a four or even three stack, they'd just dodge, even if said stack wasn't going to bully or sweat. Showing at the end of the game would certainly be a good change, so that way killer knows that they were up against a swf or just a team of very good survivors.

  • I literally had a whole sentence censored, it wasn't even bad, I was trying to compliment the survivors. But every word was censored.

  • @Akumakaji said:

    Not only Otz, me too! The hook spawns on Midwich are notoriously bad, the spawn logic fails to take into account traversal time and wayfaring between the hooks and instead prioritise flat out proximity, while two hooks above each other could be literally half the map apart in terms of connection.

    This just further proves the point that while Midwitch is brilliantly loyal to Silent Hill, it is a terrible map for a game like DbD.

  • @burt0r said:

    All hail our lord and saviour Lightborn 😎

    Recently got this perk from Shrine of Secrets and the first time I equipped it I was against 4 flashlights, oml seeing them panic while backing away from me at the pallet when they realised their flashlight brigade tactics weren't going to work was euphoric.

  • I dont smoke weed or do drugs, but if I did my choises wouldnbe Legion and Trickster.

    Like outside of their lore, Legion is just a group of extremely messed up kids. So if it wasn't for the whole "killing" thing, I'd assume that weed would be a big part of their deal. Not to mention, they're artists or at leaat the creative types, so a bit of weed would help the creative juices flow.

    Trickster would be pretty fun, he'd be able to get his hands on some pretty high-grade stuff. Again, as an artist he'd need something to help loosen him up so he can create "art" (as long as I don't become part of his "art" lmao. XD)

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259149#Comment_3259149

    When you say different traps for Trapper, did you mean that would come from add-ons or a new base kit power design?

    I mean it as in addition to having his classic bear traps, he can also select from a locker (if he has the add-ons) trip/barbwire traps, oil slicks/glue traps, flashbang traps, pitfalls, booby traps etc. Just different types of traps that he can use to hinder, expose and injure survivors as well as sabotage vaults, gens and pallets etc. (Sorry if this is a bit vague am about to go to work.)

  • Trapper - He's one of the OG killers, but he's been left behind. He needs a complete redesign to make him playable in the current meta. More/different types of traps, less set up time etc. Just overall improvements.

    Hag and Myers - they also feel slightly outdated. Hag has a really steep learning curve and is almost unplayable in high MMR, even if those who play her do wonders. Myers tier 1 stalk feels too weak, like it needs to be current level 2 IMHO.

    Trickster - Just needs a few minor adjustments, such as a movement speed buffs, updated add-ons and a reworked Main Event that incorporates his Trick Knives and Diamond cufflinks add-on.

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