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CaulDrohn

CaulDrohn

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CaulDrohn
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  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584225#Comment_2584225

    Why not just disable the maps though. Why just the offerings? You can still go to the map.

    Why disable the whole maps? Is it such a serious issue? I don't think so, but it could be exploited directly by using the offerings, so they disabled that. I prefer this solution, bc I can still get the maps. And most notably, it prevents me wasting offerings for a disabled map. I had that a couple of times the last time the Game and Dead Dawg were disabled, burned the respective offerings, and then face palming myself bc it did not think of that the offerings won't work.

  • @lemonsway said:

    Because fixing the root of the issue isn't BHVR's style. They'd rather work on everything that is affected rather than what is affecting everything.

    But Boon totems are not the root cause here. Unsnuffable totems are. Which are part of a map, so the maps have ot be adjusted. And instead of disabling the whole maps (yet again), they choose to just disable the offerings, so one cannot exploit the unsnuffable totems with an offering. I find that a rather elegant solution.

    The heal boon itself causes crashes, so they disabled it (the root issue). But there's just no reason to disable the other boon as well, it is working as intended (as far as we now).

    So BHVR IS fixing the root here. Disabling the boons would be an overboard solution here. Just think of a similar situation with a hex. Would it be fair to disable all hexes just because there can be some maps with uncleansable hexes?

  • @tenoresax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582534#Comment_2582534

    Yeah ik how it works normally, was just wondering about the "unknown effects" part of it

    I think that are the whole "unknown" effects, one extra rush token for blight and singular rushes for everyone else.

  • @Elik said:

    So I played a game on haddonfield yesterday and I noticed that the main building had one window less upstairs and didnt have the bs window next to the basement stairs.

    Maybe this was just insanely lucky rng or they wrote it in the patch notes and I'm just stupid lol

    Can confirm the windows in the second floor. Had two games where neither of the upper front windows were open, it was not possible to get to the front roof at all.

  • Every other kills gets a single Rush at the start and everytime they hook a survivor. But the rush takes priority over any killer power. so be aware of that. E.g. you frist use your rush before you can playce a trap with Trapper. And so on ...

  • Drop them near the destroyed hook, and come back to hook them when the hook reappears.

    Saboing can be annoying, but that also means they are not doing gens, so it's free gen pressure for you.

  • @ThePolice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2537786#Comment_2537786

    They toned down the overheat, everyone said it was fine, then they cranked it back up

    Not entirely correct. Feedback about overheat was thats it's to punishing for "skillful use", they toned it down to much, so it did not really do anything, and increased it again a bit, but not so much as in the ptb.

  • @JawsIsTheNextKiller said:

    It's terrible that this is not classed as a bug. It NEEDS to be classed as a bug. Seeing and hearing a survivor with a much worse ping get hit but not getting injured just doesn't make sense.

    Playing just a little bit of killer with the new hit validation, you'll learn very quick which hits go through and which get "validated away", to the point that you can pretty much predict whether your hit attempt likely gets validated or not. So whenever I try a rather late hit through a pallet, I tend to expect to get validated, and will be pleseantly surprised if I actually hit the survivor. It's really just a matter of practice.

  • @ThePolice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2529618#Comment_2529618

    Did you forget about the HUD update, or the Billy nerf?

    Billy actually contradicts your point, bc they toned down the heating after the ptb feedback.

    OneCagedHeart is perfectly right here. In all the recent ptb, things that needed adjustments were adjusted between ptb and live. Sure some things could have been tweaked even more, but saying / implying that nothing gets changed between ptb and live and feedback is ignored totally is objectively wrong, at least for the more recent ptbs.

  • @Mr_K said:

    The complants about tinkerer here is making me think these survivors are too busy staring at the gen to notice an aproaching killer. How do you all handle Wraiths, Myers, GF, and Pigs I wonder?

    It is my experience, Tinkerer only has value once per survivor. Once you know the killer has it you can bait them fairly easily.

    One way, repair a gen to tickerer prompt. Move away from the gen. Killer comes and gets upset to find a lonely gen. Killer kicks and leaves. Go back to repairing gen. You just wasted a lot of the killers time. In turn your teammates would proc another tinkerer forcing the killer away freeing you to finish your gen.

    But that Tinkerer baiting does only work well without Ruin. With Ruin, it will auto degress under the Tinkerer threshold, so it can trigger again.

    Thats exactly what so many in this thread were saying already, the problematic aspect is the combination of all three perks. Individually, all perks are fine.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2501785#Comment_2501785

    The problem is for a average killer or like me one thats not that good gen speeds are to fast without slow down. One mistake can lead to 3 gens been done. I find when I play survivor I'm less reliant on perks but I also suck at survivor so I still use meta.

    Just switch to an end game build. Seriously. It allows you to just NOT CARE about gens. With your usual gen regression build, once the survs finish the last gen, you have nothing to help you anymore. So just revert it, play with nothing (except BBQ bc BP) while they do the gens, and then hit them HARD with all your end game might (Noed, Bloodwarden, No way out). You need not be afraid of the survivors doing all bones to prevent Noed, they practically never do this when they can rush gens instead.

    Will you get heavy salt for that? OF COURSE, thats the extra bonus! If they attack you for your Noed 'crutch', point out why they did not do bones when it was so obvious you would have some end game perks (having no gen regression whatsoever)? That's where they usually fall silent and leave the after game chat.

    Really, free yourself from the mantra that you need slowdown perks to do good as a killer. The game is not over until the survivors get out of a gate (or hatch). If it does not work to prevent them doing gens, prevent them from opening a gate and escaping.

  • @Riddarn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2500323#Comment_2500323

    You mean just like how you're addressing and fixing all of the Nurse's bugs and gameplay issues that have been in the game for years? That kind of "addressed and fixed as necessary"?

    Why should we expect any fixes to be done for the Demogorgon in the future when you outright refuse to fix the current problems plaguing other killers?

    From what cave did you troll emerge from?

    The thread is about Demo, not Nurse or the devs speed in fixing things. If you want to complain about that, create an own thread.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2476835#Comment_2476835

    The killer caught my potato team mates, not me. Whenever the killer chased me, after > 1min of not getting close to getting me they just went somewhere else.

    Yeah so? The killer managed to down and hook your team mates multiple times, but choose to not chase you. Thats playing smart, if you cannot catch a very good survivor, target the lesser good ones.

    You said Noed earned him an undeserved kill. Imo, when the killer managed to get 6 out of 12 hooks, going out of the game with a kill is not undeserved. He could have even 2 kills with that (by tunneling / camping). That he got you with his Noed sure sucks, but he likely would have gotten one of you without it as well. So it does not change much.

    Sure there are games where Noed gives the killer undeserved kills, but yours is not one of them, imo. It could have been if your mates had decided to stay and all die to your pig. Having a killer not hook anyone before all gens are done, and then getting a 3k / 4k after that, THAT is undeserved (or played badly by the survs).

  • @Pukenplag said:

    Oh dear, after all this time I spent here, I finally have to make my own NOED post.

    I do 2 gens. I chase the killer for 3 minutes in total. I rescue 5 survivors. I see a totem next to us while Meg and Yui do the last gen. I begin doing it. It lits up and I'm happy to get NOED out, but all of a sudden Pig comes out of nowhere and downs me. I don't panic, the remaining survivors know precisely where NOED is. But I was wrong. They triggered EGC and ran out. To clarify, Pig went to the completely wrong gate on the other side of the map. Therefore, they had more than enough time to both rescue me and get rid of NOED. But no. After getting injured ONCE and doing all of that, I die on my first hook due to that one stupid little perk.

    And no, in solo q, doing bones doesn't work. there are 5 of them, and you have to do gens since your team is usually gen-phobic. Doing only a part of them also isn't an option. Your team mates won't even touch totems.

    Why can't something be done about it so people that have straight up never been seen by the killer/ never been caught won't die on their first hook?

    Let's face it. It's cheap. It usually gets the killer at least one kill. And a lot of the time it's purely unearned.

    Oh did I mention this Pig got 360d 5 times in a row? Yeah, she definetly that NOED kill.

    Your experience has nothing to do with Noed. You had bad teammates, thats the issue. You could have the same experience if the killer would have grabbed you from totem or gen.

    Also, if you really unhooked 5, that would make you the sixth hook, meaning the pig got at least half of the possible 12 hooks. I would argue that this is enough to "earn a kill". A shame that it was you.

    Edit:

    "It usually gets the killer at least one kill"

    Yes, and that's solely on the survivors. You (as a team) have all the chances to prevent it from activating. But from my experience playing with it, that practically never happens. You could play with just Noed, nothing else, survivors would still not do the totems, even if the have all the time they need, and then whine about Noed in the after game chat.

  • @ThanksForDaily said:

    NOED.

    You already know that you lost the game from the lobby.

    Or, you are bored by the usual stacked gen regression perks just like survivors, and want to play something spicy for the end game. I do so routinely with my Nemesis. Noed+BW+NWO allows me to just NOT CARE about gens to much. If they finish all gens, nice now the real fun begins. If I slaughter all before that, fine as well. It's only a bummer if the survs actually manage to prevent the activation. But in nearly 100 games playing and having my ruin prevented ONCE, I know that this nearly never happens.

    In some games, when the survs really slam the gens, NOED surely carries me to several downs and kills. But this occurances are usually the games where it should be SO DAMN OBVIOUS to expect it in the end game. This are usually the most salty after game chats, but no one could ever explain to me why they did not do any precautions. Many seem to think if the just do all the gens, they earned their escape. No sir, with Noed and other end game perks, you get easier gens, but have to work for your actual escape. Deal with it.

  • @Jay_Whyask said:

    • The Huntress's beach ball hatchets
    • Ghosface's night shroud recovery speed
    • The Trapper's heavy reliance on bag add-ons
    • Adam's essential recolors are so dark you can't tell what color they are unless you're standing under a intense beam of light
    • Ultra rare and legendary cosmetics removing features from the game
    • Jeff's essential recolors don't change the color of his jacket, the shirt is the only thing that changes, you can buy the same jacket five times
    • Every single battle pass has exactly 48 empty spaces
    • You can dodge The Plague's vomit by crouching directly in front of her
    • The Deathslinger's reeling speed add-ons don't do anything, they're placebos
    • This is not happening
    • Monstrous Shrine
    • Sole Survivor
    • The Hillbilly's overheat mechanic
    • When The Nurse got her add-on pass BHVR kept the omega blink add-ons and changed everything else, the omega blink add-ons are the singular thing people wanted removed

    This is actually really nice, I like having an excuse to just word dump a bunch of things I don't like into one post. I recommend you try it.👍️

    Overheat mechanic is a non-issue for anyone not rev-spamming or trying sick flicks over and over. The addon-pass had a way bigger impact, when 80% of the billy player played insta saw or crack billy.

    You are wrong about the Nurse blink range addons being kept as they were. The old range extended your range without adjusting your blink charge time, which gave you the additional benefit of faster blinks. You could just tap the charge and blink to the other side of a pallet, when you would normally get stuck at the pallet. Furthermore, this interfered with your muscle memory. This additional effect was exactly what "the people" wanted to see changed. And they did exactly that, by increasing the blink charge time accordingly, so you have to charge longer to get further. Also, this was by no means "the singular thing people wanted removed". Extra blink addons were, and they got removed (apart from the silly Iri addon with its heavy side effect).

  • You need to report them ingame, save their steam page for future reference, and then submit a ticket with additional player report information. See here: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=360000942011

    When you do this the first time, it can be really time comsuming to fill it all out. But it's really straight forward and explained well enough. I filled it out a couple of times now, and uploaded a clip to YT takes me more time now then filling all the fields.

  • In a recent game we were not allowed to write "David" or "Jeff" ¯\_(ツ)_/¯

  • @ukenicky said:

    I think the only change DS could use is have it no longer deactivate when you heal yourself but make it deactivate when opening exit gates.

    Healing yourself, an optional side objective to make yourself survive longer deactivates DS but opening the exit gate, the final step in progressing the game and escaping the trial does not? Like how

    Also to people saying DS should deactivate when you get into a locker, vault pallets/windows or drop a pallet: that's never going to happen lol. Being able to force the killer to eat your DS is important in some instances otherwise they'll just leave us slugged on the ground to wait out DS. Is it that much to ask for DS to grant that ONE time chance to get out of a tunneling pickle? Apparently so

    DS not deactivating when opening an exit gates is really an oversight by the devs and should be changed, yeah.

    About the healing, instead of deactivating it when you heal yourself just a fraction of a second, it should deactivate when you are fully healed (by yourself OR by others). If you had time to heal up, you are not tunneled, so you don't need the ds protection. So no more jumping into locker heathy to force the ds on the killer. As a compensation, you can heal in the killers face without loosing it.

  • @TGB said:

    You get his power like, twice a game.

    Dash movement is pretty stiff.

    And M1'ing takes forever.

    How does ANYONE ever get downed by this guy???

    I feel this way when I face against him as Survivor, too. I just don't get it.

    Unless there's nothing to get, and he is considered bad by most people who know what's going on.

    If you only activate his Fury twice a game, you are doing something wrong.

    As Oni, your early game can be pretty slow, you need to reach Blood Fury as soon as possible. To get it activated as soon as possible, it's often best to just hit the first survivor you find and let them run away to search for another healthy survivor instead. Hitting healthy survivors gives you a boost in blood for your fury, hitting an innjured one does not (bc they are already spilling blood orb for you to pick up). Since normally survivors start somewhat together, it should not be difficult to find two of them. If your first survivor knows how to play and to deny you your first hit, abandon him and search for a better target. With this you should be able to reach Blood Fury in the first minutes most of the time.

    To get subsequent activations, use Sloppy Butcher so they take longer do heal and drop more Orbs. Since staying injured helps you alot, they have no other choice than to heal through your sloppy to not throw the game. Places where the survivors healed or finished gens while injured should be full of orbs, watch out for that and keep them in mind.

    An important thing to now about Oni power is that survivors do NOT drop any blood orbs while you are in Fury Mode. So the more survivors are injured, the better for you to not activate it. But you shouldn't avoid to down an already injured survivor with your power at full cost, either. If you can manage to down one injured fast with your power, activate, down and pickup your target, and you won'T have spent much of your meter and have it full again in no time.

    Yes, movement is limited, but it's hella fast. If you wan't better movement, use Topknot addon, that helps immensly. When being looped around structure, since the rush needs some time to activate, start charging it before / while you are moving around a corner, so you can dash away the instance you are straight again. Try to hit them with the charge strike instead of with the regular Strike, bc that one is easier to hit.

    If the survivor is really good at looping tight structures, do not bother to try to dash there (at least as a beginner), but chase normally and try to hit the regular Strike. You do not have to hold M1 for the whole time, just long enough for a regular lunge attack will make you perform a demon strike. If you want to hold all the way, be wary that you will make a mini-dash before hitting with the club.

    He certainly is not bad, a skilled Oni, knowing how to flick correctly, is a real threat to you. I guess you did not face one if you think Oni is a bad killer. Sadly, Oni players are so rare that newer players do not seem to have much experience with them. Whenever I face one in soloQ, they usually go down like crazy, and practically handing him the victory. Sometimes I can run an Oni with active Blood Fury longer than all the previous of the other survivors combined (speaking of like 4-6 chases) (Same against LF, btw). So you actually need not be a very skilled Oni to do good against your average soloQ scrubs. Of course, facing a coordinated team / swf will make it considerable more difficult, but still manageable.

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462908#Comment_2462908

    If they would have use his range add ons with the class photo they would have easily got notification from everyone in the game. The blocks are okay but it like going against mint rag hag. There nothing fun in using them if you can't learn how to use him. He was a hit and run killer in a way. He can track but everyone like a chase killer.

    Yes, the class photo was really good, I actually missed that after the rework. But this also was a very rare addon. You shouldn't have to use very rare or ultra rare addons just to do good (enough). His other addons would decrease the repair speed even more. Thats actually another reason for the rework the devs mentioned: That the gens were slowed down way to much, which they deemed not very enjoyable. The devs moved away from gen slowdown powers and addons, that alone is the nail to the coffin of Freddys old power.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462869#Comment_2462869

    We never forgot his weaknesses, however, they were much less of a problem if you knew how to play him properly. And not many people knew.

    I've always said that he could have used one or two buffs and QoL changes.

    A full rework? Never!

    Oh, so how did you prevent a gens from being finished in your face while you wait out the dream transition, how do you "play him properly" there? How do protect a hook or gate with this? For a killer with 3 end game perks as his own, he was exceptionally weak in the end game.

    Another thing I just realized when looking through his old addons: Freddy was often played with both dream transition addons, bc otherwise he won't stand a chance. So you could safely assume how addon dependent he was. I think thats another thing being overlooked repeatedly.

    About QoL changes, I actually agree that the rather new incapacitated status would have a great addition to his dream transition, mitigating some of his core issues. But this effect was only added with Twins, a considerable time after the freddy rework. So that mechanic was just not available.

    Old Freddy was weak, and still hated by many. The decision to rework him was the right choice, imo. And interestingly, after the rework hit live, the majority of the players were happy with it. There were no or only few "give-back-old-freddy" threads back then (at least not this much as today). Then forever freddy established, together with the "boring freddy" framing, and suddenly all are in love with old Freddy again.

    I know this would never happen, but let me have a guess what would happen if the devs decided to revert him: One day of "hurray old freddy back", followed by myriads of posts about how bad and simultaniously unfair he is, calling for reverts of the revert. A shame we will never experience this.

  • The Old-Freddy nostalgia in this forum is really mind-blowing.

    Against your clueless soloQ survivors, it was ez pz to win, as with every other killer. But against skillful teams, who knew how to deal with your power and how to exploit its limits, old freddy was just so PAINFUL to play. Trickster-in-High-loops-painful. How everyone of the Old-Freddy Hype-Train seems to have forgotten this is beyond me.

  • @Mandy said:

    If you own the Stranger Things characters, the perks will not change for you.

    Will the perks still be available in the shrine, I wonder? Or should anyone not having the perks already consider bying the chapter before it is to late?

  • @TacitusKilgore said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462716#Comment_2462716

    Heres to hoping. I take that statement with a grain of salt though, "Not making every perk meta" and "Making a good perk" are not mutually exclusive, but oftentimes the dev team seems to think that. Plenty of non meta perks we got are gimmicky and interesting but straight up terrible. It makes for a very boring enviroment at times when a lot of the fun perks just aren't FUN-ctional because of limitations to keep them weak and avoid making them meta.

    Sure there are many questionable or downright terrible perks, but I would argue the recently added perks with Nemesis and Trickster chapters were pretty decent. Not meta-changing, but not terrible either, bringing something new to the game ("craftable" items with flashbang, blockable exit gate with No way out, etc.)

  • @TacitusKilgore said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462408#Comment_2462408

    BHVR has stated before on a livestream (not sure which one, not gonna bother searching for it) that they do not plan to shift the meta, and are happy with the small amount of "meta" perks that make up most killer/survivor loadouts. They'd rather do minimal work on a small set of perks than a lot of work to make a lot of perks fun, which sucks but its what they want.

    Thats a rather poor summary of their statement.

    They specifically said that they do not aim to make every new perk meta, bc it creates a cycle off ever increasing strong perks. And there's simple a limit of how impactful perks should be. They prefer to do gimicky stuff, to add interesting effects, which may not be super strong overall, but might come in handy in certain situations.

    Sure, we could argue that they are to hesitant with the numbers of this gimmmicky perks they release. But if you remember the Nemesis Update, they buffed the numbers of all Nemesis perks heavily between PTB and live. Let's see how they do with the new Pinhead perks.

  • If you face Noed so often, why not just take Detective's hunch with you? It's the best totem find perk, also may help greatly against ruin/unduying. You do not even have to cleanse the dull totems beforehand, just memorize where they were standing, so you can destroy them if need be.

    I really don't get all the complaining about the perk, when it's in the players hands to prevent it. I play Noed on my Nemesis on a regular basis (running BBQ+ end game perks), and in all the games I did (way over 50), noed activation was prevented ONCE. And maybe two times, it was cleansed right away, so I only got like one down with it. The survivors do not seem to care at all, even when it should be obvious to expect something for endgame (since no regression perks are in play).

  • In regular gameplay, it's fine.

    In face-camping bubba gameplay, it is not.

    Overall, I think the perk is obsolete and could be removed, except for end game builds, which would be to weak then. So if the end game would be buffed in some other way (e.g. degressing gates, builtin or as a perk), I guess Noed could be safely removed.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2456916#Comment_2456916

    Uhhhh, thx for the build inspiration.

    While i am normally too lazy and don't play this game enough, i always look for another meme build that makes animation hilariously fast, like vault master Myers or instant reload huntress. xD

    Try to drag someone out of a locker with Shadow Dance Addons and Iron Maiden, thats so hilarious xD.

  • For gen kick challenges like that, I usually run Wraith with Shadow Dance addons ^^. Maybe even Brutal Strength and Fire Up to speed it up even more.

    When not memeing like that, if you use some or all of the gen regression kicking perks (Pop, Oppression, Eruption, Overcharge), you should get the challenge done in one or two games as well.

  • @Junylar said:

    They say it about every new chapter perk. I remember how Power Struggle was going to become meta, how fixated and inner strength were going to become meta (tru3 was betting on it, lol), how pursuer was going to become meta, etc... And still the meta hasn't changes for 4 years: DS BT UB DH SB IW for survivors and 4 slowdown perks (or 3 slowdown + BBQ) for killers.

    And then you bring BBQ + 3 endgame perks for a change, and all the survs do is bitching about Noed and how bad a killer you are for using it. Totally ignoring the fact that you played without any gen regression, so it would be crystal clear to expect something in end game.

  • The maps obviously, so the offerings won't work either.

  • Reminds me of the double gens in the Myers house upstore we had 1-2 years ago. Good ol' times :D

  • Equip Noed, No way out and Bloodwarden and slaugther them in the endgame. I've done more than 50 games with this, guess how often the survivors prevented the noed from activating? ONCE! Most of the time the survivors are just to lazy to do the bones, even when they crank out 4 gens like crazy and i just got 2 hooks. You would think that they should expect Noed when the gens are flying, but it seems they just don't care. But they will whine about it in the end game, a really nice salt mine!

  • @Th0ughtless said:

    I’m gonna get right to the point. It’s hands down either candy man or springtrap, but I’d assume it’s springtrap honestly. Not to bash Candyman of course, but it seems more like springtrap will be new killer. Here’s why I think this way:

    -In some livestream (I can’t remember which one, please forgive me) it was stated that the new killer would have a unique pallet and breakable wall animation. Springtrap is a corpse-robot hybrid. He won’t be able to break pallets with two kicks like most other killers, and the same can be said for breakable walls. (Also Candyman would be able to break walls/pallets easily with his feet.)

    -He’s one of the most requested killers for DBD! While yes apparently the more people ask for something in DBD, the less likely it is to be added, but come on, the signs that that may not be the case is brighter than the lights on tricksters stage!

    -Scott is a troll sometimes. He said that there was no FnaF collabs this year, he also stated fall guys and another game, so he may have been telling the truth. The truth being there’s no collabs with fall guys or among us I think it was.

    All in all, both killers are welcomed by me! I’d love to see either of them in the game. (As long as there arn't any game breaking bugs 😜)

    Technically, Nemesis has this unique pallet break that you are tallking about, smashing it with both his fists. All others use feet or their weapon. Although the fists are nemesis weapon. His breakable wall animation is also unique, using just one fist bump.

    The point about Scott surely sound like cherry picking.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2395734#Comment_2395734

    If you somehow like those abominations, more power to you. I know I hate them.

    What is wrong with lerrys? Gameplay wise they did not change anything from before. But it looks SO MUCH BETTER now. Before it was really empty and uninspired, now it's just beautiful.

    Another good rework is Ormond. The tiles before were disgusting for the most part. Now it's way more fair.

  • @GeneralV said:

    Every single map rework was garbage, but this one easily stands out.

    How come the paradise for stealth killers gets turned into Pallet Town 2.0?

    The rework of lerrys is AWESOME!

    The rework of the springwood maps was pretty decent as well.

    And although the McMillan reworks lack some of the previous charme, they have removed the totally busted window setups.

  • Maybe he was just new and didn't know how to use his power?

  • @OtzEnjoyer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2390729#Comment_2390729

    You can easily use LOS blockers and loops to get the laceration to decay.

    The only real time knives are going to cheese is short wall loops. But just don't loop those vs trickster, laceration ticks down so fast now once those 10 seconds are up.

    They gave survivors a real counter to laceration and you still complain.

    Yep, could test that out yesterday against a trickster on meatplant. If you can break LOS it will start to decay really fast, giving you enough counterplay to last longer in a chase. The game yesterday was the most enjoyable I ever had against a trickster, bc I felt I have a chance to get away if I path correctly. Never had that before the change.

    Although, this was the game, a heaven of LOS breakers. I'm dreading to face a trickster on an open map like Shelter Woods ...

  • Yep surely hackers.

    The flashlight blinds were way to long, you could hear they did not chain blind you.

    Headon stun after like 1 second, and also way to long.

    Repeatedly vaulting the window even though it was blocked by the entity.

  • I like pancakes with jam :)

  • @Cutiaddu said:

    Before I try anything stupid, can blind survivors see cages or...?

    Blindness does not effect white auras, only yellow ones (survivors) or red ones (objectives / killer).

    So PH Cages, Plagues fountains, Pig boxes, Nemesis chests can always be seen, even if blinded.

  • @Swiftblade131 said:

    Once I hear the endgame timer go off

    If I am last survivor, I just go afk, can't be bothered to try to escape that crap

    And as killer, unless I have someone hooked or am already chasing an injured person, I also go afk and tab out until it's over

    Screw the endgame

    You know, I usually let the last one out through the exit gate, if they weren't playing toxic or scummy. But sometimes, the last one won't touch any gate, even when I'm chilling at the opposite site of the map.

    I'll always advice survivors to try to escape. If the killer kills you for it, so what, the entity would have done the same when the timer runs out. But you always have a slight chance that the killer might actually be nice and let you out. Don't let that go to waste just bc of your "pride" or whatever.

  • @dbdplayerabc123 said:

    Putting it shortly, how about a mode where the killer and the survivors start the match with random perks?

    It need not even be a mode where all start with random perks. Just being able to select one or multiple random perks in your loadout would be enough, maybe displayed as a perk with quotiation mark in it. So you could select your must-have perk(s) and let the game choose the remaining ones randomly from all the perks the character has (e.g. BBQ and 3 random perks for killers). Maybe with some filters so you can specify which tiers may be used. I would so love that.

  • Imo, a quite impactful way of increasing the scariness and suspensefulness would be adding more uncertainty about pretty much everthing, which can be easily done by hiding hud elements:

    1. Hide Buff and debuff icons. No longer knowing when your exhaustion perk is ready or whether you are still exposed. You have recognize and keep track of it yourself.
    2. Remove progress bars. For gen repair or healing, skill checks would still occur, but you wouldn't know how much a gen is done or someone got healed. You would have to estimate it yourself.
    3. Remove perks overlay. Just remember them :P. Although that together with 2. would make Spine Chill unusable. Possibly other perks as well. Might be too harsh.
    4. Remove survivor indicator. That one would be really sick, not knowing whenever someone got injured or downed. MIght make soloQ totally unplayable. But would be really intense.

    Last but not least, removing terror radius and red stain would make the game ALOT more scary. But also totally break the game balance we currently have. For this to work, I guess killer would have to be slower, maybe even in absoluter terms compared to survivors. Or survivors would need some kind of stamina system.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2376940#Comment_2376940

    Agreed. Except the first point, because they are usually not hidden.

    As a rule of thumb, they are nearly never hidden when you play them, and often hidden way to well when you play against them.

  • @WishIcouldmain said:

    Like holy crap I understand dull totems at least they’ve become harder to see and stuff. But, Hex totems are so loud and they stick out so much on majority of maps. You just need to walk by and hear something. This was just from a gameplay with two Claudettes running full meta and walking by the devour hope twice while active. And I just got moried because of that. They were red ranks

    Why do the survivors I face always find and cleanse both ruin and undying in the first minute?

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2376314#Comment_2376314

    Disagree, he's mid tier, some of his add-ons are busted tho. So if they updated him to make him stronger, then got rid of his instakills I'd be happy

    Your disagreement does not make him any better. He's slow early game, easily loopable even in tier 3, and has no map pressure. His only redeeming factor is his snowball potential. His instakill is busted yeah, but also very punishing BP and emblem-vise to all five players.

    He's quite similar to Trapper, who's also slow at the start, easily loopable (although beware of traps) and also lacks map pressure. He can snowball with his traps too. No one would say trapper is mid tier, so why should Myers be, if they are so alike?

  • @CornHub said:

    Yes, that's why Michael Myers is one of the strongest killers in the game. Complete baloney he gets to do that

    Actually he's one of the weakest currently, with a heavily outdated kit.

  • Currently I'm running BBQ, Noed, Bloodwarden and Franklins regardless of what the survivors bring into the game, so let them late-switch if they want, I'll have my answer to that equipped already :D.

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