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Critical_Fish

Critical_Fish

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  • @SweatyTBagger said:

    https://forum.deadbydaylight.com/en/discussion/comment/1933964#Comment_1933964

    Survivors are supposed to plan for dead zones they don’t even know are in yet?? Wow that’s the most killer sided thing I’ve heard in a while lmaoo. You know most dead zones are where pallets can spawn right ? Cmon bud

    You can plan around them by... looking at them? Do Survivors not have eyes? I play Survivor a fair bit and I never knew this.

  • @chadbeastofprey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1933684#Comment_1933684

    Exactly. I never see killer mains complaining about the gross amounts of deadzones they keep adding to the reworked maps so I really don’t sympathize for them to have to deal with one map with good pallets.

    Oh cold wind is gonna get hit the hardest, no doubt. I hope haddondield stays mostly the same though. I think that map is really fun, even when I get it on killer.

    Until you get bad rng and you have to chase a Survivor around 1 single fence for a minute before getting a single hit?

    Also, dead zones suck ass but Survivors can plan around them. Not much you can do with a god pallet other than break it as Killer.

  • @CheyeneKL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1933658#Comment_1933658

    Right? I'm all for maps getting deserved buffs for the killer side of the game- there obviously have been some heavily survivor sided map aspects in the past, and perhaps even now. But I'm not gonna lie and say that I'm too offended that they gave survivors more to work with on one of the maps that has been considered killer sided for a very long time.

    Haddonfield and Coldwind are probably right up next in line for map changes, and I am sure they are gonna get some HEAVY nerfs LMAO

    You still haven't said anything about how boring going through 30 safe pallets is

  • @CheyeneKL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1933505#Comment_1933505

    Idk, I personally am fine with having a little bit of variety as far as map spawn type goes. A lot of the outdoor maps are fairly similar as far as tile type- you're gonna get your pallet gyms, T&Ls, jungle gyms, etc. I do personally prefer to play on maps like that, where you can spot a familiar set up and run it the way you run it on every map. But it's ok to me that not every map is like that, because I'm sure it would get old. If you want your typical maps with vaults and mind-gameable pallets, there is basically every single other map in the game to get that sort of gameplay. It's not like the Game doesn't have killer sided perks on its own- like I already said, the map is great for stalker killers and it's easy to down someone if you catch them in a spot that already became a dead zone from an earlier chase. There also are multiple killers in the game now who domt really care all too much about pallets.

    Why are you talking about Haddonfield and Coldwind when they haven't even gotten to those maps yet...? They are getting changed, too, and they don't have to prioritize maps that are survivor sided over maps that are killer sided. No comment on Disturbed Ward yet- I haven't played it on the live version, only back on the PTB, so my memory is foggy. But aren't all of the Crotus maps quite a bit smaller, and didn't the problematic main building loop on Disturbed Ward at least get a breakable wall to make it more bearable? Correct me if I'm wrong on either if those- like I said, I haven't gotten to play on Disturbed since the patch went live, only Father Campbell's Chapel.

    I'm also not sure what you mean by "how marginal the difference between a balanced map and a Killer sided one is, compared to balanced and Survivor sided one is". Are you saying somehow that a survivor sided map is less balanced than a killer sided map...? Or something else? Genuinely asking, because if the middle is exactly 50%, NONE of the survivor sided maps dipped below 50%, while the most killer sided maps approached 70%. Most survivor sided map was 15.49% safer than the most killer sided map, but again, it still didn't dip below 50% kill rate. Are you talking about tile differences on survivor sided vs killer sided maps? 🤔

    I wasn't saying it needed the same structures, but do you really think having ONLY pallets is good? Only SAFE pallets?

    I'm talking about them because they need changes MUCH more than Killer sided maps do. Unless you're Nurse or Spirit, and you're against good Survivors, have fun. On the Disturbed Ward, it has much less space between all the loops now which makes it feel the same size in my opinion, and the generators are still very far away from each other despite the slightly smaller size. Breakable walls are not good design either, and shouldn't exist, but I won't get into that here. I don't know if Disturbed Ward is smaller or not, but I'm almost certain that Campbell's Chapel is. Either way, though Disturbed Ward most certainly doesn't feel smaller.

    Also, you need to think about how the percentages are gained. ALL games across ALL skill levels for ALL people. The game is incredibly Killer sided below rank 10 or so, and I've even seen Purple Rank Survivors playing like dumbasses and losing games constantly. But at red ranks, the game is slightly Survivor leaning. Not overly, but on most maps the game is fair, or slightly one way or the other. This applies to all but the following Realms: Coldwind Farms, Haddonfield, Badham Preschool.

    Don't. Only. Use. Percentages.

    the last paragraph is poorly worded but I'm tired of ranting and can't be bothered to fix it.

  • I won't go into my complaints with the update, but describing all the posts about it as people being overly negative? Like there's no problems? Kinda not it to me, chief.

  • @Lazerboy88 said:

    Played fine yesterday, you are a liar.

    @DWolfAlpha said:

    https://forum.deadbydaylight.com/en/discussion/comment/1932636#Comment_1932636

    That could be a ping issue. I've noticed more than usual rubberbanding from downed survivors.

    Just because you don't suffer from the same bs that BHVR causes as the rest of the people in the community, doesn't mean people who bring it up in a place which is SUPPOSED TO BE for feedback which is ignored, are liars.

    Thanks, DWolfAlpha for bringing explanations and calmly disagreeing. It is probably a ping issue, but that issue wasn't nearly as bad before the update, and it wouldn't surprise me if the new, probably unoptimized hitboxes are broken. If the hitboxes weren't changed, that means Survivors hitboxes are mostly behind where they actually are, which could also lead to this problem.

  • I played 1 game as Survivor on this map and got destroyed, but what're you going to do against a Spirit with teammates who are overly altruistic. Even then, though, she had to phase every time I dropped a pallet in order to get a hit.

  • @CheyeneKL said:

    Was the Game not already considered one of the most killer sided maps? Last time they released map stats this map had a kill rate of... 66.57%, I believe. Which was only behind Hawkins with its kill rate of 69.48%. (Rotten Fields was the safest with 53.99% for kill rate, btw)

    Chase is sort of boring, for sure, but it's pretty much one of the only maps like it, so it can be dealt with. And that's coming from a survivor main who also doesn't really enjoy chase gameplay that is just throwing down pallets, but it is what it is. Not every map is super great for every killer- the Game is pretty nice for stalker killers and Doctor with Distressing

    Anyways, devs must have seen something in the stats to find it worth buffing on the survivor side. Most maps have received relatively killer sided buffs so like... I don't think anyone should be too upset if ONE map gets very clearly survivor sided changes.

    It would've been a buff AND made it more fun if they added more windows and reduced the number of pallets that are entirely unmindgamable.

    Also, don't get me started on how marginal the difference between a balanced map and a Killer sided one is, compared to balanced and Survivor sided. If they cared about balance they would have changed Disturbed Ward in a meaningful way and would've changed Haddonfield. Also, add the Coldwind Farm maps too.

    Plus the main problem with the developers other than not listening to feedback is that they ignore everything in favor of wide statistics. Additionally, player satisfaction is more important than kill rate. I have heard of no one who likes the Game.

  • @Mandy said:

    https://us.v-cdn.net/6030815/uploads/985AXDZ4E4UA/crctk9y-5b1-5d.png

    As shown in the recent Q&A stream, we have a proposed rework for Object of Obsession and we really want to hear the Community's Feedback on this.

    Please comment your thoughts, ideas etc onto this thread for us to gain as much information as we can with regard to the above proposal.

    Keep it civil please and be as constructive as possible, otherwise your comments will be removed and your feedback then not heard!

    {disclaimer - remember this is just a proposal for a change, not a guarantee that it will change or will take this form}

    It's the only good thing you've proposed in the entirety of 2021, other than the Decisive Strike nerf.

  • @Mysterynovus said:

    The old UI isn't a solution, especially at the loss of hook counters. The current one can be made to work with a few adjustments to position, font readability, and scaling.

    The ability to adjust placement of elements would be helpful in providing individuals a layout they can find comfortable. If not that, placing the Survivor HUD elements further down closer to the items and add-ons may also help with keeping information close together while maintaining a sense of space as to not feel clustered.

    Greater contrast in the coloration of Survivor nametags and portraits can add to readability at a glance. Individual element scaling can also help along with the positioning mentioned above.

    I don't presume that any of this would be easy to implement, but I would say these offer a basis to the staff maintaining their new HUD while increasing accessibility.

    I dont think that, if they are saying they can't revert it, they can make a hud even somewhat customizable. The base of this game's code is trash in it's purest form, which is why when one thing is changed, 3 other unrelated things are broken and bugged.

    The solution is just to revert it, and add the few benefits of the current one to it.

  • Just yesterday I would've said it needs a major buff. But now, I think that it is perfectly fine.

    Yes, Demo's add-ons NEED to be fixed, but the base kit is perfectly fine.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903812#Comment_1903812

    Thats what im currently doing though

    Differences

    Nurse uses m2 in a chase then hits an m1 basic attack post blink

    Blight uses m2 in a chase then hits a lethal rush which doesn't count as a basic attack

    My list for are they an m1 killer

    Does their power count as an alternative attack that can down survivors (this makes them not m1) Example Blight, Oni, Bubba

    Does their power count as a basic attack and can down survivors (this makes them m1) Example Nurse, Spirit, Hag

    Does their power not down survivor so they are forced to use basic attacks (this makes them m1) Example Legion, Vile Purge, Myers

    So we're using two different metrics here.

    I'd only consider the third group there m1 Killers.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903084#Comment_1903084

    Wraith, Spirit, Nurse, Hag

    All 4 of these killers attacks activate basic attack perks

    Sloppy Butcher, Save the best for last (except nurse because blink fatigue overtakes weapon wipe), Surge

    They physically can't do a special attack that operates outside of these perks

    For example demo saving stacks with shred, spirit can't save stacks with phase walk

    You don't define Spirit or Nurse as an M1 Killer because they use their powers proactively in the chase. If a Killer cannot use their power in the chase, they are an M1 Killer.

  • @bjorksnas said:

    All of their attacks count as basic attacks they are m1 killers

    No one would say, while describing these 3 Killers, "they are an M1 Killer". That's comparing Wraith and Legion to Nurse and Spirit, YOU CAN'T.

    They can't inflict damage with their M2s, but that's not the qualification most people use.

  • Killer is easier against solo queue Survivors.

    Survivor is harder on solo queue.

    Killer is harder against SWF.

    Survivor is easier on SWF.

    Since there's no option for specifically SWF, I'd have to say neither.

  • Nancy's pretty neat.

  • Fractured Cowshed feels like the most balanced of this group of incredibly Survivor sided maps.

  • M1 is often used to refer to Killers that, after exiting their power, cannot do anything but walk at a Survivor and M1. All 3 of these Killers use their powers a lot during chase, so therefore I believe they are M2 Killers.

  • The power is very powerful, but seems to be balanced. I like it!


    The perks definitely don't have the same quality as the power, though.

    Damnation: It's the opposite of the original Hex: Ruin, but imagine this on the Doctor. Pain. I'd say maybe make it a Hex perk, for each great skill check a Survivor gets, the next time they let go of that generator it loses 6/8/10% progress?

    Scrutiny: It's just better Whispers. It also doesn't change between stages. The effect itself is fine, but I'd say make it like a short ranged Whispers.

    Scrutiny - If there is a Survivor within a 12 degree cone infront of the Killer, that extends 4/8/12 meters infront of them, this perk will light up.

    Forgotten is just ridiculous, in my opinion. If it were to have an effect relating to when the last generator is completed, I think that'd fit better. The reason I think this perk is ridiculous is because of how easy it is to not enter a chase with the Undetectable status effect. Billy and Bubba would easily get downs with this perk for free, with the right add-ons.


    Salvation confuses me. Are you saying that a yellow highlighted generator is repaired for a MINIMUM of 30% when you heal a Survivor? That's... no. Maybe if after healing a Survivor, for the first 3/4/5 seconds on a gen you repair it 10% faster or something. Rewarding altruism with doing the objective faster.

    Compassion is fine, but how much of a Haste? Both Sprint Burst and Hope are Haste effects, but one is by 7% and one is by 50%.

    Remembrance is missing multiple very important words. For how long? It's also better Better Together. Maybe anything but a generator?


    The Killer itself is very good, but I'm sure you can see the perks weren't as good. Even despite that, the Killer was very good.

  • @Keezo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1899588#Comment_1899588

    Dude, It's the best perk in the game, you're just not using it right

    Finally, someone speaking the truth here smh. We all know DS and Ruin suck dick, stop saying it's op

  • @Viberum said:

    Ability: Tremor

    Killer unleashes a powerful stomp that causes all pallets within a 10m radius to drop and causes survivors within the radius to be unbalanced (negated with balanced landing) Can stun survivors if they are hit by a dropped pallet.

    How it works: Hold the power button for 1.5 seconds to charge up then unleash it when ready. Also automatically activates when dropping from a small cliff or second floor building. 

    Pros: -Can drop pallets early so it can end loops faster than other killers.

    -Useful when chasing survivors in maps with multiple floors.

    Cons: -is an M1 Killer

    -weakness is prolly dropping pallets early like clown lol

    -no speed ability like spirit, blight, oni, etc

    I was inspired by pyramid head and his tunneling ways so I thought about this new ability for a killer. No idea what this killer might look like but the concept is nice. I was also thinking of adding an ability to stomp on dying survivors so they’ll stop moving and increase bleeding out rate but that might be OP lol. sounds fun though. I have absolutely no idea if this sounds useless or OP but the idea of killers droppings pallets themselves instead of waiting for survivors to do it sounds neat.

    Best strat: Just use this across the entire map and remove all the pallets. Cool concept, but it'd need something to prevent it from being used just to remove pallets for free.

  • @CornHub said:

    The blight, then plague, and demo. Haven't gone against them in weeks.

    Makes sense, they are all hard skill-intensive Killers.

  • I would suggest none of these. Slugging may be annoying, but if the Killer slugs everybody they deserved that win.

  • Booping the snoot is the only way to cheer her up, I love it

  • It'd probably increase the amount of DCs before a match starts, but eh. Looks really cool.

    Plus, we all know BHVR cares about 'better looking' things over actual gameplay, so it'd fit right in.

  • I hate the new animations. Even with all the polish in the world the injured animation would look painfully clunky.

    The old ones were perfect for what they did. Plus, who in their right mind though it'd make more sense for Survivors to not limp while injured?

    Also, let's be honest, these animations will not be polished. Think about who you're talking about, here, BHVR takes a year to polish minor bugs.

  • Balanced Landing is the most niche Exhaustion perk, but that doesn't make it bad in any sense of the word.

  • Blight, easily. I love playing Deathslinger, but missing feels so bad and my accuracy isn't that good. I also hate having a gen pop before I see a single Survivor.

  • @DBD78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1898163#Comment_1898163

    Yeah I have no chance on Xbox to make the same plays PC Blights do to me as survivor. I don't know how the difference can be so big I mean they say Nurse is bad on console but I do very well with Nurse..but not with Blight not even close.

    Blight does have a higher theoretical skill cap than Nurse, so makes sense. I'm guessing everything is harder on console though.

  • Not a single perk is overpowered by itself. DS is annoying as hell but it's not OP.

    For Killer, the most op COMBO is Ruin and Undying, obviously.

    For Survivor the most op combo is DS and Unbreakable, obviously.

  • I was a Meghead for most of my time as a Survivor, just last week starting to play Nancy. I gotta go with the runny girl who sounds like a train.

  • @skinu said:

    No one, literally no one plays the hag anymore. In the last 100 hours or so I haven´t met a hag even once.

    Hag is very rare, yes, but Imo she's not forgettable because whenever I go against her I get my ass blasted into the shadow realm. Plus she's terrifying imo, so.

  • The Twins in my opinion. I see Blight less as Survivor, but I personally am a Blight main for the foreseeable future.


    @DBD78 said:

    Blight and Twins. Never see the Twins and Blight is just an awful killer to play, unless perhaps you play on PC idk.

    On PC Blight is amazing, top 5 Killers in my opinion.

  • Survivor: Inner Strength, Iron Will, Adrenaline, Lithe


    Killer:

    (Blight) Tinkerer, BBQ and Chili, Hex: Undying, Hex: Ruin

    (Deathslinger) BBQ and Chilli, Hex: Ruin, Monitor and Abuse, Whispers

  • As this was my first full chapter concept, and I put a lot of work into it, I'd like to see even a fraction of the engagement I got on my crappy Xenomorph Killer idea, so... yeah.

    Sorry for the bump if that annoys people, I entirely understand.

  • She's not balanced, but I don't think she's op in any sense. I said balanced because she needs one tweak to be truly balanced (moving grass), and she's not overpowered.

  • I voted Myers on accident, I meant Ghostface. Oops

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1894102#Comment_1894102

    LOL

    Blight: busted FoV

    Billy: trash since the nerf

    Oni: Billy with extra steps.

    Billy is still fine

    Blight is great even with the ######### FOV

    Oni is pretty damn different from Billy. Blood management, the urgency to get multiple hits as fast as possible, the flick at the end of a charge and the strafing all differentiate him a lot from Billy.

  • @BlooperReel said:

    I have mixed feelings about this to a degree.

    I don't play a whole lot of trapper so that may feed into this but at the same time Trapper has troubles anyways so maybe that's why I avoid him...

    I know they're adding in new escape mechanics but honestly I don't see that doing a great deal more when you still have to take forever to set up traps, it just seems like putting a band-aid on a gash.

    so should iridescent stone be part of Trapper's base kit? I feel like it would take unnecessary pressure off him at the start, something he seems to struggle with more and more the longer it gets ignored.

    Iri Stone shouldn't be base kit, but the brown or even yellow bag add-ons should be.

  • @horrortale_sans said:

    i never seen a good Executioner and there pretty easy to dodge

    It's only when you get to a pallet or window is he unfair.

    Cuz you can either vault the window / drop the pallet, or don't. If you do he uses is ranged attack, if you don't he m1's.

  • @oskar0ch said:

    I hate playing against him so much, he has the worst killer design in the entire game.

    He's definitely more well designed then the likes of Deathslinger, Spirit and Executioner. In my opinion, he may even be in the top 5 most well-designed Killer. He now has a unique power with strength but counterplay, which is the best thing that can be said about a Killer.

    I don't like playing against him ONLY because I play against so many. If he wasn't so common above rank 10 (it's hard to rank up as solo queue Survivor, dont @ me) I'd like him a lot more.

  • @zoozoom6 said:

    which killer is most difficult to play competently or at their maximum protentional?

    Nurse has a much more steep learning curve, but I do believe that over the course of playing either Nurse or Blight, Blight will prove to be harder to play.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893372#Comment_1893372

    The core question of the thread is what needs to be reworked more. My argument is that the Hatchets do not need a rework as it just lets Huntress do what many people with Exposed already do. Myers forces a gameplay design and roots you into a niche instead of being just better all over, which in my opinion an Iridescent should do.

    So... you think Myers needs to be reworked more, but his add-ons are what an Iridescent should do? While Iri Head is exactly, by your definition (and mine as well), what an Iridescent shouldn't do?

  • @SkeletalElite said:

    Doesn't matter to me either way TBH

    The information is a little less compact on the new HUD but I don't think it's as big a deal as people make it out to be.

    It's a very big deal. Every second is important in DBD, especially for Killers, therefore wasting time having to figure out if a Survivor is injured or not (because not it is infinitely harder to tell from their portrait, have you seen what injured Dwight's looks like?) is a major problem.

    Plus, for Survivors, the Exhaustion effect is now ALL red. Meaning it's much harder to tell how much you have left on your Exhaustion. Big issue.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893163#Comment_1893163

    Insta-downs and Exposed are the same net result: you go down even if you are in the Healthy state. That's a weird nitpick you went for that doesn't actually make a lick of difference.

    The best part about that though is that I did the best I could seeing as what you said had nothing to do with the conversation. Iri Head hatchets are infinite range, low cooldown low cost projectiles that are impossible to react to within something like 5 meters. Plus, I was moving onto how you said Michael's add-ons are more problematic, therefore the Exposed thing was stupid to bring up without a separate point for that.

  • Tombstone isn't Exposed. Iri Head isn't Exposed. Tombstone is a free kill, Iri Head is an infinite range free down. Neither can be considered the Exposed effect. All Exposed effects have very strict timers and restrict it to basic attacks.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893099#Comment_1893099

    This may shock you, but not everyone has been playing since 2016. Some people have been playing since November, as a random, non-specific example.

    Plus couldn't the same thing be said about Tombstone Piece for Myers? What makes Myers worse than Huntress.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893099#Comment_1893099

    This may shock you, but not everyone has been playing since 2016. Some people have been playing since November, as a random, non-specific example.

    I'm aware, but even then not everyone uses them the second they get them. Also, just because an add-on is scarce doesn't mean it can't be unbalanced. Each singular Iri Head that is used is a ruined game. Each chase doesn't last long and isn't fun because there's no skill on either side in walking at a Survivor until you can hit them with a hatchet.

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