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Deadeye

Deadeye

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Deadeye
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  • Watching too much Little shop of horrors? 😁

  • @VolantConch1719 said:

    https://forum.deadbydaylight.com/discussion/comment/1627603#Comment_1627603

    https://us.v-cdn.net/6030815/uploads/USSIWZCWBQBA/image.png

    The description of the Devout emblem clearly states that iridescent is granted for nine or more hooks in a match. NOWHERE does it mention the need to 4K, making this challenge incredibly misleading.

    My first go at the challenge had me get 11 hooks with Legion and the last Meg got out through the hatch. I was going to give her the hatch anyway because I was counting the hooks and, following this description, I should have gotten iridescent Devout (and I kind of felt bad that they didn't get a single gen done in those 12 or so minutes the match lasted). However, because Meg escaped, I got gold instead.

    THAT is what is wrong with this description. If it was more accurate (saying you need 9 hooks AND a 4K), I don't think anyone would be complaining. As is, it's misleading at best, completely bugged at worst.

    Alright, I did not see that yet, I always take a look at the points that are given, and the "pip-meter" that shows how close you are to each of them. These are correct at least and the easiest to understand. That last line on the description is truly crap

  • @Lmronby said:

    https://forum.deadbydaylight.com/discussion/comment/1627594#Comment_1627594

    So one perk should remain in the ashes because One killer would benefit greatly from it?

    More like so one perk should be redesigned in a way to become viable and NOT boost one of the most hated killers. I did not say don't touch Predator, but that rework would be meta on Spirit and probably not even affect pick rate on other killers

  • What is wrong with the descriptions? The Devout emblem is pretty clear. 20 per sacrifice, 10 if you got everyone at least once, 10 when you get at least 9 hooks.

    So you can either miss a sacrifice if you get the two +10 options or you simply kill everybody (also possible with mori then) and are guaranteed the gold emblem

    Edit: thought you need gold, but you need iri. Sooo you need a 4k, 9 hooks and everybody hooked at least once (which should be auto if you 4k unless the last one dies to EGC).

  • @Lmronby said:

    https://forum.deadbydaylight.com/discussion/comment/1627332#Comment_1627332

    I think Lightweight should be a sort of a counter to that Predator idea; an often unused perk working against another unused perk

    Yeah, but that is again a "pick perk to conter a specific killer". But to Spirit this would become meta

  • I don't know if you can really avoid this bug, rather than buying an hourglass for each survivor. I would call it abuse when someone is downed inside the basement and before picking up you place a trap on top of the stairs to make sure you get the instant hit. That is a pretty obvious as you set up for the abuse

  • @Lmronby said:

    Predator Rework: All survivors leave behind Blue scratch marks for 1/2/3 seconds after they stop sprinting

    Simple and easy, and a Hell of a ton more Useful than *Tightening the Spread* of the scratch marks

    looking forward to Stridor/Predator Spirits ^^

  • I also disagree that this is really the problem. Otz has a full video on good perk builds that only contain free perks + the teachables of the respective killer.

    Also the "if you have shards, you aren't new anymore" thing is kinda strange. If you don't have shards to buy new perks/characters, then you also pretty much have maybe just 2 or 3 characters maxed out with the basic perks and almost no teachables unlocked. The bigger problem comes when you have MANY teachables unlocked, because you sometimes need to push characters to level 100+ to get the perks you want. If you are "new", you can just max out one character and then on point go for the teachables you want to have and instantly get them on your maxed out character as soon as they are unlocked.

    Besides that, as there are good basic perk builds for every killer (you don't have to play meta to be good), I don't think that you are necessarily bad when you have bad perks. I think Tru3 managed to get rank 1 with each killer after rank reset (from rank 10, not the new reset) and doing so perk- and addonless. So if you know how to play the killer and use the power efficiently, every killer is at least playable. Not talking about 4k every red rank SWF, but I don't think perks is in any way related with skill

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/discussion/comment/1625554#Comment_1625554

    Being sensitive about something pressing Control on their keyboards

    lol

    thanks for confirming that you are completely oblivious and ignorant. ne need to discuss with you then

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/discussion/comment/1625508#Comment_1625508

    its teabagging, its been in every single game bar non with a crouch

    people being "toxic" in videogames doesn't bother me, if someone face camps me, smacks me on hook, clicks at me, i don't mind

    maybe i just have thick skin compared to most who play this game

    So you justify/relativize ass behaviour by "thick skin"? Maybe even saying it is the tbagged's fault for being too sensitive? Is that what we should expect in every part of life, to behave like donkey and just not take it too serious?

  • And that should mean like the allseeing ultra rare from Wraith to see gen progress expires after a minute? Or that the inreased charge replenish of whatever power only works for 10 recharges? Or that the scratched mirror actually breaks after 10 seconds of aura reading?

    Nope, sorry. Bad idea

  • @Ryan489x said:

    I don't teabag any killers. sure I get some really nasty ones that play dirty and I'll get frustrated and curse. but they don't hear it and it's really my problem. a teabag is just arrogance. and disrespect.

    people incoming saying "it is just crouching" and being blind of "body language" and what it actually means when people do that :P

  • @BigTimeGamer said:

    Spirit

    if you get 0k as her, especially with Stridor, thats some real shame

    So the killer already had a ######### game, probably first time Spirit (or why else should it be a 0k?) and then you decide to tbag on top of that? You know why many killers don't give a F about survivor game experience?

  • @Xyex said:

    https://forum.deadbydaylight.com/discussion/comment/1624394#Comment_1624394

    It was NOT introduced in the mid chapter. It was a side effect of them fixing the Nurse hill bug (which, mind you, was in the game FAR longer than this Survivor bug) which happened in 4.1.2. The Blight update, 4.2, was the very next patch after that update.

    And I didn't learn about the bug on the forums, or anywhere else on the internet. I learned of it in the game.

    https://forum.deadbydaylight.com/discussion/comment/1624474#Comment_1624474

    The heartbeat was already fixed.

    Honestly, if you think this is all so easy, fix it yourself.

    If you learned it from the game, then it was pretty lucky that you "never once got stuck in the hill" right? I guess by seeing others get stuck? So you would not have to play like a blind moron to get stuck. And even if everyone just got stuck only once and then avoided it, it is still a pretty ****load of games that could be thrown by the bug.

    Again, being "avoidable" is not the best reason to downplay it. And if it is true what you say, then it is 4 weeks instead of 6. Not that much of a difference regarding my point that there is no survivor sided priority on dev side, which was my original point. Not sure why you jumped in on that anyway

  • @CalamityJane said:

    https://forum.deadbydaylight.com/discussion/comment/1624775#Comment_1624775

    Except Resilience adds to gen speed too.

    Lol, just kidding, can you imagine someone who runs self care doing a gen?

    With this build it actually makes senese. Selfcare with same speed as others healing you but without needing a second person for it? 99 yourself and do the gen with bonus speed and tap yourself when the killer approaches? It is just 4 perks for that effect, which seems a bit weak

  • @BOT_Ethan said:

    9 Japanese threads actually XD. "The forum is currently experiencing issues, we are aware and these are being looked into. We apologise for the inconvenience caused. Stay safe in the fog!" and it's happening for everyone. So don't panic, at least we can log in by now.

    alright. the message is new right? at least it wasn't there when I first saw the chinese posts. thx ^^

  • no precision votes? Dudes, comeon! Sloppy is already a good perk and that perk exceeds it massively with the chance of Deep Wounds! It could be an Adrenaline counter for example, and causing a 28 heal is also pretty good

  • @Xyex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1622360#Comment_1622360

    The hill bug was completely avoidable if you didn't play like a blind moron. I never once got stuck in the hill. And it was literally fixed in the very next patch after it was introduced. No, they didn't rush out a fix outside of their normal patch schedule, but they never do that unless something literally makes the game unplayable. And neither the hill bug, nor this interaction bug, do that.

    As for the rest of the post, I "rescued" every stuck Survivor I found as Killer (only maybe 5 or 6 in all) and left them slugged. So far I've not had an instance where the interaction bug stopped me from being hooked and the Killer wasn't already playing like a dick (the one time it happened was a tunneling Freddy so I was more than happy to GTFO and waste more of his time) but should it happen I'll absolutely wait for the hook.

    Oh yeah, thats a reason to ignore that it was in the game for 6 weeks. Ok, then I guess it was also fine to keep the lightburn bug in the game for half a year, because it is avoidable...

    And not everyone goes into the forum and knows about it, cuz BHVR did not take position on that one until 1 week before it got fixed. Which is btw a full major update, not the very next patch. It was introduced with midchapter patch and fixed with Blight. So fine if you think that survivors are the dumb ones to blame, but there were tons of stuck people anyway. I'm just saying this because OP questioned "priorities", and I think this is simply an example that there are no "survivor sided" priorities, as I don't think they said "keep it in game, those who get stuck are blind morons".

  • @Moundshroud said:

    In all honesty, it does for me. I prefer to get DS done with early game rather than late game where they are particularly damaging to me. So "early" game, if I have a choice between targets I will pick the same one simply to force DS to get done with. Later in the game, DS will function to make me pick an alternate target. In short, I'd rather take the stun early when it does me the least damage.

    I think this totally depends on the situation. I have seen several situations where something like 2 slugs and a hook resolved to 3 injured survivors by picking up the wrong survivor. If that happens at 1 gen done, while the fourth is on the way to finish the second survivor, this can cost you the game. You had 3 off gens and 2 possible hooks but leave the situation with a lost gen and 1 hook.

    DS can seriously damage your pressure, depending on the situation you have to eat it. That's why I said above that I definitely eat it if the survivor offers an easy removal by jumping into lockers. If I don't have other targets, I just have to invest 5 seconds to get rid of it, no chase or anything. I'm fine with that. But in the above scenario I would make sure I pick up the guy that wasn't on hook first or if not sure leave both on the ground and search the 4th or kick gens near

  • @TheClownIsKing said:

    Why exactly is this considered OP?

    Many killers have aura reading add ons, and none of those are considered OP.

    Blight still needs to hit the revealed survivors for it to be of any use.

    I think it is considered OP because at the moment the main "counterplay" to Blight is that he simply loses track of survivors pretty often due to his low camera position. This addon counters that and makes his power extremely strong, also countering a bit his low maneuverability as you have enough time to read and predict survivor movement with the aura.

  • I think it causes tunneling in the first place if survivors play it out stupidly. I love to tunnel people that jump into a locker in my face just to bait DS, even if they could simply get away or I was even in a chase with someone else. If I get a free DS removal by only eating a 5s stun and not have to chase this one down, I'll take it and know who will have a pretty hard time for the rest of the match.

    Other than that, of course there is people like that, just going for the tunnel anyway and hope to be lucky to get an easy tunnel target, or otherwise just eat it once and then finish the tunnel. But there are also enough other killers that simply play fair or good enough and then simply be able to get rid of a DS and let the survivor go, just to make sure they don't get the EGC stun.

    I would not say that DS forces tunneling as a general assumption.

  • I also use them if I lose control of the game as a means to catch up, or on any toxic survivor, or if I don't really need it, on the last survivor in game, so like a yellow mori. Also normally use them for kill dailies only, but I "waste" them when I'm about to prestige any killer and play some addons just for fun or to test to clear the killer addons and think it might be worth to have an insurance for the probably weak addons

  • @DarKaron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1622371#Comment_1622371

    Well, that's a fair argument. But even still, the fact that a Killer actually has the POTENTIAL to be as strong as Nurse in at least most situations is somewhat terrifying to think about.

    He has his flaws, yes, and Nurse has minimal flaws, but considering she outright says "No." to loops in general, unless Blight could go the way of the Left 4 Dead Hunter, I don't see anyone else who could top her outright.

    I think he is pretty much the same/comparable as Spirit. Fast movement speed while in power and can't vault/kick in the meantime. One minor difference is that he has less maneuverability while having the power last longer. And a major difference that you can see him, having fair interaction in chases :P

    I think he has higher traversal speed (in power and base speed) while she is stronger in ending chases quickly. So the question is what weighs more. But in my opinion this evens out and they are on the same level. Not counting in addons

  • At first I question if you know how to code, regarding your "fixed yesterday" policy. Second, if this puts the rest all to shame for you, then you probably didn't play during the new years vacation period, where they shortly before released a bug allowing the same perk to be stacked multiple times and allowing killers to use Bond for example.

    So, calm down, you haven't seen the gates of hell yet, my boy

  • @Xbob42 said:

    I was playing Blight the other night and had the best DC ever. Someone missed a flashlight save and killed themselves. I don't stream or record so I didn't get it, but one of the survivors was a Twitch streamer, it should auto-start at the right time:

    https://www.twitch.tv/videos/739452098?t=01h15m56s

    It was one of the funniest things I've ever seen. I pick one up, someone fails at a flashlight save (really not a big deal) I hook and come back... and there's just a Claudette splayed out on the ground. Whiffing your save so bad it kills you.

    It did not auto start, which position?

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1622377#Comment_1622377

    think a little and maybe you could have put 2 and 2 together that it was under someone elses leader effect

    "think a little" thanks for that "nearly insult". Was I blaming you in any way? Probably you should write "AND I was affected by leader" and not list it in the perks "you used". But ok, next time I'll just assume everyone has perfect knowledge and don't dare to correct, when the written word is literally wrong

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1622325#Comment_1622325

    50% multiplier, I have used botany + resilience + leader and still had a red bar for healing speed

    Leader does not affect yourself

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/191716/how-quickly-i-went-from-blight-is-terrible-to-blight-is-incredible

    I'm really glad to hear this.

    This is why we always request people to not make snap judgements about things and try things out to give it a chance.

    I think The Blight is a lot of fun to play and play against, it just does take some time to get used to playing as him - his skill cap is pretty large I think.

    Sad thing is, people don't change ^^ I still hear the echoes from last chapter, when everyone cursed on PH punishment attack because noone was able to hit people in open fields :P

    @DarKaron said:

    Frankly, I think Blight has some SERIOUS potential to contest the title of "Best Killer" which has been held in an iron-clad grip by Nurse since the dawn of her existence, even to this day.

    High mobility is key in the Killer meta, and paired with the right perks, hoo boy, Blight is a force to be reckoned with. Especially since his mobility gives him huge flexibility for totem defender builds.

    Potential, but I think nothing will ever beat nurse (a good nurse) since her power simply breaks the whole game mechanic. As strong as he is, there is counterplay and several tiles that he simply can't use his power on. Nurse has ALWAYS the ability to end chases within 15 seconds on every tile, and that is pretty hard to top

  • From camera perspective, survivors are larger than the killer. And you cannot look above knee high rocks or the boats (not the ship) on swamp map. Tall grass makes you blind and every type of grass literally covers scratch marks completely. I really hope they notice this (not the first post about it) and change it. I think it will just be a QOL change and not give huge advantage to the killer

  • Just regarding the "priorities of the devs". The hill-stuck-bug is something that was 99% affecting survivors and was even more game breaking than the hook thing. And stayed in the game for what, 6 weeks? Since the midchapter patch, right?

    And "doesn't matter if the departments/teams are different": it does. Why should the team that literally has no idea about bug fixing stop working? That makes totally no sense

    Btw, I know this could start an "us vs them" discussion and I want to warn about that and hope we stay civil and objective. But how many killers (%) did you notice that downed and free the survivor from the hill and how many survivors have you seen so far staying at the hook to grant the killer the hook? Hope I will see at least one survivor in my killer games to do that next week. I definitely will do that as survivor, when the killer is not a total donkey until that point.

  • The perk says "at 50% speed" not reduced by 50% or something, so this might be different, how it is actually handled. Need to test, but I would guess Selfcare + Botany Knowledge then isnt at 83% of normal speeb but at 66,5%

    Meaning, for Selfcare you need to think of the 50% as being 100% and all modifications apply to that. So, if you increase Selfcare by 50%, then you increase it to 75%: half of the "base speed" is 25% of the regular speed.

    When you say the 4th stack of Felix' perk made it white it would fit. Because the "bonus" is then 56 + 9 + 33 = 98%

    98% of 50% is 49% meaning you are boosted to 99%. There is a reason why I think Botany Knowledge is actually 33.333333% instead of only 33% (if you want I can explain that in detail, but takes some lines) so this might actually cause the rounding to go up to 100% making it a clean white bar

  • Survivor - Conviction of the Versed:

    Succeeding a good skillcheck gives you one stack, up to a maximum of 5 stacks. Great skillchecks can exceed the maximum stacks to 8/9/10.

    With 5 stacks the perk activates. While the perk is active, sabotaging and unhooking action speed is increased by 50% and failing a skillcheck prevents the regression and killer notification.

    Finishing a sabotage or unhook action or failing a skillcheck consumes 5 stacks, when the perk is active.

    (Probably sabotage or unhook could be exchanged with other cool actions that are more useful, but nothing with increased repair speed though ^^)

  • @Chordyceps said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619400#Comment_1619400

    Ok, I understand what you're getting at now. I think it to indicated that you are within a dead zone, it could work how perks like dying light or thanataphobia do, where the perk icon appears near the player's perks to indicate that they are within a dead zone. With that information survivors would be able to know when they are in a dead zone and make the decision to leave it if they think it's safe or necessary. In order to flesh out this as a new game mechanic, I could try and take some time to write up some survivor perks that relate to Dead Zones.

    Well, having a visible notification for dead zones is already something better. Regarding survivor perks, I think, as I said before, you would not like something that depends on the killer bringing Dead Zone perks. Like "If you cleanse a Hex totem..." would be pretty ... niche.

    And at least from naming and fluff, I think I would also not like survivors to create dead zones. Couldn't imagine yet a nice way to design survivor perks around that mechanic.

  • @Chordyceps said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619370#Comment_1619370

    I'm not sure I entirely understand what exactly you're trying to say. Obsessions can sometimes give benefits to survivors, but hex perks only ever benefit the killer. Could you elaborate on that point?

    It affects gameplay on both sides. Survivors can counter hexes, have Inner Strength, have hex detection perks, can benefit of being the obsession, can be the rancor target and need to adapt their gameplay etc.

    So far you had a single Dead Zone perk that actually indicates the area by fog, otherwise there is pretty less feedback unless they get affected by it and then also don't have consistency on it as the areas constantly change. So there is no "this area is bad, I run another loop" or any other interaction. So as is, this is for me less of a new perk/game mechanic rather than a new category, like aura reading perk, tracking perk, chasing perk, slow down perk, then introducing area of effect perks.

  • The killer emblems are pretty stupid in general. If you look at the definition for Malicious, it will give you 1 point per hit, 2 points per hook state and -1 per heal. Meaning each heal needs to be "countered" by another hit. Makes sense so far. And you get 10 points per survivor optimally (hit, hit, hook, hit, hook, hit, hook = 1+1+2+1+2+1+2 = 10). You need 36 points for iridiscent. Every time you injure a survivor with your power that does not count as a hit (for example Trapper, Plague) or insta down a healthy survivor by power or perk (Myers, Chainsaw, NOED, Devour...) then you lose one potential point in this emblem, meaning when one of those happens 5 times, you cannot get iridiscent anymore on that emblem. Thats why mentioned killers struggle on this emblem.

    Next: Chaser. you get points for hitting a survivor during chase. I noticed that hard pressure is bad for that emblem. Had an 11 hook game and they were not able to heal up, just constantly switching hooks. I ended up with 80% chaser emblem, although I had the maximum (except one) hits possible in this game. Means: you need to let people heal up to get this emblem iridiscent. Which means you need to eat minus points on the Malicious emblem. Pretty bad design in my opinion. In addition, above mentioned powers and insta down attacks also are bad for this emblem, as you get less hits.

    Enjoy getting these adepts that require double pip, which is 4 iris at red ranks...

  • Basically I like the idea. The only thing differeent with this is, that Hex and Obsession influenced both sides, Dead Zone perks only give benefits to the killer. And I think you don't want to have survivor perks that create deadones, and no survivor perks that depend on the killer picking dead zone perks

  • just search in your browser right now for feedback and you will see a highlight on the right :P

    In this subforum is a section "Feedback & Suggestion"

    But it is also just talk. Just sometimes devs pass by and might like your idea. But there is no thing like "feature request"

  • I don't think that cancel cooldown increase will drop him that hard. He still has the ability to down people stuck in an animation and force people to leave the loop

  • First animation change of history and the screams for more begin ^^

    I think it is good that they changed the gen animations first as they were basically counting from one to 5 using their fingers rather than working on the gen. And it is an 80 second animation rather than 16 seconds.

  • I would agree. Mostly you can say that you are doing something wrong as killer when you reach bloodlust. I would say a new perk would be BS because bloodlust is really not THAT strong and as perk maybe slightly above Monstrous Shrine.

    But I would say put it additionally on Beast of Prey and remove the "pallet break" or "power use" condition, only reset on broken chase or hits. If this is possible, I think currently for example revving the chainsaw (or probably actually starting it) with Bubba removes bloodlust, which should not be the case then but injuring/downing someone with your power should.

  • @Zozzy said:

    Do you play killer? they already do deafen the killer.

    emmmmm..... no? Maybe you shouldn't yell "gawddammit" when you get blinded?

    I dunno... I can hear footsteps when they are close enough, and moans also just over the distance they need to stay to be in flashlight range.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1612960#Comment_1612960

    It really is free. You didn't complete your objective. It's all or nothing. You didn't do your objective. That's the issue. Your crutch point is irrelevant on the point of perks. And complaining about an unbalanced thing is entitled bitching? Really?. So if we brought back old nurse gave her infinite blinks and gave her no cooldown it would be entitled bitching to complain? Seriously that's just dumb. Keys and moris are unbalanced and unhealthy for the game, hence why a majority of the playerbase is asking for nerfs to both of these. Anyway I got ######### to do so I'm done here

    Well, if you redefine it for your personal view with "all or nothing" then your arguments work. I would argue with "why does the hatch spawn then before 5 gens are done?" if this is not because of "partial progress" instead of "all or nothing".

    Sorry if you take it too personal, I did not want to offend you, and definitely not targeting you explicitly. It is just the basic moaning in the community that I'm comlaining about. The argumentation "did deserve the 4k" or "earned the 4k" and "did not earn the 4k by mori" is just so massively subjective and creating rules to the game that simply don't exist. This game was never perfectly balanced and never will be because the killers vary way too much and the nature of the massive perk and item amount you can combine simply causes imbalances in every match. Some minor some major.

    I said in another thread I would not want to have basement removed, as well as Saloon loop. Each map has strong and weak zones for both sides, some maps are in total favoring the one or the other side. So do killers, so do items, so do perks. Make maps balanced by exchanging every single tile by a TL wall. Fun. Long play motivation.

    The only reason people have a problem with keys and moris is because they expect a certain outcome, they want the kill, they want the escape. They feel robbed if they don't get it. What about not talking about hatch escape but coward hole? Why not regard mori games as lazy/hard mode? Why having every game a "same ######### different day" routine?

    I prefer changes in regards of interaction. Spirit change requests for example seem valid because from survivor point of view there is no interaction. You do your thing and see what happens, no feedback from Spirit. There are counterplays to bamboozle her, enough threads about that. It is simply that you get nothing out of this chase. About key and Mori changes I only hear "they don't deserve it", nothing about missing interaction or counterplay. Simply "I won't grant you that". And that is entitled bitching to me.

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/1612915#Comment_1612915

    These are cosmetic leaks, which means these cosmetics were found in the game files.

    The game files don't lie. Those cosmetics exist and will be released eventually.

    @Mikeasaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1612927#Comment_1612927

    Again, not exactly proof. There are many things in the game files that are unused, cosmetics are some of them. So again, until it's confirmed, it's still just a leak.

    Proof of existence, definitely. And here we at least got no reason to question about the release. Why should they do that if they don't plan to release them?

    Just as counter example, but definitely a different thing: The game files also state that there is a swamp map called Dead Lake. And I think this is pretty old. Still not released. So the pure existence does not proof that it will be released.

  • @KeredDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1612820#Comment_1612820

    Good point, but that's the issue especially when you solo q or even duo

    That's not the problem of simply solo q. It is the players behavior. If you need to gather for a team save, solos can do that as well. And I bet you can't call yourself guiltfree, getting out of your comfy zone and equip the perks like Bond or Kindred that you need for solo, right?

    The problem is, if you do, you can be sure that at least 2 of the other 3 still don't. And make team effort wasted. I was not red rank back in the days, but when ranks actually meant something, the playstyle was way more team oriented in red ranks. Teamplay nowadays is more like dumb and worthless protection hits and insta unhooks.

    But I highly would disagree to adjust basement to the current state of player behavior. Because that would actually imbalance the game and make it impossible for killer to get anything done when once in a while teams gather that actually know how to play the game. I rather like to see those people get their booties smacked hard

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1612807#Comment_1612807

    60 percent is still not all of their objective. they failed to get all the gens done, but the key gives them a way out that they wouldn't have had without it. Personally my issue is if you get yourselves as a team in a sticky situation then your team should be punished ( 3 gen is an example). hence why i dislike keys. as for moris i feel like they are just a offering that makes it where you only have to down someone twice instead of the usual 3. which is why personally i dislike it. its a crutch for you not being able to catch that person a third time

    I did not say it is all of their objective, but you said it is for free.

    And Bloodhound is a crutch to track people you might have lost without the perk. And Pop is a crutch to protect a gen that you might have lost otherwise. And BBQ is a crutch to give you a target you would not have without the perk. And exhaustion perks are a crutch to extend a chase or even escape. And medkits give you one or multiple free health states you would not have without. And windows of opportunity gives you perfect looping information while probably being totally oblivious without it.

    Every perk is a crutch perk, for exactly the reason you equip it for. Every item and addon is a crutch. Or you could simply call it "enhancement" instead. Some are stronger some are weaker. As I said: main problem is entitled bitching. It's not like anyone loses season rewards by depips or anything. Otherwise just go ahead and blame killers for playing too well, because you lost BP you could have gotten against a weaker player.

  • @KeredDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1610717#Comment_1610717

    Not really that new and okay maybe it isn't OP but even a lot of people agree that it enables bad play style and toxic ######### like camping and a lot of the time on certain killers getting people out of the basement is way ######### harder than it should be, and you can't argue that.

    You can't argue about the "way harder" thing, but you can argue about the "than it should be". Survivors have pretty strong loops, just the saloon as an example, where they can always decide to rush at and waste a lot of time of the killer. So it is just fair if the killer has such an area as well. You know, variations. Safe spots, dead zones, threat zones etc. I prefer that over 9 TL walls across the map.

    The main reason why it is so strong is that people tend to throw games to get someone out of there, like trying a solo safe while injured. Just do a team safe. For example Hag basement escape is pretty impossible. You need the whole team to do the safe, one triggers all the traps and most likely takes a hit, others safe and bodyblock. But not many people play like that. And many people don't like to change their behaviour, they are more like "basement vs hag? Sorry bro but rip, I'm gonna stay away from there"

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/1612585#Comment_1612585

    Well keys are basically a free escape. For example, imagine you have two survivors left, there are three gens done. They can just find the hatch and dip out. Would you not feel robbed in that situation if you were the killer?

    Mori's are similar in that a survivor's life can be cut in half when a killer simply one hooks mori's. Especially if they tunnel for it. Both need drastic changes or to be removed altogether.

    not by half. you still need 2 downs. So 33% less. And not free either, getting 60% of the objective done doesn't seem free.

    The main problem about keys and Moris is entitled people bitching around.

    The only thing that is annoying is, when you are on SWF and need to wait for your mates for 10 minutes or when you go for a killer adept and pretty much deserved it but get your stupid double pip (killer only) requirement dumped by a key. But that is just my opinion

  • At least not DC and frig the team... probably just sandbag the thief

  • I also noticed that Blight has no heartbeat at all. Seems like a bug then. Has it been reported already? I mean, Slinger has a heartbeat too. It is too less so he seems like a stealth killer, but he has. Blight has no heartbeat at all, and that has pretty much the effect like Freddy in dream world

  • @Dabihwow said:

    I only say its gen rushing when I have like 3 gens pop at the same time, or when I see two brand new parts like yesterday when I was playing and all I could do was camp at the 3 near by gens. and defend them to my fullest ability. Yet for some reason when I play gen defence around 3 certain gens I'm called a camper when I'm literally being smart about it, and this was on Aravov ( One of killers worst maps ). So I'm called out for being protective over a important aspect of killer, how is that supposed to work?

    I would also not call that gen rushing, not necessarily, because it could be simply random progress across all 3 gens, delayed after being chased off or by leaving the gen for an unhook or whatever and by coincidence at some point the 3 gens pop at the same time. And if you mean at the beginning of the game, it could also be that survivors started separately, having one gen each and the killer simply lost too much time on first chase. Or leaving one chase because he noticed a progressed gen, chasing this guy and the first just takes over. So this would be just a lack of pressure if it takes that long. Killers just need a quick first hook to get the game rolling, or gens will just fly.

    So as everyone has its own understanding of gen rushing, I'll just add mine as well. I think @Raptorrotas has a pretty good thumb rule when the smooth definition of genrushing is entered: if a survivor prefers to do gens over altruism or totems, it is an indication of gen rushing. As I said: smooth definition. You can't call it gen rushing if you progress just a bit further, you don't have to jump off the gen as soon as someone goes down. Also finishing a gen that is on 80+ before you go for the unhook is not genrushing imo. But if you let someone die or go on struggle or just risk one of these for the sake of a gen, you should deal with being accused of gen rushing.

    Another point: A single toolbox, even a BNP is not gen rushing. If at all, that guy has to run PT at least to remotely call him an intended gen rusher. But to be honest, a toolbox lasts for half a gen at max, and most toolboxes don't even give you 10 seconds of bonus. A BNP gives you 15 seconds if you hit both skillchecks. It makes surely a difference, but I wouldn't call that rushing. Also don't forget that this is on one gen only, depending on when you get pushed off the gen, the toolbox can have even less value than that. Probably being eaten completely by Ruin.

    If 3 or 4 survivors run commodius or engineers toolbox with yellow addons or BNP, then this is a bit different. Also when the team runs a combination of Better Together/Bond and PT to efficiently team up on gens and teams sticking together to run down gens, I would call it gen rushing. Just to mention: gen rushing is also a legit strategy. If you do stuff like that or bring perks and make efficient use of them, then eat the genrsuher title. Otherwise it would be like Insidious killers saying "I'm not a camper, I just use a perk". Also on that one: just bringing PT doesn't necessarily mean gen rushing. You have to use it. And for longer than for half a gen

    EDIT: another thing just came into my mind. I think most people tend to call out gen rushing when too many gens get done too fast in the early game. In my opinion, gen rushing is either a thing that counts for the whole match or to a specific survivor (or multiple survivors). If gens simply get done early and then the flow stumbles because the killer gets control, it is no gen rushing. If you do gens without pressure (and being pushed off the gen to go for an unhook is also pressure), then you don't gen rush. I think gen rushing is a playstyle, you don't say "let's do some gen rush at the beginning and at the end, maybe a bit on the third gen if I got nothing else to do".

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