Avatar

FinestFantasyVI

FinestFantasyVI

About

Username
FinestFantasyVI
Joined
Visits
296
Last Active

Comments

  • @NoOneKnowsNova said:

    Billy main here, made a post a few days back about why I despise it. A lot of loops you can't mindgame on, and to make things worse, not only can you not use his chainsaw near the bushes cause how big their hitboxes are, but you can't use it on the roof of main building either.

    Visually it's stunning, more so than a lot of the fantastic looking maps in this game, but game play wise it's a disaster.

    I believe I actually read that a while back. Yeah its hell not just for a Trickster, but for Chainsaw bros. Thats why I mentioned the bushes actually. They're terrible for Bubba, and the map is too cluttered for a Billy

  • Blood Pact- you can see obsessions aura when one of you are injured. You can see when obsession is in chase because of the hud and thus know where the killer is. When you and obsession heal eachother you get haste

    Self Aware(i think thats the name)- See your scratch marks, so you know if you can hide or will the killer see you, bonus of faster walking

    Kindred- more auras

    Haddie perk- see other peoples scratch marks


    Basically information. My friend would question why no exhaustion perk. I dont need one. Blood Pact is based.

  • @Mat_Sella said:

    Your best play is to force a 3 gen in the empty grassy corner of the map where the ditch usually is, because if everyone takes advantage of the house it's gonna be pretty difficult for you. One good Balanced Landing play (which is just drop out of one of three elevated windows) and you wasted a huge chunk of time.

    Good idea. I never tried to force a 3 gen. But if the spawn is ok for the gens. I'll try and go for that. Because my other option was just to go for the scummy tunnel and camp idea or be lame and farm it out so I dont get aggrevated. Im seriously not having any fun at that map. A 3 gen should be interesting

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249275#Comment_3249275

    It might be if they're using the addon that lets you teleport to untriggered traps, but I've never had a problem teleporting when on several floors when playing without it. The only time I can see it being a problem is if there are two traps simultaneously triggered, in which case you have to look towards the one you want to teleport to, but it's not that common in my experience.

    Anyway, good luck in your next games =)

    Good to know. I'd love to try more killers. But with how punishing the game can be, I am afraid to go out of my comfort zone of Trickster and Legion, with the occassional Ghostie and Pyramid Head with a side of Plague. But Trickster and Legion by far. Im terrible at the other 3

  • @BrightWolf said:

    The house on GoJ makes the Saloon in DDS seem like a walk in the park, Like I hate the DDS gen spawn location with a passion, literally the safest one on that map IMHO. But the house on GoJ is like a jungle gym and Shack had a baby, but fancy. It's just too safe and too dark to see anything as killer or survivor, like I don't play Dredge but I can only imagine just how painful Night Fall must look on that map.

    I actually managed to snipe some survivors on the saloon gen. They would be confused why the f am I throwing knives from way down there out of saloon. Some would crouch around confused and get hit. Some would be smart to go in the saloon. But yeah, with DeadDawg, I am uncertain how to loop that as well. But somehow, it still feels more fair.

  • @BrightWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249236#Comment_3249236

    The first time I played Trickster on GoJ I got stuck inside the house on an object I couldn't even see because it was so dark, it took me maybe a minute or two to free myself but by then at least two gens had popped and I had absolutely no pressure. At least the survivors were sympathetic in the post-game, so there was a silver lining.

    So, much like Midwitch and RPD, GoJ is aesthetically breathtaking no doubt about it, but absolutely poorly designed for a game like DbD.

    Man, you at least have nice survivors. Mine were all toxic, tbagging, clicking, doing the loud noise notification vaulting. Like anything that can aggrevate you, they did it.


    Honestly, while the art team did a good job. I still find Eyrie more breathtaking than that. Even Ormond. Garden of Joy has a bad colour palette, at least to me. Its a bit ugly visually even tho me. Its like not day, not night, maybe dusk-ish. Idk, those colours do not work on me

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249254#Comment_3249254

    Oh I can see it being great on Trickster ! =D I actually got 4K'd by a Trickster there a couple of weeks ago haha !

    It's a really, really good map on Hag because it's not too large to teleport now, and unless survivors want to crouch at each doorway, there are bound to be traps they can't see and will run into =D

    I heard that for Hags its tough to teleport to traps if there are multiple floors. I heard one complained about Midwich which surprised me. Granted, I never dared to play Hag yet. I'll wait for bots

  • @GooseMan said:

    Yeah, Garden of Pain feels bad. Absolutely broken main house, stupid fence loop in the corner, tons of safe pallets, good luck playing killer with no anti-loop.

    I knew its survivor sided. But whenever I go there, I specifically get blasted there and I wondered am I bad, because I always lose there and feel miserable there.

  • @AcelynnBen said:

    yea no.....that map is so dumb

    and weird enough m1 killers tend to get better killers than some killer with fancy powers which is really just weird and tbh the map is overloaded as hell

    a house a shack and a jungle gym, hell why not add a stairs to that bus with vault up top too....

    its basically haddonfield and springwood made a baby

    hell i would rather play on either of those maps than garden of joy

    I never looked at it that way. God, it makes the map feel more disguisting. Yea, other maps have main building, shack and jungle gyms. But to compensate for it, they're bigger. Garden is so small in comparison to Mothers Dwelling or Thompson House and it makes it hell. Oh god

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249236#Comment_3249236

    I'm still very bad at RPD, but that's on me for not taking the time to learn the layout (I don't feel like inflicting the map on others via offerings, so I should probably get into a custom at some point haha!). For now as survivor I hate it because I have absolutely no orientation whatsoever on that map.

    As killer it's literally 50/50, since it's a really powerful Hag map but a poor Legion one, so it's gonna be hit or miss for me most times. :)

    I dunno how, but somehow learning it came more naturally to me than the old one ever did. Like a missing piece of the puzzle falling into place. New RPD suits me great actually. I use Darkness Revealed, so I get a decent amount of aura reading and I know the blind spots if I dont see anyones aura. The corridors are tight for surviors, but not too tight, and my Trickster bias comes and says its perfect for a flurry of knives since they cant hide much. Plenty unsafe low wall loops. Im sure its hell for other killers tho. I dunno how they do it, but I do admire them when they do it and get a 4k, even if its on me. Sucks when Im tunneled or camped out by a Doctor or Wraith or Huntress. But eh, thats life

  • Garden of Pain for me xD

  • @danielmaster87 said:

    I simply notice how my teammates can do tons of bad plays and still get out on this map.

    exactly, i feel the map does all the work for survivors. You dont need to be a good looper to get away because a killer simply cant loop at all. The pallets, the windows, the bushes, the darkness. Every aspect of the map is just ... not good.

  • @HugTheHag said:

    I love the map esthetically, but I don't really like it as killer or as survivor.

    As killer, because that house is too damn dark ! I have just learnt last week about a whole part of the house I didn't know existed (the upstairs corridor that leads to a window) because I just never saw it ! The rest of the map is fine in terms of lighting in my opinion, and I don't play killers for whom collision is important so I can't speak for the bushes. I feel like the map also has truly horrendous hex totem spots as well.

    I don't really like getting it as survivor either, because for some reason I rarely get good games on it. But that's not in a rational way, I just rarely feel like playing on that map.

    I'd stil call RPD worse than Garden of Joy, though it's worse for everyone and not particularly one side.

    I have to give it props that aesthetically it does rock. But its like the art team took predecence in map making and not the balancing team. I love the DBD art team to bits and pieces, but the balancing team needs to step in. I do play both sides, but Trickster is my pride and joy and I do side with killers more. But even so, I dont like it when a map is a stomp for any side. Killer nor survivor. But considering I play killer more, this really isnt a fun map for me. Granted not even as survivor. But that might be tainted from my killer experience


    The map IS dark and Im glad its not just me. This is kinda funny since there was a poll saying if day time maps should exist. I think after Garden of Pain, for sure its good to have light maps. Because with this and new Haddonfield. The devs kinda overkilled the darkness


    Funny enough, I just had those 2 maps back to back. I had Garden which was a triple Meg and a Mikaela, 0k ofc, when I wrote the og post. And after that East Wing RPD I finished now and had a 4k. I think the reworked RPD is so much better. Old RPD's greatest sin was pretty much that it was too faithful to the game since RE2 is a slow paced puzzle solving game, so it smap should be a large maze. But DBD is fast paced cat and mouse chase game, and a huge maze of RPD was hell with abusable libraray. New RPD is so much better since I actually know where and what connects and I can navigate so much better

  • Coldwind? I'd rather have Garden of Pain obliterated. I can at least see in Coldwind

  • @Nos37 said:

    ⬜️ Cries in Trapper

    Daytime maps need thicker grass to compensate for Trapper's traps

    If I could, I'd change my vote to Cries in Trapper, even tho Im not a Trapper

  • @Timmylaw said:

    I've had many days where my ping is well over 100 since Wesker dropped, I'll switch to fortnite and it's 30 so it's definitely something dbd related.

    Must be something dbd related. Granted for me it wasnt since Wesker drop, but more since this recent patch.I just wish I could see bad ping in my lobby, so I know not to go into a game laggy and lose pips. Like I know I can see when its in the red zone that it shows, but even when its yellow zone, it still trips me up. And that in game symbol that I have a bad connection trips me up and affects my gameplay mentally. Like, seriously game, I dont need a symbol to show me if Im lagging or not, im seeing it

  • I fight fire with fire. If they wanna bm, I will do it back at them. Same with nice survivors, if they're nice, im nice

  • Its good to have variety. Sure the game is Dead by Daylight, implying its night and they'll be dead by it. Or as Wesker says "You will not live to see the dawn".

    But since lore wise none of the maps are real but a figment of someones memory recreated by the Entity and its understanding with the world, I'd say its good to have variety in day and night maps. Visually, I do enjoy Farm, Eyrie and Ormond maps. Playing, well depends on what role I play. Tho its also good for variety for those who cant see good in dark maps. I have a friend who for example dislikes Midwich because its too dark for her. Well, thats what she says. I love Midwich, then again as Trickster I love all indoor maps. But I digress. TLDR, visual variety is fun, but what matters is that no map is cracked for one side. A balanced map is a good map, no matter what time of day

  • @Mooks said:

    I had the odd match where everyone got high pings but it’s super rare for me

    maybe server issues in your region?

    Yeah, its odd. It was the whole day yesterday, and I didnt wanna really waste a lot of time, but its today as well. High pings and lag. I literally would just click like the A and D button, while i stay in place for just a step, and I'd teleport to Narnia cuz of lag.

    When I went to survivor games, I saw everyone had unusually high pings as well. Mine is usually around 60ms. So I wonder if its something with my EU server. Shame really

  • When you mean killers, do you mean custom?

  • In this current state shown in the PTB, no. And as Elcopollo said, I agree. It sucks the flavour out of the mori. I like to down a survivor, carry them myself to a spot where i wanna mori them and do it. I dont like that its a loading screen to a pre-determined spot. I dont like how offerings arent mori's. If they wanna change it. Then make it so Cypress can Mori 1 extra person, Ivory 2 extra people and the red one whose name elludes me, just leave as is to Mori all 4

  • Honestly I'd find it more hilarious if a Killer had some emoji. Like shake head in disapproval of the survivor (if they're being annoying). Granted I am the friendly type, so I'd like to express myself more than just nod

  • @sizzlingmario4 said:

    Yes but it’s an issue with Nurse, not the perk.

    If Starstruck gets nerfed just because of her I’ll genuinely be upset.

    Likewise, Nurse is the problem. Not the perk. Its why Awakened Awareness had to be butchered.

  • @Anniehere said:

    A lullaby is like a warning signal to survivors. A ranged killer can surprise attack from several meters away without you noticing.

    I'm not sure why Sadako has lullaby, maybe because she is 115 and invisible (?) Like Freddy's lullaby I suppose.

    Ah thank you, I usually play killer so I didnt know its purpose. But makes sense its a warning for survivor. It never crossed my mind

  • You cant have a custom vs bots in console, pc, etc. That is a mobile only feauture

  • When killers and survivors are somewhat of equal footing and if it was an exciting and fun match, i do love me some ggwp. But if the killer crushes me and my team at 5 gens in 5 seconds, ggwp does come off as a mock, because its obvious, that the survivors didnt play well. Now if a killer loses well, again depends how bad he lost. But yeah it would feel real bad if the killer lost badly with like 3 hooks and 0 kills for example. I think when someone is wiped out and is aware they did not play well, I hit them with a "gg, gl next game" its neutral sounding and friendly

  • @Gabrek94 said:

    Iz Novog Marofa to je blizu Varaždina

    Iz Splita. Btw, klikni Quote kad odgovaraš. Ne dobijem obavijest da imam odgovor

    I ne brini nisam ni ja neko pro.

  • @[Deleted User] said:

    The best advice when it comes to this game and a golden rule I always follow. Never ever play when in a bad mood. This game will not raise your spirits.

    Truue, thats when I just DC'd (Which I rarely do) I just stuck around the blood web to prestige. But then my blood web keeps giving me the worst addon .-.

    And when that kinda bummed me, I figured it was like best to hang here and talk it out or else things would get worse. I dont wanna be the toxic hitter on hook. Tho usually I only get upset when Im killer. When Im survivor I really feel indifferent if I lose. Like yeah, being tunneled out and only one hooked and killed sucks. But I just move on easier as survivor. Where as as killer, it kinda gets to me when a good game was going on and gets ruined of outside circumstances.

    Sorry for blabbering xD

    But thanks for dropping by. I just dont wanna be "that person" as the killer.

  • @D4RK1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206201#Comment_3206201

    And honestly, I like the idea of the Emblem system being a bigger indication of winning or not, but I also want the system to be overhauled to encourage healthy behaviors. For example, Survivors can only get Iridescent Survival by not being put into the dying state even Once in the game and Gold if they escape. Honestly, I hate that because it discourages taking protection hits for Survivors who've been hooked more or just really terrible gameplay like hiding in lockers/the corner of the map to wait for hatch.

    I'd also want the distribution of hooks for Killers to count more towards their emblems as opposed to just total number of hooks. And I don't mean just keep the number of hooks required the same, but also add on that they must be distributed, I mean a killer should get bonuses to points in the Devout category for hooking survivors with the least amount of hooks and a bonus for getting at least 1 hook on each survivor.

    Emblem system should we reworked for sure. With all the meta changes and such. Killer adepts are getting too hard. As opposed to a Merciless, Killers should just get a 4k for the adept

  • @Gabrek94 said:

    Ok

    Odakle si

  • @Gabrek94 said:

    Kako se zoveš u igrici mogli bi nekad igrati

    Trickster Simp#f252

    Evo i sad igram sa jednom našom iz balkana

  • On YT P100, personally P33 from some survivor. My highest is P13

  • @D4RK1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3204676#Comment_3204676

    And really this "have fun/don't take it personally" mindset is something I believe the BP/Stage system should encourage. If you aren't going for a sweaty win streak or playing competition, it really isn't healthy to be unhappy just because you got out of a game with just 1 kill. While BHVR can't really address the competitive nature of people, they certainly can encourage people to just have respect for other people's time (like with the new update and everyone just being able to pick themselves back up/the finishing mori).

    Yea and the MMR implementation certainly made it competitive and if killer tries to play nice or even friendly we just outright lose and get punished for it. Forcing us to play sweaty for the wins and be unhappy if we dont do well.

  • You wouldnt understand that as a survivor main. But when a toxic bully swf gets in your head, you dont think rationally and usually the next squad takes the heat for your sweat. It is what it is.

  • @D4RK1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199776#Comment_3199776

    So the reason why my suggestion is based off of BP and Stages is because I don't think a change in gameplay is necessary if the devs want to keep it as is for more competitive play. Certainly I do personally believe that mechanically speaking there should be more of a deterrent for Facecamping and Tunneling, but this would probably require a larger rebalance which would probably include some manner of inherent Gen slowdown other than just kicking atm.

    https://forum.deadbydaylight.com/en/discussion/comment/3199794#Comment_3199794

    While I understand the concern of aura reading, honestly I feel as though having Kindred baseline will not be broken at all considering things like Fearmonger is a pretty often used perk for killers and that even with Kindred, while the aura reading is definitely nice, sometimes Survivors will still just do Gens despite seeing that everyone else is also on a Gen. This is definitely to weed out a camping killer, but also to just give a bit of information so Survivors can rescue off hook proficiently.

    https://forum.deadbydaylight.com/en/discussion/comment/3199819#Comment_3199819

    Removing grabs from Hook saving is ABSOLUTELY not terrible. It sort of feels like you haven't been in a Hook Standoff. To clarify, a Hook Standoff is when a Healthy Survivor and a Killer are both in front of a Hooked Survivor with the Killer staring at the Survivor while the Survivor is staring at the Hooked Survivor and the Survivor is essentially Unhooking and Canceling in an attempt to trick the Killer into attacking so that the Healthy Survivor can trade on hook. Sorry, but this is extremely stupid "gameplay". Hatch Standoffs were stupid and so are Hook Stabndoffs.

    I don't believe the suggestions are silly at all. They're meant to incentivize y'know... playing the game as opposed to doing minimal work? Facecamping is boring and it really isn't playing the game, especially in the early game (which is why I suggest the possible penalties be removed in the late game).

    https://forum.deadbydaylight.com/en/discussion/comment/3199828#Comment_3199828

    So when it comes to sweaty swf bully squads, I don't often feel the need to camp them, even when they're being toxic and when I do, then the fixes I suggest already address the issue. If a bully squad is just about trying to bully the killer, that's honestly fine with me when I play killer because it means Gens aren't being done and all I have to do is switch up how I tackle the current situation. If they're popping gens like crazy, well then the penalties are removed towards late game and usually that's when I'd have to resort to camping (and when Camping really become the only objective for Killer anyways).

    https://forum.deadbydaylight.com/en/discussion/comment/3199849#Comment_3199849

    So it feels like your commentary is very much so based on competitive play as opposed to actually playing the game. Certainly, Tunneling is definitely the better choice for the killer as removing opposing players means the Killer has less of an opposing force to deal with, but at what point should the killer stop doing something because it's not "viable"? And what about the Survivor side of things? Are you saying it's healthy for the game for killers to just Facecamp and Tunnel each of their games? Sure they might not get a 4k, but getting 1-2k usually means they'll get as much if not more BP than the Survivors for doing minimal work. As for viability, should killers all run meta perks and only play Nurse, Blight, and Spirit then? Sorry, but not being "viable" is not a good excuse for basically wasting someone else's time.

    My suggestions already address Stage progression, but while this addresses the stage progression problem, it doesn't address the fact that if a Killer has facecamped this Survivor until dead, this Survivor who probably hasn't done anything wrong just didn't get to play the game because the Killer isn't good enough to actually play the game. Sorry, but I'm thinking about the health of the game as a whole. Not to mention, why does the number of kills for a killer before endgame have to be the standard to which a Killer "wins" the game? There are competitive groups out there that determine winning via the number of total hooks and honestly I feel that's a better (though not perfect) standard than kills.

    https://forum.deadbydaylight.com/en/discussion/comment/3199860#Comment_3199860

    Honestly the biggest problem I want to address is really the feeling that your time has been wasted in a game. Getting maybe 5k BP for a game and watching the endgame screen as the killer gets 15-25k BP for facecamping is the most disheartening thing ever and is extremely toxic to the health of the game. Honesty if BHVR is wondering why turnover rate of players in DbD is so high, it's because of Hackers and because of this. It's also probably why there's almost always more Killers than Survivors most of the time. As Killer you don't need to deal with Facecamping and Tunneling, in fact you can do it yourself and get more blood points than if you played survivor so....

    "So when it comes to sweaty swf bully squads, I don't often feel the need to camp them, even when they're being toxic and when I do, then the fixes I suggest already address the issue. If a bully squad is just about trying to bully the killer, that's honestly fine with me when I play killer because it means Gens aren't being done and all I have to do is switch up how I tackle the current situation. If they're popping gens like crazy, well then the penalties are removed towards late game and usually that's when I'd have to resort to camping (and when Camping really become the only objective for Killer anyways)."


    Honestly depends on player level and map, when I was new during Halloween event, a flashlight gang bullied me on Coldwind, I was still new and relied on Lightborn, one time I didnt get it I was demolished and I played as toxic as possible by camping and all that and for a new player its worse when they dont do gens but just stay to harass you, honestly one of my most miserable games. Argubly I am better now. I am still not confident against 3 flashlighters. And the last time it happened was vs Legion. I decided "######### this #########, Im gonna farm" and I was right to recognize a swf with Head Ons and Flashlights, Im not a Legion main so Im not that skilled with them. I decided to not even sweat that match. When they thanked me post game for that, they asked why tho. I simply replied that I wasnt gonna deal with a triple flashlight and head on squad. They even sent me to their map. And yeah, best way to avoid bullies is to not even engage them the way they want you to

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199828#Comment_3199828

    trickster is arguably best camper in whole game. Especially in basement. Being able to take 4-5 health states before whole squad get's out of basement is something only bubba can do (but he can still crash or overheat with his M2). And if you get main event in said basement during rescue attempt... Well. GG!

    True, but if a game goes south for me, Im not in the basement but at the nearest hook I can muster. If I am at the basement, then I feel I have things under control. Normally I avoid camping as I dont find it very fun for me to stay near a surv and for the one hooked. I like do it in a dire state. Otherwise I can say I sometimes proxy camp as I scout for survivors to harass/chase. Or I just leave hook if I know where another surv is right away. But I will agree, in the basement he's a beast

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3198205#Comment_3198205

    Camping, slugging and tunnelling when not necessary is toxic.

    I’ve witnessed camping and tunnelling from the beginning of the game, no attempt at pressuring or participating in proper game-play. Straight denial of game-play.

    How is killers being toxic a result of Survivors being toxic? A player is toxic because THEY are CHOOSING to be toxic. Being face-camped on hook is more toxic than smacking or tbagging will ever be because it outright denies the player a chance at the game again. You are disengaging from all possible factors of the match, just to eliminate a player even at the beginning of the match.

    Tunnelling or slugging/camping when it is necessary to secure in end game is a different matter to early game.

    "How is killers being toxic a result of Survivors being toxic?"

    Simple. Survivors go in to form a bully squad, they dont do gens and bully the killer. The killer attempts to facecamp one of the bully members. Bullies click and eventually get away. And then mock you in post game chat. Next game the killer takes out that toxic anger and frustration on innocent survivors, especially if one is playing the same character from the previous match.

    From my games, survivors are more toxic. And yes I do play survivor too, I have seen killers who face camp at first hook at 5 gens and do nothing (Looking at you Huntress), only to pop off a NOED play. Honestly, I dont know if I count that as toxic... its a strategy, an unpleasant one, but it is one. In that particular game I did smell a NOED and I cleansed totems, but I stopped to pop a nearby gen. Suddenly all gens popped and I was left with 2 more totems I didnt cleanse. Before I did, it was NOED. And the Huntress got a 2k. Me and the first person she camped. It sucks, but eh. Im usually more confused by the killer if the camp and hit me. More like "What did I do to you?", because I see killers toxicity being more reactive than proactive. Unlike survivors.

  • The only time I actually camp is when Im faced with a sweaty swf bully squad who thows me in a heavily survivor sided map. And I get bodied by those guys sometimes because well if its obvious by my avatar, I play Trickster. So not someone who is even meant to camp. When gens fly and people click and tbag me. You bet Im gonna camp the fck out of that toxic survivor and hit them on hook. If they make me miserable, I make them.

    Otherwise, camping to me is useless and I want to make a fun game for both survivor and killer, the best matches after all are those that are thrilling and close where the game can go any way. Its never fun if one side stomps the other. Thats why I dont want to play the meta killers like Nurse or Blight or even a happy camper like Bubba

  • So thats why Cheryl looks slightly off to me

  • @Gamer_Goth970 said:

    https://forum.deadbydaylight.com/en/discussion/345709/should-these-killers-be-made-more-unique

    Honestly I would like to see more originality with all of the killers, hillbilly and Bubba are practically identical and I get why they removed Bubba's hidden mask achievements, however with the difference between Bubba being able to do 3 swings during a Sprint vs Hillbilly's 1 for example, hillbilly should either be modified to have full control over his turning radius during a Sprint and collisions should honestly work more like the blight in my opinion where it should give you the option to Ricochet off something and continue going.

    As far as other generic killers I find that a lot of The Killers with the exception of maybe the trapper that are labeled easy are honestly much harder to play and killers that are flagged moderate or very hard have actually been quite easy. I think some of these should maybe be reworked to reflect that or reworked to reflect their difficulty tag, especially killers that tend not to get used at all just because they have really poor mechanics such as Twins, Clown, Spirit, Wraith, etc.

    Also, I'd rather see Trickster get automatic health condition loss with daggers that are direct hits and huntress get an automatic expose / down with her axes. Thematically that makes a lot more sense, because if you get hit by a flying ax you're not just going to walk it off whereas if you get hit with a throwing knife yeah it's going to hurt like heck but you're probably still able to walk away from it depending on where it hits you.

    For other killers such as the dredge and various builds that either center around lockers or vaulting and so on personally I would like to see a perk rework where the perks are shuffled around between the killers, and the survivors so that you don't have to level up 15 different characters just to get one or two good ones, and of course you'd still have the option to prestige and unlock all of them but I would also still like to see that old level 30 35 and 40 mechanic just to unlock specific perks within a blood web too.

    Valid response, but the poll is about TR and chase music. But I do get the misunderstanding because my initial poll click was also based on the gameplay itself.

    You got interesting ideas and being unbiased I love your Trickster idea... I swear Im unbiased

  • Freddy already has a lullaby, so why not a chase music. If the man cant get cosmetics, might as well give him some tunes

  • I have a question too. I used to hear as Killer that Ash speaks in lobby. If there are 2 RE survivors in my lobby, would I be able to hear that even if Im their killer or is it like survivor lobby specific

  • @Mandy said:

    What exactly is happening? If you could provide the steps and screenshot any error codes that would be fantastic, thank you.

    (also, if you have this happen, and are on PC - if you could upload your game logs that would be super helpful)

    What happened:

    1) Started the game through Steam

    2) Friend joined my lobby for swf

    3) We click Ready

    4) I appear in a public lobby

    5) the 4th survivor who is my friend spot is empty

    6) Random person joined

    7) I exit public lobby

    8) I learn she had the same issue

    9) We exit game and rejoin

    10) I join her lobby

    11) Problem persists no matter what we do


    ---

    Addendum. A screenshot of me appearing in a public lobby without friend.

    ScreenshotLobby.png


  • Yep this has been happening to me since Monday, I hoped that the latest patch would fix it, but alas not. I hope they fix this soon. Commenting and bumping the thread so it can be easily seen near the top

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192626#Comment_3192626

    I don't know where to begin. You think Wraith and Freddy can beat survivors, even under the best circumstances, that Nurse and Blight would lose to? Forget it. And you only go for 12 hooks and are 'confident' at killer? Sure you are. My point still stands that survivors' mistakes and misplays boosts the kills the killer gets, not killer being like "imma camp here" and suddenly they get 2 more kills just like that. You even admit that it's hard for killer to go for 12 hooks, which is entirely contradictory to what you said at the beginning, so I really don't know what your stance is. Is killer easy or is it hard? It can't be both.

    A common theme I keep seeing with y'all is that you're survivor-centric in your thinking, in all the wrong ways. "Survivors can't do much against X strategy." Yes they can. "X shouldn't exist because it ruins the game for the survivors." By 'ruin' you mean make it harder to win. Survivors don't have to put in much work to get good results consistently. Killers have to put in tons of work and get failure consistently.

    well said

  • @Tsela said:

    Nice presentation, although I disagree with almost everything in it, at least it looks cool. Everyone has personal preference about how they imagine a game, you are no different of course.

    Now about your solutions:

    • Buff Solo Queue players by giving them baseline Kindred and baseline Kindred for when people are slugged for longer than 16 seconds.

    -No, you don't get separate buffs for solo Q, every game adjustment is global. The difficulty in random teams comes from your random team members not being as invested or skilled, or interested. It's the same in every game when you team up with random people instead of a team you are used to and play together often with comms and such. Plus the baseline Kindred probably will never happen. There is already a base BT, but base Aura reading of the killer without perk investment is a horrible idea and of course it shouldn't be done. And naturaly you will not turn slugged survivors in aura reading beacons.

    • Significant nerfs to medkits. They're way too strong. Brown medkits should be at 0,5x speed and Green Medkits should be at 1,25x speed at most.

    -Medkits are fine as they are in my opinion. But if you want to change them around a bit let's say we nerf their flat healing and buff the skillcheck or something.

    • Overperforming maps should be looked at - Cowshed/Springwood/Garden of Joy - all of these maps need nerfs,they're substantially skewing the results of all games in DBD.

    -I'm not sure most maps are realy that bad, except the new RPD which can be a real pain depending on survivor teams or killers

    • Buff & Rework the most underperforming Killers,especially those without much of a chase power,or those countered by information sharing between survivors. E.G Hag,Sadako,Myers,Trapper.

    -All killers are followed closely based on their global performance and the game is updated accordingly, I presume. Buffing them around information sharing in mind between survivors makes no sense however, since the game was not designed with direct information sharing in mind, which is why we have aura reading perks and such. SWF comms are pretty much acting as a cheat the game wasn't designed for, therefor, probably SWF should be restricted to custom games, and the game balanced around SoloQ

    • Nurse needs to be significantly nerfed - she brings an infinite myriad of issues,not only ignoring any survivor skill and bringing the game down to "Is The Nurse going to ######### up or not" and making perk design problematic with dozens of perks needing to be nerfed due to her.

    -well Nurse is Nurse.

    • Revert the baseline cooldown & speed burst changes. - those are really,really bad and should be reverted.

    -I think they are alright for the time being, they are very low requirement features

    • All maps should be smaller. There should be no map as large as Shelter Woods & Red Forest.

    -That would be quite boring and we need variety. No, not all maps should be small, and there are killers and survivor perks which perform better on smaller or larger maps. Nobody needs to dumb down the variety in the game even more, even if it feels sorta fun to imagine that every map is just as small with high concentration of pallets and loops. Size variety is perfectly fine to keep the game fresh.

    • DS should be brought to 4 seconds,with it disabling Killer power usage for 6 seconds and active on both hooks.

    -Ahh you are getting greedy now. No. It will not happen. :)

    • A nerfed version of Corrupt Intervention blocking two gens for 30 seconds or until a survivor is downed should be introduced basekit.

    I personally never cared about Corrupt Intervention much, it's a matter of taste, but I prefer perks that stay useful through the match. However Making it basekit is just as much of a silly idea like the Kindred basekit you mentioned. If people want these they need to invest perk slots in it.

    Anyway, cool pictures and all nice job, just your idea that one or another role should be "more stressful" makes no sense and I don't quite agree with most things you said there of course.

    "Wanting this game to not be a 50% split between kills and esapes is unhealthy. This isn't a story mode or a singleplayer game. It's a multiplayer game - you should try to give everyone an equal chance."

    Well already everyone has equal chance, but some survivor players perform better and others perform worse. Same goes for killer players. And before you bring it up, yes 39% escape rate is quite good in a 1v4 multiplayer game

    Beautifully said. I dont think I can word it any better than you.

    All I can add is that No Role Should Be Stressful. Not killer, not survivor, because video games are meant to be for fun and relaxation. We have plenty of stress in the real world and stress would kill this game.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188751#Comment_3188751

    To make it equal, the Killer should also have to spend time to hex their Totem. Which can also be interrupted, obviously.

    And, to make it even more equal, the Killer should need to spend 14 seconds to remove the Boon.

    Saying you want equality and then not going through with it is a bit weak.

    Having equality in that manner is tough. While a survivor can waste a few seconds lighting a boon, you have to remember that there are at least 3 survivors doing the objectives, the gens. But if a killer takes time on lighting a hex or snuffing a boon. The survivors have free reign to do their objective. Its a 1 v 4. The killer has to do things faster to keep up with the numebers of survivors. Persoanlly I'd like Shattered Hope to be basekit, minus the aura read. While the perk itself just offers an aura read when you shatter a boon.

    Your idea of equality on a killer wasting time on totems would work in a hypothetical 2v8 game mode

1 2 3