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GlamourousLeviathan

GlamourousLeviathan

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GlamourousLeviathan
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  • I honestly would love a spider killer. Spiders are fascinating bugs and killer based on it could have really nice gameplay. Also, I guess that it was somewhat teased on the tome story Terra Arachna. Blight and Haddie were also teased in tomes before they came so I think it is likely that we will get a spider killer in the future.

  • Absolutely not. Sprint Burst, Lithe and Overcome are all incredibly good perks. Head On, Balanced Landing and Smash Hit are also decent depending on what you wanna do. It is just that Dead Hard is so broken that it basically overshadows the others.

  • It's one of the strongest tiles in the game with a god pallet to make it even safer. If you are a M1 killer or if you know the survivors you're chasing hardly makes any mistakes it is best for you to just avoid the killer shack entirely.

    I honestly prefer the Dead Dawg version with a breakable wall. It rewards killers for preparing and makes the tile more manageable.

  • @Ronsone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306496#Comment_3306496

    When you control Viktor? I was kicked many times and once upon a time I was bugged, but other times I controlled Charlotte without any bugs. It appears when I hit healthy survivors almost any time.

    Yeah, this also can happen when you are controlling Victor and you get kicked, so you can't be 100% safe when playing this killer.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306500#Comment_3306500

    Solo will never be at the same level even with comms because simply most SWF teams are playing with people they know. Most people are willing to put their neck on the line and also listen to direction from people they know.

    That is true. No matter which game you play, premade teams are always stronger, therefore they normally have some kind of restriction.

    DbD is just more problematic because the game works around denying information and SWF kinda just ignores that.

  • The killer is one of the weakest in the game and although his perks are good (at least compared to the majority) his power still sucks.

    I would suggest running a MacMilliam offering (so you may get Shelter Woods) and praying that you get bad survivors.

  • I don't mind giving solos info, but I don't think that something like that would bring solos even close to SWF level. To be honest, I don't think it is possible to bring solo to SWF level unless giving survivors a voice chat.

    My solution would be to give SWFs actual debuffs based on the number of players on the party, but this community is not ready for this conversation.

  • If you get kicked you still get the bug.

  • Tbh, I kinda like Haddonfield as killer now. The pallets are not that safe and it has a lot of dead zones.

    Not that it is a good map for killer by any means but 90% of DbD maps stink.

    Also, Eyrie isn't that bad either.

  • Dead Hard is pretty much strong as ever. It is harder to use so less survivors use it so it gives the impression that is more manageable, but if you go against a full Dead Hard team who knows how to use perfectly it is definitely stronger than before (specially against M1 killers).

    The only killers who can counter this perk are Pinhead and Deathslinger.

    I always was against keeping the eye frames of Dead Hard, but I also thought that the shorter distance it gave was healthier. They reworked it in a bad way and now it is still the strongest exhaustion perk in the game and the second strongest perk in the game, only behind Off the Record.

  • @Mandy said:

    Kill Switch Master List - BHVR Known issues are acknowledged here.

    I don't know why not kill switch Twins since it is clearly a game breaking bug. I mean, at least give a warning message to players before they select them so they don't have to go through that experience and have to quit.

  • @Ronsone said:

    Yesterday, for the first time I saw this bug in a Twitch channel, while for me is the same bug since The Knight is released.

    Yeah, pretty much and this bug has been in the game for a while and BHVR hasn't even acknowledged it on the patch notes as "known issues", even tho it happens all the time.

  • @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302702#Comment_3302702

    So... basically any survivor perk with a moderately decent effect is busted?

    Busted? No, basically only Off the Record, CoH and Dead Hard are truly busted. However, more oppressive than Eruption? Sure.

  • The main problem with Knight is that his patrol is so safe for survivors that no one uses him for that. It's takes too long to set a patrol path, the guards are easy to dodge, they see your green orb flying and the range of your guards.

    I won't argue that the guards are bad chasing because I get it that they aren't suppose to hit survivors by themselves and just getting them out of gens is enough.

    What I would change is hiding the orb that Knight releases when using his power and the range of his guards. Also, they should also fix his hotbox while setting a patrol, since you cant set a patrol on tight corners and it is just awkward.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302702#Comment_3302702

    Eh...OTR is fine. It's strong, but it has counterplay.

    New Dead Hard is also okay. Occasionally it can be bloody annoying, but I honestly still prefer Lithe.

    What's OP about Windows?

    If all these perks are ok, then Eruption is also okay since it has much more counterplay to it.

  • Tbh, I don't hate Eyrie of Crows that much. As long as you can keep a 4 or 3 gen on the area behind and sideways to the main building, the map can get manageable. However, it's still very boring because of it's 3 gen nature.

    I do think that Suffocation Pit, Badham, Garden of Joy and farm maps are far worse.

  • In the past the perk used to have a cooldown and it was still very strong. Then they removed the cooldown from Zanshin Tactics and used it as and excuse to buff Windows as well, even though one is clearly more useful than the other.

    It's certainly a strong survivor perk, not the most busted one but still very strong.

  • As busted? Idk. But more busted I know a few: Off the Record, Circle of Healing, old Decisive Strike, old old Decisive Strike, old Dead Hard, current Dead Hard, Unbreakable, old Iron Will, Deliverance, old Mettle of Man, Prove Thyself, reworked Boil Over, Windows of Opportunity, Adrenaline, OG Self-Care, Lithe, Sprint Burst, Exponential, old Borrowed Time and old Spine Chill.

  • Played as Twins again and guess what? They still haven't fixed this gamebreaking bug nor kill switched the killer.

  • In all fairness, if maps were designed so every killer could do well then Artist would be too oppressive since she can shut down loops easily. The thing is, since almost every map has an excessive amount of pallets, survivors can just chain loops together to counter her power.

    Until a day comes where the number of loops in maps gets lowered, I will be against an Artist nerf.

  • Knight is more fun, stronger (not strong, just stronger), and has better perks.

  • @Aurelle said:

    Hag kinda has the same issue going on with her. She has a lot of bugs that remain ignored and now she's a buggy mess. Regardless, game breaking bugs really need to get fixed ASAP.

    They kill switched nurse not long ago because of that. They should do the same with those two. But the thing that pisses me the most about the Twins case is that it has been the same thing since their release. Never have they been on a "fine" state free of bugs.

  • The perk is strong but balanced. There is counterplay to it and the incapacitated time isn't too big.

  • The TR reduction should be at all times, not just on chase.

  • The walls are weird. The way the planks are positioned to form the wall feels off.

    Also, their colors are much less vibrant which I think may cause some accessibility issues.

  • The thing with slugging is that it can't be considered a problem since there are killers who are designed to slug in the first place. Myers, Plague, Oni and Twins are killers who do their best with slugging and I think that the devs created them with this purpose in mind.

    With that being said, if base-kit UB comes then those killers will need reworks. Maybe not Plague, but the other three yes.

  • Outdated mechanic that creates uncounterable situations. One thing is a 3 gen where you can still brute force it to break it, another completely different thing is a hook dead zone where the only thing you can do is let the survivor bleed out for 4 minutes which can't even be called gameplay.

  • I think that the first thing that should be changed on his is the fact that survivors can see him while he is "in-phase" and also see the detection range of the guards. If those features would be removed he would already be much more competent as a killer. Also, the detection range of the guards could also receive a buff, since they feel really small without any add-ons.

  • When a Knight killer was leaked, I was so excited because I was hoping we would get a Dark Souls collab. Even though that didn't happen, I am still glad since I really like Knight's design and he seems very fun to play. He may be on the weaker side of killers but that never stopped me from playing Pig and Clown.

  • Every. Single. Time. They make a survivor-only chapter, the survivor comes with one or two perks that either change the way the game is played or break the game completely. Bill came with BT and UB, Ash brought MoM and Mikaela created CoH. It feels like they are trying to justify the players to buy a survivor by giving them OP stuff, it is impressive.

  • Because just because your teammates are bad, it doesn't give you an excuse to quit the game. That is not how multiplayer cooperative games work mate.

  • @feechima said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125230#Comment_3125230

    So the survivor is wasting time because they went down where there is no hooks? Pick them up. Have them wiggle out. They may get away. Those are the odds of DBD. You're wasting your own time because you are 'scared' 1 survivor in a video game will get out.

    There is no "they may get away", they will get away unless they decide to not wiggle. And then, once they get away, they return to the same spot, rinse and repeat. Yeah, definitely the killer's fault there.

  • Since Thana has been nerfed and every game there is a boon to counter Pentimento, I started going back to a regression build. I have been using Eruption, Call of Brine, Pain Resonance and the fourth perk normally varies between Franklin's, Deadlock, Corrupt Intervention and Gift of Pain, it just depends on what you feel like using.

    I have been using that build for every killer except for Twins. For that killer in specific, I have chosen to use Pentimento, Plaything, Shattered Hope and Gift of Pain.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125035#Comment_3125035

    I am going to counter you with experience, I have over 4k hours in this game. Have I ended up with a hook dead zone? Yeah for sure. But it's so rare it doesn't matter. If a survivor is purposely going to a dead zone, then yeah, just let them spend 4 minutes on the ground.

    Basically, my point is, if a hook dead zone is so common to you that it's worth a complaint, you're screwing up as killer. Yeah sometimes it's the map's fault, sometimes its perks like boil over and breakout... But when 1 out of 1000 games has a hook dead zone, what's the point in complaining?

    The reason I used the 3 gen is that it's the closest comparable instance to what a hook dead zone is. The game is asymmetrical, nothing is a direct comparison to the other side. However I can tell you this, I end up in a lot more 3 gens as survivors than I do hook dead zones as killers. So If I had to say one was the issue, it would be 3 gens.

    Yeah, and I play since Nurse came out and for a long time this wasn't an issue since there was no Midwich nor RPD on the game, and survivors didn't have Flip Flop and Boil Over. I play on the South America server and I don't know how things are on your server but every 3 to 4 games there is a group of survivors with Boil Over abusing any hook dead zones they find. It is inefficient if their objective is to win? Absolutely. Is it boring as hell to wait for everyone to die on the floor? You bet. The point of complaining is that for me it has become a common issue in a way that is not healthy. One thing is complaining about game balance, another is complaining a QoL issue. Above it all, it wouldn't even be something hard to change, just give hooks 2 to 3 minutes before they respawn.

    However, if your issue is camping, then it is much more reasonable to advocate for the basement to only have 1 hook and it be a 1 time use, since it is the perfect camping spot that exists on every match. And guess what? Killers who use Agitation and Iron Grasp normally use these perks to get to the basement and camp. Making a base game mechanic that destroys hooks permanently mainly punishes killers who don't camp, since the ones that go to the match with this intent already have a plan to play around the basement anyways.

    @feechima said:

    So interesting that you phrased the fact that a hook spawn is not conviently in your location as wasting the killers time, when it is the killer who chooses to bleed a survivor out for four minutes. You can pick them up and risk them wiggling off and then try and catch them again. Or I dunno, you can go around breaking pallets and find hatch. But the survivor can't do anything but crawl around on the ground. But yeah, Its wasting the 'killers' time. I think its fine as is, same for a survivor using all pallets in one zone or having massive dead zones. The only change I wish the devs would make is instant bleed out if on the ground for more than 30 seconds as the last survivor alive, unless of course the survivor has a perk or boon that would help them get back up.

    It is not a "risk", it is a guarantee. The wiggle meter is a fixated value so given that you are away from a hook, you can pretty much know if the survivor is going to get out just by game experience. So no, the one that is wasting time on the end is the survivor, not the killer.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3124359#Comment_3124359

    You're missing my point. If you as the killer create a dead zone that is on you, just the same way survivors creating a 3 gen is on them. If you just hook people at the closest hook and take ZERO care to pay attention to your hooks, you created that dead zone, not the survivors.

    When you hook people, take a second to spin around and look at your hooks. If you notice that your going to create a deadzone hooking someone on the closest hook, take them to the second hook... If you can't make it (white the exception of hook offerings and maybe boil over) you should always be able to make it to 2 even sometimes 3 hooks on certain maps.

    First, it is not avoidable on certain maps with certain RNG. I had games in Midwich and Temple of Purgation where I had only one hook on a certain area of interest. Being an area of interest with gens being there, it makes sense to survivors going to the same place and if one of them dies, the place becomes a hook dead zone. To say that it is avoidable you have to make an argument that BHVR has excellent map design and know exactly where to place hooks all the time, which is not the case.

    Also a 3 gen scenario and a hook dead zone are not comparable, as they have different counterplays and different results. The counterplay to 3 genning yourself is brute forcing one of the gens to break the setup, as for the counterplay to a hook deadzone is leaving the survivor to bleed out, since the amount they have to wiggle is always constant meaning that if they are on a certain spot they will always wiggle out no matter what you do. The result of a 3 gen is a gameplay advantage for the killer which may result in their win, while the result of a hook dead zone is letting a survivor stay on the ground for 4 minutes, which is just boring and punishes you in a completely inorganic way. By no means the two situations are comparable in any way.

    Having no hooks in an area would basically be like if the last survivor did not die instantly on hook once all it's teammates are dead. It is basically the game saying "well, I know you won, but bear with this for some extra minutes for no particular reason". And I swear, if this was in the game, I know some people would even defend this by saying stuff like "if the last survivor has to go through 2 hook states while you do nothing, it is because you tunneled all his other teammates, therefore it is your fault that now you are going to have to wait for that survivor to slowly die on hook".

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122989#Comment_3122989

    Except for the fact you just can pay attention to where you are hooking someone and prevent your own dead zone. You created it, just in the same way survivors create 3 gens.

    Nothing in this game is an exact comparison, but things are close... these comparisons are close.

    Dude, you haven't even read what I said. The point is not about this being avoidable (which depending on the map it isn't but that is beside the point), it is about it being an inconvenience that isn't even about gameplay. The only thing it does is incentivize the killers to let the survivor bleed out, which is a huge waste of time for both sides. I am really not giving a survivor another second chance (because they already have too many), if you want to wiggle out when the game is already over and there are no hooks around then you are being petty since, unless the killer is stupid, you know that you will be just left to bleed out wasting 4 minutes of your time and 4 minutes of the killer's time just because you don't want to accept that you lost the game. It is simply annoying and gives a way to express petty behavior from the survivors.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/339754/can-someone-explain-to-me-why-hooks-can-get-permanently-destroyed

    I'd say, sure make it so death hooks respawn, but at the same time add 2 more gens to the game. If killers don't have to properly manage their game, neither should survivors.

    As a killer, I am always aware of my hooks because I don't want to create a dead zone. In most maps even the one you listed you can always carry a survivor to at least 2 hooks. A close one and a further away one. If you're playing killer you should always aim to carry a survivor to a hook in the middle of the map. You never know if they are going to die on it. It's best to save those edge hooks for the end of the game. Basically, get better map awareness.

    The difference is that the punishment for those things are completely different. If you don't manage your 3 gen you may lose the game, but if you create a hook dead zone as killer you won't lose the game, you will simply have to leave the survivor to bleed out since you have nowhere to hook. It is not like you will lose the game because of a dead zone, on the contrary, it is most likely that you have already won before it even becomes a factor. Therefore, this isn't a game-changing mechanic, it is just an inconvenience, almost an anti-QoL change, because all it implies is that you are going to have to wait 4 minutes waiting for that survivor to die.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120777#Comment_3120777

    I thought they did it because the killer experience is that everything has terrible quality of life, and is full of inconveniences.

    It’s the same reason why killers have terrible FoV, an aim assist that robs killers of hits and causes the killer to fight with their camera angle, super loud chase music that drowns out important sounds, footstep noises that are still inconsistent and buggy, and a sound system where sounds are based on line of sight and survivor sounds can get muffled by a survivor standing behind a paper thin unenclosed wall.

    Not even to mention how they still haven't changed the color of Call of Brine and Eruption so it doesn't override Surveillance and Discordance. Killers still need a lot of QoL changes tbh.

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121591#Comment_3121591

    4 generators left, 3 Survivors dead

    How dare you wiggle when I can't make it to a hook you get to bleed out!!!!!

    This is your fault!!!!!

    Great job, genius.

    Bruh, you are going to die either way, the killer has already won, it is literally up to you to decide if you want the fast way or the slow way. You don't have to be smart to realize that.

  • @drakolyr said:

    Its funny that some killers rather let someone bled out before even trying to hook on another location.

    Its a good game mechanic, and it should rather engage killers to play better.

    Or just add 2 gens more ingame so survivors cant 3 gen anymore and you can have your hook respawns, no problem.

    Because maybe they know they can't make it to a hook, therefore it makes sense to let them bleed out since it is the most risk-free course of action?

    Also, 3 gens can be countered by brute force and good coordination. Keep yourself and your team healthy and go do a gen to break the setup, if the killer hits you, use your speed boost to get to the other side of the map. If the killer commits to you, then waste as much time as you can and let your teammates finish the gen, if the killer doesn't decide to chase you, then heal, rinse and repeat. Since the killer's base regression is 1/4 of the survivor's repair speed, survivors win the dispute of regression vs repairing. It may take some time to break a 3 gen, but ultimately competent survivors win that dispute.

    If the killer committed to the 3 gen from the get-go, then he pretty much gave up on the other 4 gens, so you should brute force only one gen which is completely manageable.

    Hook dead zones aren't counterable nor avoidable on some maps, due to bad hook spawns. If a hook is destroyed permanently and the survivor keeps going to that same spot, your only option is to bleed them out and you can't brute force it since it all depends on them. As I said, it is just a time-wasting mechanic.

  • @Anara said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120903#Comment_3120903

    Or you try to hook them and if they wiggled you chase them again

    And then they go to the same spot again since they know you can't hook them there...

    Happens more times than I would like.

    If you don't want to get bleed out, don't wiggle out. The killer has control over the situation so it makes sense to them to chose the option with the least amount of risk to get their rewards. You can make a choice between going through things on the hard way or the easy way.

  • @Alex_ said:

    https://forum.deadbydaylight.com/en/discussion/339754/can-someone-explain-to-me-why-hooks-can-get-permanently-destroyed

    I don't think i ever had a problem with this mechanic and i've never seen anybody have a problem with it. I happens to me maybe once a week that someone is able to struggle free on midwich because of a destroyed hook, bu that's completely fine imo. But on most maps this doesn't even change anything, so i really don't see a problem with this mechanic.

    Also i dont see why you would have to let them bleed out? Because if it's not the last survivor you can't let them on the ground until they bleed out because they're gonna be picked up, unless you camp them while they are downed. And if it's the last survivor, what are they gonna do? You have 2 options. You try to reach a hook, and if they struggle free, they have a chance of getting the hatch, which i don't mind, quite contrary, i give the last surv the hatch as often as i can. And if you rather want the 4k, you can leave them on thw ground, go close the hatch, and then pick them up. Only if you then don't find them, they'll bleed out, and then it's their own fault.

    Just as an example, I lost a kill yesterday on Family Residence as Twins. Basically I used the fact that a survivor can't leave the trial with Victor to get them down at the exit gate. However, since a Bill had died on the only hook on the area, I could not hook the last survivor and had to let them go. It wasn't even like I wanted that hook to get destroyed in the first place, it was the only hook on that area and I couldn't hook the Bill anywhere else either.

    I had a similar issue a while back on the Temple of Purgation as Dredge, where the area on the back of the main building had only one hook and it was already used on a Steve.

    So, basically, on the best case scenario this mechanic encourages letting the survivor bleed out for 4 minutes on the ground, which is a waste of time, and on the worst case, it gives an advantage making uncounterable scenarios based on RNG.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120254#Comment_3120254

    Not how that works. Hook RNG can be REALLY bad. No way to plan around it, especially if the survivors stay in one area.

    And pallets can be removed because throwing them all down mindlessly can quite literally get you a three minute chase.

    Omg, imagine if pallets automatically reset on The Game.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120420#Comment_3120420

    Indeed. It feels like a good fix. Maybe this should be put in the suggestions at some point.

    edit: maybe OP should add the change suggestion at the top so it can be discussed.

    Who is OP btw?

  • @StarMoral said:

    I mean if they're all gathering SO CLOSE that you can't even get them to another hook, then they aren't anywhere close to a gen or even a dull totem at that.

    They're just wasting time or just BEGGING to bleed out.

    Well, if they are all down in a hook dead zone I know that they can't work on a gen. What's more, they are all gonna die, but the problem is that it is just gonna take a long time and there is the problem. It is just a time waste mechanic.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3119999#Comment_3119999

    Yeah, I've been meaning to do a Don't Mess with Hexes build:

    • Shattered Hope - permanently destroy Boons and see survivor auras nearby
    • Hex: Devour Hope - if left undestroyed builds up to Exposed hits and kills
    • Hex: Pentimento - Replace destroyed totems with Pentimento. (You only really need to get 1 or 2 or 3 to get good value, getting 5 is just a rare fun luxury but not the goal.)
    • A third Hex, whatever seems the most fun. Some possibilities
      • Undying would protect Devour Hope or Pentimento and also show auras of survivors.
      • Haunted Ground puts out more hex spots initially which might entice survivors to cleanse one.
      • Blood Favour is a fun one that can give good value in chases
      • Retribution gives aura info throughout the match as they destroy totems.
      • Thrill of the Hunt makes cleansing or booning the totems take much longer.

    Basically Plaything is ok but I kind of prefer other hex effects to the Plaything one and you don't really need literally all five totems to be Hexes for Pentimento to get value.

    I really like Plaything since if they go out of their way to break the hexes they are wasting time doing 4 totems and if they don't, you're basically Ghostface for the rest of the match. Blood Favor, Thrill of the Hunt, and Retribution normally get less value than Plaything from my experience. Undying usually isn't good unless you're using Devour Hope and Haunted Grounds need to have a really good timing to be useful.

    Shattered Hope should be basekit.

  • @Laluzi said:

    It's probably meant to give survivors an edge as the game balance starts shifting away from them, but it really just encourages bleedouts and exacerbates bad map design. On most maps it's a total non-factor of a mechanic you'll only notice if everyone dies in the same spot or you got oaked, but on Midwich or RPD, good god.

    https://forum.deadbydaylight.com/en/discussion/comment/3119998#Comment_3119998

    Pretty sure basement hooks being indestructible is a relic of when hook sabotage was permanent. The idea is that there always had to be at least four hooks on the map.

    This reminds me of a game on Midwich where I had to wait for 3 survivors to bleed out since they all got down in the same room and there was only one hook. I always feel like if I am going to Midwich, someone is going to have to bleed out.

    It is not a problem exclusive for these maps though, since I had the same problem on a lot of other maps too.

  • @dugman said:

    I'm not sure exactly, but it probably has to do with trying to have something in the game that kind of forces people to move around more? 🤷‍♂️ For instance if you have a hook right in the middle of a 3 gen, and just keep hooking over and over on that one specific hook, it might be beneficial to have that hook wear out eventually and force you to hook a little farther away to give the survivors a little more breathing room. That's just a guess though.

    And on a tangent don't forget the basement hooks are indestructible. So whatever the reason there must be one, otherwise they'd have just had all hooks work the same way.

    Most of the time, survivors are the ones who decide where they get downed. If they constantly go to the hook dead zone, then it's not up to you to move around.

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