Avatar

Haku

Haku

About

Username
Haku
Joined
Visits
82
Last Active

Comments

  • @BigBubs said:

    Also, bloodpoint making is not viable reason to keep your addons.

    Killer and survivor share same bloodpoint pool. You need points for survivor? Killer makes more? Play killer and spend them on survivor. You play only survivor? Well, that's your choice. But that doesn't mean they have to cater to "mains" because they feel entitled.

    You can't do that because you need addons/perks for that killer too. You have to spend points on the killer too ... It is not that easy as you make it sound

  • @AlsendDrake said:

    Does not ace in the hole not protect them?

    Why would you bring an addon/item in a game if you have ace in the hole ? If you can answer that you will understand how irrelevant that change is. The whole point of ace is to FIND an addon. Ace still wont help you if u die which should and will happen half the time minimum not to mention you will lose the item too

  • @OBX said:

    https://forum.deadbydaylight.com/en/discussion/136136/so-silly-to-lose-addons-after-escaping-now

    Should killer get to keep their addons? Did you make a post regarding that prior to you losing them on survivor? I love the hypocrisy

    Do killers earn more points overall easier ? Is BBQ one of the most if not the the most used perk since it is very very convenient for majority of the killers ? Do killers have 20 addons and no items to spend points on while survivors have 50+ addons plus a lot of items PLUS a lot more offerings ? I love the hypocrisy ....


    And just for the record making changes to the survivors just because the killers feel unhappy about their addons is the dumbest thing in general. This is not how you deal with the problem since on the survivor side literally nobody had a problem with that. It wasthe freaking killers who wanted to keep their addons from time to time and instead we get this ..... Imagine survivors asking their BP to get buffed and istead they nerf the BP all killers can get and all survivors beeing happy about it cause that is fair since they get that amount

  • This is very well said !!! This is exactly what I thought will happen if they plan to release a single killer every 3 months and add up tp 9 perks sometimes with the DLC. I bet people who play the game can't keep up with all the perks effects imagine a new player . And yes the guides are terrible. A new player will never know how to properly run a killer. Or even better - how to run a specific killer like Hunrtess for example that is slow. And how ar they supposed to get better if there are already so many killers chances are you see some of them only once a week. How you are supposed to learn to play against by just seeing it once a week. Where do you find about things like BBQ and the fact you can hide behinde a gen. What about maps.... And then the grind to get the perks you want ....

  • Dude, I've wanted such thing since I started playing this game and I wanted to practise skill checks at first. Now I want it for terrible maps like Hawkins so you can learn them. But I doubt it will happent soon. Such basic things are missing in the game that I don't think people even have to suggest. Devs should have these added on their own .... Seeing other survivors pekrs is another basic thing that should be in the game

  • And they went with the losing addons part... even though there were some very serious notes against it from the community that actually have more to say than "this is op please nerf". And they just ignored it like it is nothing .... Pretty bad !

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126073#Comment_1126073

    The synergy is still there for solos just equip multiple second chance perks. DS should still be anti-tunnel and BT should still be anti-camp, the problem is these second chance perks are getting abused by solos and swf alike because they extend outside of their intended purpose all the time with how non-restricted their activation requirements are on top of them being stacked.

    You want DS to be anti-tunnel? Sure, just make it deactivate if the killer is not tunneling (such as hooking someone else or giving the survivor room to work on their objective).

    You want BT to be anti-camp? Sure, but make it so it cant be abused by hook bombing or people looping you around the person on the hook. Something like "If the killer is within x meters for x seconds without entering a chase, BT activates" or something. People are going to say "oh but the randoms I get are bad and loop around me on hook! I can't control what they do!". Well as unfortunate as that is, a bad play is a bad play and until DBD becomes 1v1 your teammates are going to affect you.

    Killers hated running slowdown but it was so detrimental not to run it because of the gen speeds/map design problems. Slowdown was nerfed because staking them was too strong, other perks should follow suit.

    OR they can make tunneling impossible, cam0ping impossible by punishing them all and all of a sudden you don't need a perk called DS and a perk called BT and they can be easly change them to do something entirely else. But ofc why would we change something that suits killers, instead we have to blame it all on the survivors who use perks that the devs gave us to deal with a problem that is just as old as the game is. Just finished a game where I got tunneled 3 times in a roll by a very nice freddy who perfectly saw the one who unhooked me every time. Deal with that first and then we can talk by changing any perks. I really don't give a damn about any so called second 3rd 4d chance perks as I long as killers dont get punished real hard when they tunnel

  • Make is so the first 4-+ minutes gens reparing is much slower so the killer have time to play actually early game. Something like a map debuff that can be used for other super big maps for example. I just don't want to see the map changed because it is a really cool map when playing both sides. But for me there are other maps that really need to be changed first. Like Hawkins that is the shitiest map ever, followed by Shelter woods, Disturbed ward, Azarovs

  • For me it is really strange how everyone is trying to explain possbile problems with stacking these perks but literally nobody mention why these perks are taken in first place. And that is the REAL problem. I just love running Hunch, Q&Q, Inner and one random perk for example Head on. And then I meet this guy next who tunnels me after my first game. Cool I move on. Well I meet the next guy who does that too, cool, I move on. Well what do you know I meet another guy who does the same. I suddenly I am out of time to play and I all I had was lets say half of the time being tunneled and I all I can do in this situation is equip DS BECAUSE the killers will just force me to. I hate this perk so much. I hate being forced using perks just because you have no choice. BT is exactly the same situation. I want to play what I want while I can enjoy the game. Until the game is not changed the way tunneling/camping is not needed and is punished extremely hard I don't see what we are talking about here. I can see the eventual problem with SFW I really do but majority of us are solos and we can't even see the other survivors perks in the loby after so many years of development. So the synergy is close to zero for solos

  • @bendermac said:

    Why is there no reply from the devs on this subject? Don't ignore the significants of this subject

    Keys need to be removed from chests!

    @Peanits

    Cause Mori-s are first on the list - you can @ at any dev with that. They both need to be changed together. Also waiting for the insta hatches nerf for some time now.


    What I see as possible to change for me is making keys to just work for one person for rare, 2 for ultra rare, 4 only if the gates are opened. Aslo there can be some limitation for the 2 ppl key - for example you have to do at least 4 gens to use it with 2 or even all 5. While the one person key should take atleast 3 gens. For reducing the amount of keys just make is so if you use a key and escape with hatch you cannot save it with any addons anymore. For countering the key user make it so noone else can pick a key but the person who brings it/will disapear if you die/ unless you find it in a chest, BUT now the addon who protects it if killed will work even vs Franklin's. As a solo player I'd be fine with all these changes.


    The suggestion for the hatch to take some time top open is not really that good. If its gonna take time to open it it should thake the exact same time to close it for killers. The same way killers are against survivors jumping in their faces in the hatch it is EXACTLY the same when a killer close the hatch in the surviviors faces instantly.

  • I 100% agree with that. Many people already pointed out the same problem for survivors. The change is pretty bad and it seems the devs did not put much thought in it. If the idea was to bring more variety I just don't see how that will happen since for example for keys and maps there are way more addons then you can fiind than actual items to use them on. I have 10x addons for my maps then actual maps... Also there are a lot of useless addons or just very weak ones that a just a bonus on a skill check or very minor speed up that literally does nothing. I don't see variety in using that ... Maybe these filler addons should be just removed.

  • @holywhitetrash said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103753#Comment_1103753

    lol a solo survivor can already counter these, when you encounter traps that damage on disarm you heal your self to 99% and then just go disarm all the traps you know of and you just stay at 99% until you see the killer coming at you

    if you think they are rearming traps as well then you just come back and check on the really important ones

    these are lovely QOL changes for trapper they still need to address the issue of traps moving to survivors when they trigger

    This method works but with the changes to the addons too you will see less and less healing addons until people start using mostly items cause they going to just run out of addons and with just a medkit that method would work just once before you get chased /and selfcare is just a horrible perk that I wish to be deleted/

  • The real buff is the fact you can no longer sabo traps and you can reset a trap even you are full of traps. The last one is very annoying to be fair. One thing I am worried about are the ultra rare addons which I think will need to be adjusted. After no longer being able to sabo traps, the self setting traps+injuring traps have no real counter and will becom even stronger/and they already are/. Have to be some really coordinated SWF group or a really bad killer to win that match. They have to either keep these being sabo-able or add another thing to compensate the removed sabo

  • @DeadGavin said:

    The devs forget that the survivors bloodwebs consist of 20ish items and 50ish addons when the killer bloodweb consists of just 20ish addons.

    Not only that but the killers make usually twice the points EASLY every game and on top they have BBQ wihch is very very convenient perk for every single killer for which also they get double points. For survivors their mirror perk is really useless in terms of helping you escape and so not many are using it

  • On paper it sounds as a cool idea but when you think about it it is really not that great. Basically we will have a wall that killers can break and I just can't find a reason in notes why you can't do that right away when you see the wall. I mean they add notes where perks affect the speed like these walls will be something unexpected you get to do while in chase but in end these walls will be predetermined and they are nothing like pallets where you have to drop it first. So you can just break the wall at any time if you pass by such wall and just not waste any time in chase. I don't see where the fun in that is. If the devs want a hole is some random place just add it ....

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/979705#Comment_979705

    RED STAIN SHOWS WHERE KILLER IS LOOKING, NOT WALKING

    NO RED STAIN = NO LOOKING

    Using moonwalk means you cant see the surviviors, its a perfectly fair and valid tactic

    Yea it is - with a perk to hide the stain. That is why it exist in perks. And it is not fair with moonwalking because a skilled killer does that really fast in places where the survivor is just on the other side of a wall. You know where he is, there is no need to see him. He is the one who wants to see you. The idea is not be seen coming so the survivor cant vault or run to a pallet in time. It is very popular in shack. Nothing fair to gain such advantage without using a perk.

  • @Infckingcredible said:

    https://forum.deadbydaylight.com/en/discussion/comment/979870#Comment_979870

    Undetectable = no terror radius. When moonwalking as a killer you do have one

    That is oblivious. Undetectable is way more then just no terror radius. But anway the important part is aways the stain and not the radius since radius/ or not/ does not give you any advantage in a chase unless you plan to use BT on someone

  • @ASpazNamedSteve said:

    https://forum.deadbydaylight.com/en/discussion/comment/979806#Comment_979806

    Why, because you said so?

    Unintended or unforeseen doesn't instantly equal bad. Part of games in general is about players using all the available mechanics to develop the strongest strategies that devs will most likely have never seen coming, 'cause having that much foresight is just impossible.

    It's then up to the devs whether they're okay with each individual strategy, and seeing as this one has been in the game since quite literally forever - then it's fair to say they are fine with it. If you strip away every possible strat and gameplay style and then relegate them to perks and powers instead then you make the most boring game ever.

    So I guess by your logic devs are okay with mories / and for you keys I guess ?/ too ? They may actually be I won't be surprised but it is our job to change their mind. Same way with BL/balanced landing/ it last forever but eventually it bacame a problem after everyone and their mothers started using it. Same thing with moonwalking - more and more players are starting using it and something that is super big - devs added undetectable effect to multiple multiple perks. That effect hides the stain as you know. This just leads me to believe that they find the hiding the stain as a legit powerful strat when usng a damn perk. I don't see any single reason why you sohuld get that for free. It just does not make any sense. That is why literally nobody cares about Prey - because you can get it for free. That fact that freaking perk exists just proves the moonwalking stain hiding is not intentional and you are not supposed to do it this way

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/979722#Comment_979722

    Survivor moonwalking wasn’t even possible on console however things like looping and killer moonwalking are, which kinda shows that they’re more intended then survivors moonwalking.

    I doubt that is the case. They just can't pay attention to everything. Wraith is literally broken since last patch and yet with this patch they are fixing only the lunge problem where not getting uncloacked when stunned is huge problem for me and is still broken it seems ... Mori are still in game too ... I can give you many other examples for bad things that last for very long but are they really just not fine for the game

  • @ASpazNamedSteve said:

    https://forum.deadbydaylight.com/en/discussion/comment/979744#Comment_979744

    The red stain faces the direction the killer is looking. That is an intended game mechanic.

    And no the game doesn't tell you how to moonwalk, because why would it. It's one of MANY strategies you learn along the way; the game just lists mechanics - not how to use them.

    If you google a bit you can find a dev exaplining the red stain idea is to show where the killer is when behinde a wall so if he approach from one side so you will have time to react as a survivor. You are supposed to see him as survivor when he get near the edge of that wall. The only way this should be changed is by a perk or killer abilitity/addon

  • @Snapshot said:

    https://forum.deadbydaylight.com/en/discussion/comment/979722#Comment_979722

    Ok so following your arguments survivors should be forced to use a perk for being able to fast vault vaults which are less than 2m from a wall.. you do realize in the current state that EVERY single vault can be fast vaulted, no matter the direction ( when you are a good survivor) or certain conditions are met

    That is not true unless they broke the range limit again but then that is a bug not intentional. The limit was made for that reason so you cannot fast vault just anywhere but only in the places the devs intended to


    It is hard to follow your logic why survivors would need a perk for the fast vault. I mean the sole fact they reworked the fast vault with adding a range and they said you should be able to do fast vault just here and here and here but not there and there is enough confirmation that fast vaulting is a game mechanic made by the devs. Now tell me and show me when they said hiding red stain by moonwalking is part of the game that they made and it is intentional ?

  • @ASpazNamedSteve said:

    https://forum.deadbydaylight.com/en/discussion/comment/979705#Comment_979705

    Are you actually complaining about red stain mindgames

    like really

    No I complain about red stain manipulation without using any perks. I am perfectly fine when someone has the undetectable effect because that is mechanic made for that reason exactly. You can read about in the perks/ abilities description. You can't read about hiding your stain while moonwalking anywhere because it is not a game mechanic. It is something made by us the players

  • I agree. That is what makes the game fun. Now back to what I said. Last part is the most important. If a killer wants to mind game with red stain he has to use a perk that removes the stain - Beast of Prey for example is made exactly for that reason - to hide you stain. Hiding the stain by moving backwards is not part of the game mechanics - it is not metioned in any guide from the devs. It is something the better killers came up with to take advantage THE SAME WAY better survivors were able to fast vault and take advantage in places where and I quote a dev "you are not supposed to". SInce then they added the range limit to these vaults. It is time same to be done for moonwalking

  • @Snapshot said:

    https://forum.deadbydaylight.com/en/discussion/comment/979666#Comment_979666

    You're .... actually serious? Wow. I guess some people just don't understand even basic mechanics of the game.

    I guess you don't. Read what red stain is supposed to do and find out what devs say about it and what is its purpose

  • And the sad part is actually the killer should not be able to moonwalk since they take advantage of that by hiding their red stain while not using any perks

  • @Jallybwan said:

    https://forum.deadbydaylight.com/en/discussion/comment/977866#Comment_977866

    That's pretty bad, but I honestly hated the lack of lunge more. Not uncloaking may be worse, but it just felt so unsatisfying to have to wait and catch up normally.

    So it is not fixed ? Okay that is really ridiculous. It is his base kit that does not work properly since the last patch ...

  • DId they fix the fact you are not getting uncloaked when you get stunned or flashlight burned ???Cause I don't see it in the notes ... And that is way worse than the lunge for me

  • What about killers moonwalking ?

  • Try autohaven maps. There was one with the basement in the middle - cool right ? You should be able to get there from literally any point of the map with Agi/Grasp. I did mine on one of the swamp maps. they are good for it too / the one with the ship if it spanws in it/

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/968655#Comment_968655

    Ugh it's all you get too. I had Badham preschool 10 matches in a row yesterday, and 6 in a row the day before.

    There is a stupid high chance of only getting that map for some reason, I wonder if the randomizer is bugged or what....

    In general I am really against making so many version of the same map. It is not like they are completely different like the original Coldwind, Autohaven etc maps. They are just randomized but still very similar. And you make 5 of them it is pretty normal to get them more often which is really boring because that for me is the same map. And it just reduces the chances of getting any other map so you feel like you getting stucked on one map ... I think it is just bad for the game in general ...

  • @NoShinyPony said:

    It is now bad that Billy players can attempt mindgames with revving up their chainsaw at pallet loops?

    Billy is already loopable, now he should lose this gimmick? If you want to be safe, just drop the pallet.

    Is it really a mind game though. I mean revving up their chainsaw at pallet loops is not always just a pallet bait. Basically if u dont drop it he will hit you most of the time. The bait is on the survivor side I'd say if they stop moving baiting a pallet drop. What I am trying to say is when Billy uses his chainsaw he says - I will one hit you unless you do something about it. That is not baiting. That is why I don't like Billy kit. He can use both his chainsaw and m1 all the time easly

  • @Peanits said:

    A rework doesn't mean a buff or a nerf, we aim to make it more fair for both sides. We are not picking favourites, that would be silly.

    I really hope you guys don't plan to add 4 other versions on this map like you did with Preschool...

  • @pemberley said:

    Spawning it when gens still have to be completed by 2 survivors makes it really unfair for 1 of them, because as it stands currently, scaredy cats will hide or hold hostage and force the other survivor to effectively kill themselves to end the match. You know, instead of the last survivors trying to get out alive together.

    It also just feels really cheap as the killer. If I am able to, I would much rather kill the guy not participating than the one actually trying to do the objective.

    I would agree if only the basement is also closed till 5 gens are done since the basement is the killer counterpart/special mechanic opposite to hatch for survivors

  • Yes. I did help a trapper for his traps and a Ghost face for his grabs. But they never help for our challenges... I can't do my stuns. They all respect the pallets. I don't know what I am supposed to do

  • I am still stucked at the 4 stuns challenge ... it is just as hard for me

  • @Joao_Bandicoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/943833#Comment_943833

    Well you said it first "i think about it but I don't know if she was good enough for hitting me from miles away" if you know that one could happen and still don't leave the gen. If that mentality is of a good player then I might be one of the worst players on this game.

    You are really bad at quoting lol. I really didn't say that. And again you got overzealous and made up things. My sentence "there is no way from THAT far" -> you "I don't know if she was good". You should read again what we are talking about here. The point here was that such outplay is possible from miles away, huntresses can be that precise from very far god forbid close range. And then they have insta hatches. It has nothing to do with your ... I don't even know what you are trying to prove there lol. It is like you are trying to argue I was wrong because I turned left instead of right on that loop because she was good and vs a good one you turn right always and that is why I got hit... It is just dumb. A good player would easly follow the aura and hatch after it ... I've seen Zub doing it countless of times it is just sad you said it yourself that you might be the "worst players on this game" if you run away every time BBQ is active. No wonder my rank 2 teamates are nowhere to be seen when things get spicy. The locker must be your favourite place right ?

  • @Joao_Bandicoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/943426#Comment_943426

    "I know the counter, I think about it and could easily do it but I want to rush the gen mindlessly" sounds just about right.

    Well I can't help you with your deep/oviously/ problems using that brain instead of getting triggered. Moving away for a huntress being 10 miles away called being a counter /???/ , assuming gen rushing from a simple quote "I was doing a gen". What is next - did I teabag her if I've said I escaped ? Are we okay there ? You made me laught and I just woke up /still sleepy/ You sound really paranoid/stressed out.

  • @justaSpirit_phase said:

    https://forum.deadbydaylight.com/en/discussion/comment/942970#Comment_942970

    Get off the gen, it’s common sense since literally every huntress runs bbq

    I guess you missed the part where I said across the map - imagine it me on Earth, her on Mars. Now why would I get off a gen. Nothing to do with common sense even though I still remember it and I thought about it for a second but I was thinking there is no way from THAT far ... It was on Azarov's. This is how strong she is just with any hatches when used by a good player

  • Considering how common camping and tunneling is I'd say it is 100% super duper over performing ... beause of the said reason. I mean that is THE ONLY reason I would ever think about equiping DS. If the devs smash the the killers who camp and tunnel with something negattive that perk would never be used

  • @kate_main said:

    https://forum.deadbydaylight.com/en/discussion/comment/942956#Comment_942956

    You're correct; but I've never played Huntress Iri heads anyway,Just went against it.

    She oneshots with her hatchets.

    Yes,its powerful.

    I'd rather go against that than Billy anytime,TY very much.

    It is not just the one shot .. It is the fact it is a range atack. Good huntress will hit you and she will do it from far. I've been hit on a gen from across the map just from a BBQ aura spotting

  • @PLAMA said:

    https://forum.deadbydaylight.com/en/discussion/comment/942296#Comment_942296

    bro I wanted say is like stats doesn't mean everything. there are so many facts in it.

    Yeah Shelter Woods is like a nightmare for suvivors. But, Blood Lodge is like a hell for killers at the same time. All I wanna say is, devs need to focus on the map problems. Not on the perks or the killer's ability.

    Well you made it sound it like the maps are way more of a problem for the killers and the survivors face only tiny itsy bitsy maps where they get ######### on which is not the case. If we are going to talk about map chages ALL maps have to be included wihch means Hawkins, Shelter etc too

  • Did you report him in game ? This IS banable - it is called taking the game hostage in the options after the game. He will get banned for it

  • @antgnstea said:

    If that was one occasion, I wouldn't be writing about it. But when 6 out of 10 games I played consecutively ends with keys from chests, I am sorry but I will whine.

    https://forum.deadbydaylight.com/en/discussion/comment/940666#Comment_940666

    The RNG is exactly my problem. It is the reason why game feels so imbalanced sometimes. The randomize window is too wide, When I play killer on a corn map, I get 15 pallets. When I play as survivor there I get 9 pallets. This feels like injustice. I shouldn't be over indulged or rob any opportunities because of wide ranged RNG.

    Same goes for Plunderer's, ruin placement, which windows are open on the same map. Don't you ever feel screwed as survivor playing on Larry's map, finding yourself in a room with no window, where normally at least two spawns? Or on Coal tower map, you see 3 pallets surrounding building as killer, don't you think 'Oh yeah, this is gonna end well'?

    Plus, hatch spawn not necessarily end of the game, when they gen rushed your ass in 4 min, 4 gens, all you got is defending last gen as long as possible to have a chance in game. And 4 min seems hardly the end of the game. A lot can change in that time. But key from chest, ends it. I had many matches where remaining 3 got escaped without key, just manage to fix the last gen and escaped. And I am fine with it, I tried, they did better, they won. Keys take that struggle away from you.

    End game has nothing to do with time... You get there when the gens are done. That's it ! I understand you problem with the gens but that is another problem that has nothing to do with the keys. And yes thats end game at 4 minutes if the gens are done. And in your case you killed one person. That is half victory with 2 being true victory. And about RNG - it is something really hard to justify or not. When I think about it I fel like it will be way worse if they try to make it not RNG for everything. I think the game will shift in one way and the other side will complain a lot. RNG makes is so sometimes you get a window open aka survivor sided but sometimes that window is not open or there is a door nearby aka killer sided. So it is balanced in a sense. Just imagine PIG with her traps not being RNG. If they make them to be able to remove them after 3 tries at the boxes all survivors will complain it takes way too long. But imagine if its only 2 - then all pigs will complain it is way too easy to remove them...

  • @PLAMA said:

    https://forum.deadbydaylight.com/en/discussion/comment/940700#Comment_940700

    I know many survivor mains complain about Shelter Woods. Yeah it's killer sided because there is no God-loops and the strong building which the other maps have. and biggest reason is, I guess, the map is good for top tier killers especially Hillbilly. However, I don't think Shelter Woods is the shittiest. Also, I don't agree with the maps you mentioned.

    I should say the killrate's nothing but a number. In the red rank, the killer mains are so good at this game so they can get at least 2k like every game. In the lower rank, there are so many weak survivors called potatoes and they just DC with no reason like every single game. that's why killrates never drop down to under 50%.

    The one strong spot will be a problem. Because, if the survivors are the SWF team, they can share the information of the one strong spot and they'll run into there every time they get chased. That's so annoying and unenjoyable for killers. That's what I'm talking about.

    Okay you mentioned SFW but last time devs gave stats for that solo were majority/ 4 mans were something like only 10%/


    About the numbers I think someone mentioned DCs were excluded from these stats. But even in a world were you said they would dc because they are bad I don't think they would've made it out anyway. At low ranks I get 4k every single game - it is just so simple because playing sometihng like a wraith does not require any skill at all but playing any survivor does require to be able to loop which takes time to learn/ not to mention learning all maps/ so the killer still have real advantage. And so these %s are very real too for the maps


    About Shelter you are totaly wrong. Actually the map does have few very long safe loops but with big walls so it is hard sometimes to see there where the killer is esp if he can moonwalk. The problem of that map is completely different. It is just one big mess in terms of placement. Gens in corners with sometimes literally nothing around them to keep you safe. You may get hit there and you still may not make it to any safe place because all the possible loops are MILES away from each other and then there is nothing in the middle on top so the killer can easly spot from far. It is just sooo bad

  • I wanted numbers even for the end game timer and people where against it ...

  • @Nfinite said:

    Lately, there has been a lot of discussion (and drama) over Decisive Strike(DS) and its misuse. Since it is intended to be an anti-tunneling perk, I suggest the following changes:

    1. DS is now basekit and no longer a perk.
    2. After being unhooked, DS is active for 45 seconds or until another survivor is hooked.
    3. The DS timer pauses if the survivor is put into the dying state if it is within 45 seconds of being unhooked AND before another survivor is hooked. DS can not be deactivated while in the dying state. (As an anti-tunneling ability, slugging shouldn’t be a counter. The survivor was just unhooked. Knocking them down again IS tunneling.)
    4. DS no longer requires a successful skill check. Instead, it can be triggered anytime between being picked up and up to just before being hooked by pressing the Active Ability button.
    5. DS remains a one time use ability.

    I have thought about it being basekit and that what I don't like about it is that the killer knows you have it... It kills the mindgame that we now have which is great - does he have, does he not. Also I don't know how you going to deal with obessions because the perk is an obsession perk and I don't want to be one by default

  • @PLAMA said:

    https://forum.deadbydaylight.com/en/discussion/comment/939042#Comment_939042

    dude, don't get me wrong. I don't say those 3 maps are OK because they're quite killer sided. I said, there are so many survivor sided maps and that's why killer mains are feeling like this game is unbalanced. I know a lot of survivors think those 3 maps, particularly Hawkins, are not OK. All I want to say is, devs need to focus on the map problems not on the perks or the killer's ability.

    I don't agree on that and you general statement about the maps. The holy 3 you mentioned Hawkins, Lery, The game is just the tip. But you can add easly more with Shelter Woods being the biggest contender for the shittiest map ever, Azarov's, Pale, the Spirit map, The new map /Oni/ also seems to be in favour of the killers. Problem is for me that some people call maps survivor sided and complain just beucase there is something usually in one spot that they cant deal with. For me that does not make the map survivor sided I am sorry. Like for example the building on Coal Tower. I just can't aways hug that window. Thompson House is very interesting example of a map. For me this map is just very easy to play on because you can see all the gens from any side of the map and easly navigate to them. Being a simple map is what makes it easier for survivors to win. But in general all maps currently have above 50%-55% kill rate so I don't think there are any general problems more like just in just some places. Ofc there is just this one problem where the kill rate goes up to 70% for Hawkins and I just feel I have to say it one more time that this map is complete garbage..

  • RNG.It is like complaining you go to work every day the same way safely but you get hit by a car just that morning when you go work on saturday - it happens. Hatch spawns after they do the gens or you kill some of them and again some gens have to be done. Neither of these is free escape -> being dead is not and do all the gens/some of them is not either. Not to mention you have to find it before u die And that is not mid game it is end game if the hatch spawns. And no you cannot take out Mori magically but you can use it not so magically in the first minutes of a match ->hook -> tunnel -> kill. Do not forget Mori is an offering also ....

  • Isnt that a very long window to run at ? Similar to the one possible on other maps like the pit and torment creek. I don't see what the problem is there. You should be able to catch the survivor on the second vault and there is not much else around that window and I also have to disagree it is in the middle - it is on one side of the map

  • Strange did they said that's the reason ? Because for me the powerful part is you can see where everyone else is and what they do. You can basically go help them with a gen or see where gens are on stupid maps like hawkins, you can see if someone needs healing or even where is the killer is if someone is running. It is a lot of info. Seeing the killer when is camping is last on the list. It is really great but it is just another kind of info that you don't wana need to have/use if I can say that.


    They could've implement reworked version of kindred where it activates after some time. For example if the killer spend 15 seconds in some yards of the hook in the next 30 seconds his aura is revealed/similar to the current emblems punishment/. He leaves for 5/10 seconds and the aura is gone. For the survivors auras they can use the Rancor auras where u can see only location and you can't tell what is everyone doing. For example something like a ping every 5-10 seconds you see location auras so the survivors know if someone is going atleast for the hook

1 2 3 4 5 6 … 10