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HectorBrando

HectorBrando

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  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238454#Comment_3238454

    Yeah deathslinger is nothing like huntress, aside from he has ranged attacks. Considerably weaker mechanically, uses deepwound, doesnt have 5 shots but doesn't have to reload at lockers doesn't instadown on hit but easier to hit with, harder to dodge, no windup.

    Easy to make generalisations about killers being the same but they differ enough mechanically so that they are unique.

    I play both (or used to) for me they play very similar, you see someone, aim and shoot, if you miss you raise your hand/reload try again (reloading is a bit slower than reraising the hatchet), main differences were range and after a hit with DS the Survivor restarted the chase at mele range unlike Huntress where the Survivor restarted where he was hit, the whole reloading from lockers and reloading the gun while different leads to the exact same outcome, if you miss enough with Huntress you have to reload you lose the chase and probably a gen or two, if you miss that many times with DS is the same, you pretty much lost the chase and a gen or two.

    Deep wounds is pointless on DS, its main function is to spread damage and stall by mending but spreading with him is the best way of losing a match, his enormous lack of mobility and pressure and the whole reeling thing taking enough time to make him not the fastest at downing either.

    For me those slight differences dont make them different enough to make Deathslinger stand out from Huntress like Blight stands out from Hillbilly.

  • @Deathstroke said:

    I though bill would be bit taller. Jeff I know was biggest makes him also pretty easy to spot.

    I used to play Jeff until the Iron Will nerf and P3 Jeff isnt as easy to spot as other Survivors, his very dark clothes and long hair blocking his neck (that bright patch of skin is what really stands out when someone is crouching in a bush or against a wall) make him very easy to meld against dark backgrounds or bushes as long as you are facing the wall, for a guy his size his base clothes/P3 are surprisingly stealthy as long as you are not injured.

  • I used DH only for the challenges requiring it, never liked it for it was inconsistent even at the peak of its power.

    I rarely used DS either, if you got tunneled you had value, if you didnt you wasted a slot perk and since the first person to get hooked is almost always the one who gets tunneled and Im rarely the first one going down my odds of using it are slim.

  • They are harder but they are not unfair, every player can attempt them and face the same exact challenge. A Survivor main will have the same exact problems doing them than a Killer main or a 50% player, the exact same hardships for every single player.

    It would be unfair if the game were to detect you are a Survivor main and lowers the bar for the achievement but it isnt the case.

  • @duygu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238454#Comment_3238454

    at some point mechanics like hindered will be common, which is completely normal. in theory these killers seem similar but in gameplay it's impossible to say that pyramid head plays like huntress. in some chases yeah, but how are you ignoring the cages, and the fact that pyramid head cannot 3 gen like huntress does or camp from potentially infinite range? there are more to these killers, e.g. wesker can zone and double hit with the charge, i agree sadako is pretty trash and her one thing (mori) almost never happens, artist can consistently camp and pressure gens at the same time because the birds go forever and thru everything, etc.

    The problem with the gimmicks they bring is when they are pointless or barely used so whats left is the rehashed power, I dont ignore Pyramid Head cages, PH mains do, whenever I play against him I rarely see them using the cages and the few times they do almost always they would be better with a hook, Pyramid Head whole cage gimmick only real use is to get the Survivor punished, never cage them and then use the fast mori at third hook stage, same as Sadako condemn, Trickster main event, Nemesis zombies, those gimmicks dont really add that much to the gameplay to diferentiate them between other similar powers.

    Unlike Demogorgon teleport+shred combination, Dredge nightmare, Plague infection mechanic and red vomit or Oni dashing, curving, orb absorbing thats the whole dressing thing setting them apart.

    @GrimoireWeiss said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238454#Comment_3238454

    You must be 8'0 because that's some reaching right there. Play a game of Artist and then a game of Trapper and tell me how does Artist feels "rehashed". If we go by this logic every killer after Trapper is just a "rehash" of him.

    I already said in another post some were a bit of an exaggeration, especifically Artist.

    @TeleportingTurkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238454#Comment_3238454

    Even though many recent killers have been reusing mechanics, most of them have presented a unique mechanic with them. The reason it was backed up with the reused mechanic is usually to avoid creating unbalanced power that will be too strong or too weak depending on the mechanic if it was the primary feature. Some new mechanics were simply utility mechanics that can't work on their own. Some mechanics were born as a twist to the pre-existing mechanic, yet remain unique nonetheless.

    Plague introduced infection mechanic

    Ghostface introduced reveal mechanic

    Demogorgon was kinda reusing a little bit of everything, however Freddy's rework before him introduced teleport to an object mechanic.

    Oni introduced a mechanic of a resource you could collect by attacking survivors and charge your main powerful ability

    Deathslinger introduced reeling & spearing mechanics

    Pyramid head introduced an alternative to hooks, built-in mori and an AOE attack.

    Blight was reusing Billy's bump mechanic and put it upside down, making colliding with objects a thing Blight player would want for the most time which created a unique and fun power.

    Twins introduced a whole new power that created a killer's minion the player could take control of. Plus it was the first killer whose power became 3 dimensional as pounce allowed Victor to jump high in the air. Twins also introduced incapacitated mechanic.

    Trickster introduced a mechanic that supported hitting survivor more than 2 times without downing them which allowed his power to be balanced with throwing many small projectiles in a short amount of time.

    Nemesis added AI zombies. Nuff` said.

    Pinhead's power introduced chains that had to be manually removed and created a unique secondary objective survivors had to constantly follow to delay a stalling mechanic.

    Artist reused older mechanics however combined them in a way that created a unique strategic gameplay pattern with huge possibilities that aren't available to the killers she borrowed the mechanics from.

    Sadako was generally reusing mechanics, however she did a nice twist on them, sadly the combination of mechanics in her power and the numbers they were balanced with didn't create a powerful killer because of the mori mechanic that devs were too afraid to become op.

    Dredge introduced Nightfall - the ability to hinder survivors' view of view creating confusion & reused obscure Spirit's / Nurse's addons that allow to return to your previous position in its own way which overall created a unique and interesting killer.

    Wesker's movement seems to be similar to the Nurse, however no killer so far has been able to toss survivors, changing their location or to slam them into walls, dealing damage.

    So I don't an issue overall. There's been very few killers who haven't really introduced anything completely new (and even the examples like Demogorgon or Artist are debatable because some of their mechanics like Shred or Crows that had to be dispelled can be arguably called new and unique too). Just because some of killer's kit remind of the other killer or if the killer is played in a similar way, doesn't mean the game is dying and devs have run out of creativity. It's true there's a limited amount of mechanics you can add, however it doesn't mean devs can't add a unique twist on them every time while supporting the reimagined mechanic with some new and unique addition that makes the character stand out.

    If anything, I would prefer devs to reuse these new mechanics more than they do now, as of now it feels they're just jumping from one idea to another instead of experimenting with its different interpretation. For instance, Twins and Nemesis, one could have AI as a completely side part of the power, while the other would have the AI as a main part of it, while simultaneously being able to switch between who are they controlling or being able to give the AI simple commands like "attack anyone on sight / patrol the location / stay idle"

    Its not only the kit reminding me of something else, is the way they play thats heavily similar, thats why I didnt put Killers like Blight who even when they share the gotta-go-fast power with other 2 he has the bounce mechanic that sets him apart, with Hillbilly you dash around but you have to avoid obstacles, with Blight is the other way around, you have to actively collide with them, similar power but different enough gameplay.

    Ghostface has a similar power to Myers but they dont use it the same way, with Ghostface you have to stay out of sight and stalk the same victim until you either 99% or mark it, Myers you have to sneak upon them, get super close, expose yourself and drain them as much as you can because he is as big as a truck, Ghostface cant 99% his power against a bad player and pop it against the god looper while Myers can, again, their powers are similar but they play different enough, thats what Akumaji said, the dressing, how they splice the gameplay to make similar things play entirely different. My main concern is lately a lot of Killer just feel samey while the ones who really feel different like Blight or Plague seem to be rarer.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238454#Comment_3238454

    Something similar can be said about stories. There are a few different schools of thought, but in drama theory you got about 36 situations that cover basically every movie, book or theatre plot on the most basic level and if you want to go even more basic, then there is the "seven basic plots" theory.

    Everything else is just window dressing and settings. But does something like those even matter? I watched a lot more then 36 movies and shows and I am not bored yet, even though some plot points get recycled, and same holds true for the killers in dbd.

    Yeah, if you were so inclined, some powers are "just" remixes of others or bits and pieces yadda yadda, but they all come with their very own set of personality and character, and that's why we all vibe differently.

    Its a bit different with stories because imagination is the limit altough is true a lot of works abuse archetypes and publishers have "recipes" for best sellers where they know certain things sell more than others, and as you said, the dressing is what makes stuff different but the game mechanic wise isnt very deep so it doesnt allow for a lot of it simply because they cant, there is no room, for example you cant have a Killer like the predator games jumping from branch to branch without overhauling the entire game, or Killer that summons swarms of enemies.

    Ive seen bloating creeping in games and DBD looks like is taking the same route with constant content pumping, its starting to remind to TF2 or KoF early bloating.

    @DBD78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238454#Comment_3238454

    Mm and Dredge coming out just after teleporting Sadako.

    Yeah, I think they are doing with teleport what they did to ranged attacks which is make a ton of different powers that do the same but in a diferent way, after Legion we got 9 out of 12 Killer who use ranged attacks: Plague, Demogorgon (uses himself as proyectile), Deathslinger, Pyramid, Twins (Victor is essentially a controlable hatchet), Trickster, Nemesis, Pinhead and Artist.

    Now is teleporting turn, Hag teleports to traps, Freddy to gens, Demogorgon to desired locations, Sadako to fixed points in map, Dredge to lockers, I suppose we may get a Killer who teleports to Totems or to pallets in the future.

    P.D. Some of those Killers werent in the "same but slightly different" because either their gimmicks really set them apart of overall they really play very diferent to others using similar powers, I do consider Dredge different than Sadako and Freddy since he has almost no CD on his power, the nightmare thing and the way you play him to not put it in the recycled list, its dressing really sets him apart, same as Twins, Blight or Demogorgon.

  • If you still doubt the notification not triggering and still lacking stuff you can always check manually altough is a bit of a pain in the back to do so, they should add a cosmetic counter in the event tome.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238454#Comment_3238454

    Those are some damn reaches. You can dumb down every killer to some killer that existed before them, but that’s not really fair.

    sure the base game sets limitations but that’s also kinda expected as all matches have the same maps and objectives and they have to build killers around that.

    there sure are killers that feel unnecessary (Trickster for example, or Oni/Hillbilly) but all killers still bring some unique spin to the game

    Some are a bit of exaggeration like Artist (altough the set bird to close loop and force transition to other tile is damn similar to Trapper set trap to close loop) but in the end a lot of what I posted boils down to "This guy does something someone else already does but in a different way", the only real difference between Huntress and Deathslinger powers is range and deep wounds because other than that they play almost exact same (the reloads are different but serve the same purpose, making you lose the chase if you miss too much), Nemesis tentacle and PH punishment work very similar but one has more reach and ignores solid objects while the other break pallets, Pinhead is really just Deathslinger with Clown slow and the box (I actually believe Slinger power was originally inteded for Pinhead but since they couldnt get the license they just made cowboy Huntress, but just my belief), Sadako really is a missmatch of other killers weaker powers even her teleport almost always lets you get to a gen because they always have a TV a few meters away.

    My point is, is the game deep enough to warrant 4 really fresh Killers every year? Because I dont think so and they have been recycling mechanics and adding a gimmick since several patches, lets see what the "knight" has in store for us but I dont expect anything original.

    I feel the game looks like release Street Fighter 4 with shotos, you had a ton of them and they were all different in some way but they all played more or less the same and you had to counter them all using the same strats.

  • We already have more than enough Killers, it has been like that for several patches, the game is so bloated they have to rehash powers to make "new and exciting" Killers, lets post some examples of this.

    • Wesker: Discount Nurse but cant teleport through solid objects, Clown slow and moves 115%
    • Sadako: Jigsaw RTBs (stalling objective), Freddy teleports and Wraith invisibility (and all worse than their original counterparts).
    • Artist: Traps+Hatchets.
    • Pinhead: RTBs (stalling objective) and a Deathslinger chain+Clown slow.
    • Nemesis: Discount Pyramid Head with 2 NPCs.
    • Trickster: Discount Huntress, more lenient if you miss and 1000% tackier clothes.
    • Pyramid Head: Discount Huntress with 115%.
    • Deathslinger: Discount Huntress with a hat.
    • Oni: Hillbilly but has to gain his power and is easier to land.

    Whats next? Leatherface but with stealth? Plague with a bycicle? You can only add so much with the game mechanics the game has.

  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/351716/a-cosmetic-that-doesnt-fit-too-much-in-dbd

    Oddly enough, I CAN imagine Dwight in a war, he'd be a Runner in WW1, delivering messages from the frontline to high command and back

    Truly, a unsung hero

    Nah, Dwight looks like the naive, cowardly guy who gets killed first in every war movie.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238137#Comment_3238137

    OP said the killer dropped them beside an available hook.

    https://forum.deadbydaylight.com/en/discussion/comment/3238136#Comment_3238136

    Fox, your response was bizarre and irrelevant to the question I asked. Ironically, a subsequent response of yours was essentially the same as mine: It was a power move.

    You are wasting your time, thread has derailed into people trying to defend trollish and petty behaviours with outlandish reasons that escape common sense. Someone struggle on their way to the hook so they get 4 minutes in the ground as punishment, you are not going to get anything better than that.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238089#Comment_3238089

    But you still struggled. Some killers will even give hatch if you don't struggle.

    And since the last Survivor downed in proximity of a hook struggles he deserves to get slugged for 4 minutes? What kind of logic is that?

  • Best case scenario pettiness, worst case scenario sadism.

  • Since BHVR admited the escape rates have a +-15% deviance and Solo being the mess it is probably tends towards the negative spectrum so take each Kill rate as base and then add 1 to 15 (15 being extreme and rare fringe cases), Legion has a 60% rate, its probable against Solo may be higher, maybe its 70% or 65%.

    I know my escape rate as Solo after 6.1 is not 41% and not even close, probably close to something between 30/35% (not counting DCs, suicides or Killers giving up).

  • It shouldnt be a charm, it should be a weapon for one of the Killers. BHVR missed a huge oportunity here.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/3237867#Comment_3237867

    Someone, somewhere, will make a funny bunny man out of a sword.

    "Someone"? Yeah you wish... its a whole legion...

  • No please, Nemesis zombies is the worst aspect of its power.

  • @EntitySpawn said:

    BHVR should focus on their own game, they struggle enough with that as it is and dont even have a team working 7days a week...

    Very few professions require people doing shifts to work the whole week, game developing is not one of them.

  • @hemlock said:

    Played one game today against t.tv and guess what? He couldn't open my profile! That's really strange (and I didn't change anything). Anonymous mode works 1 in 4 times??

    Sounds like usual recently implemented stuff...

  • Too many Killers and/or too little Survivors, simple as.

  • Yeah, if they add the ability to pick yourself up they should make sacrifice-broken hooks come back after a minute or so.

  • @Carmina_is_cute said:

    The DCs do suggest a dissatisfaction with the game but the cases where people DC are inconclusive as to why. I've seen people DC for the tiniest inconveniences. Downed quickly with hatchets? DC. Swarmed with birds from the other side of the map? DC. Map they don't like (that isn't RPD, fair DC)? DC.

    I think people are just burned out and they found DCing as a venting/protesting tool. Like when you have an election and a chunk of the population vote for a clown candidate or a political circus just to show mainstream parties they are fed up of their antics.

  • @usesPython said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236704#Comment_3236704

    The results of the MMR test you're talking about were published on April 19th, where they also said that they would be implementing changes "shortly" (Though what time that actually was was never specified)

    6.1.0 was released on July 19th, so as long as it didn't take them literally 3 months to implement the matchmaking changes it seems unlikely that this was a significant factor in the pre-6.1.0 patch queue time stats they published

    Not only that, the actual changes they said they would implement were:

    • Reducing the maximum range 
    • Reducing the expansion time proportionally (so it’s no faster or slower than before) 
    • Lowering the effective cap for skill ratings 
    • Removing grades from the post-match screen for the foreseeable future

    which would imply that future games would have a tighter skill gap below the soft cap, which would increase queue times instead of decreasing them

    Lowering the effective cap for skill ratings

    This is what was aimed at reducing the queues at higher ratings and what makes what the OP complains about, "why there arent any great players anymore", higher MMR players get paired with worse players to avoid very long queues on said bracket.

    And pairing this with the incentives in July is just a 3 month gap, I dont see it weird, they usually release stats after several months of info gathering for wathever they changed and want to show, kill statisics for the meta oerhaul were released around 3 months after the patch (give it or take).

  • Bugged challenges, what would be of the tomes without them...

  • @usesPython said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236381#Comment_3236381

    While matchmaking is a joke, matchmaking hasn't been touched in 6.1.0 and later afaik (which is where the stat you're quoting comes from). Instead the reduced queue times came from a combination of matchmaking incentives and the changes in meta perks creating a more balanced killer/survivor distribution compared to pre-6.1.0

    https://us.v-cdn.net/6030815/uploads/JZMQ3YF1CUUO/1920x1080-3.png

    The reason killer queue times went down way more than survivor queue times is that matchmaking incentives tend to be 100% for survivors for most of the day, greatly incentivizing people to play survivor instead of killer, which pushes the killer queue times down since there are more survivors they can match with in the queue.

    I believe that was a combined effect of the incentives and the results of the tests they did with the MMR a few months ago where during several days they changed the way the lobbies were created and then asked players what they did prefer, longer queues more precise games or shorter queues but greater skill disparity, essentially broadening or shortening the pool where people were drafted to fill lobbies.

    This was a several month spanning effort and culminated in the quote I posted about reducing the timers.

  • Looks like rift related since 275 and 25 cant be bought in the store and both quantities are multipliers of 25, the amount of Auric Cells each tier gives in the rift.

    Maybe you both left unclaimed cells and after the rift closed they were awarded to you like unclaimed cosmetic stuff.

  • Because there are more Killers than Survivors, simple as, even if there is a ton of Survivors they may be not enough to fill all Killer lobbies.

    An easy way to confirm this is if you have a long queue with any role switch to the other and check if it finds you a game in a matter of seconds, thats a dead giveaway on what role lacks people, even when incentives suggest otherwise (sometimes they bug and still give them to roles with queues).

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235119#Comment_3235119

    Oh it definitely was godawful decision making. But I mean at least they didn’t continue with it or made more?

    I dont know if that was their own initiative or the NFT market sinking so the backlash/profit isnt as attractive as it was when the whole Pinhead debacle.

  • I think the great players are still there but huge Killer queues have broaden the pool for lobby creation so they just put people who dont belong in the lobby. Remember some weeks ago they announced "We have reduced Killer queues by almost 2 minutes!!"? they just made system pick people at random so queues arent 5 minutes long.

    I had a perfect example of this yesterday. I played Survivor, 3 of us start together, we get to a gen, a Hillbilly appears sprinting, we scatter, this Meg happens to be the one who gets the aggro, 10 seconds later she is instadowned, "oh crap, maybe he got lucky", hook, sprints away, 20 seconds later Claudette is instadowned "OH CRAP, its one of the good ones, we are cooked", he sees me, starts chasing me, tries to chainsaw and curve me for I dont know how much time, Meg and Claudette got rescued, healed and 3 gens popped until he desists and leaves for the fourth guy who jukes him for 2 minutes, I think "this guy isnt good in the slightest, what the heck maybe he got lucky with those 2", he desists and sees Meg, 10 seconds later she is instadowned again and same with Claudette after hooking Meg, they were really really bad at the game.

    It was obvious there were 3 groups of players there and we didnt belong in the same lobby.

  • @BringShaggytoDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235838#Comment_3235838

    Being new or a 'veteran' shouldn't have any impact. It's simply a case of being respectful to others and being mature when you engage in a debate. It's okay to disagree with someone, but people seem to forget this and assume it's a personal attack.

    I'm sure the people who have been banned don't get banned for their first offence. It's most likely a repetitive behaviour until the mods have had enough.

    I'm sure the people who have been banned don't get banned for their first offence. It's most likely a repetitive behaviour until the mods have had enough.

    This is a problem for me, it looks like there is a strike system and new arrivals can be extremely flamey and piss off people who have been here for a lot of time and are burned out because they had to deal with swarms of beligerant threads for a year or so, pushing them to the edge until they explode but since recently joined people have no strikes yet they get away with it.

    What I suggested for more temporal bans for newer people was aimed towards those "10 posts" guys who just open extremely beligerant threads and tend to not listen to anyone even when the responses are level headed and everyone agrees, temporal bans should be issued not only for burst of anger but also for repeatedly making flaming posts or threads which some newcomers are extremely guilty (until they themselves get permabanned).

    Long story short, I believe a "lurk moar" short ban system could be helpful to curb the flamey nature of the forum.

    @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235825#Comment_3235825

    Including our beloved Sluzzy, I hope they don't give up and get back in here, lol

    Which weirded me because he was always super correct, I guess either someone got the better of him or it was deemed too flamy.

    @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236023#Comment_3236023

    I think the whole offense system is a little outdated too.

    I messed up over a year ago and definitely broke the rules, I think there should be some decay period where it's obvious that this person isn't a repeat offender

    Yeah, IMO it seems like there is this acumulative system where you earn points towards a ban and I dont think it has decay or at least it doesnt look like it, that also pairs well with newcomers being extremely trolly and flamy and not being at least temporal banned, it feels to let very new people has a "period of grace" being flamers until they get enough strikes but until that happen a lot of people get burned in those threads and become gray avatars. Thats why I think we are all victims in waiting.

  • @Steel_Eyed said:

    How do yall even know there are bans happening? Re-reading older threads?

    For me is "Why is X not battering heads against me/OP/thatguy on this thread?" then I check and I see the ban.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/351466/noticing-that-there-are-a-lot-of-bans-whenever

    Sometimes it brings a smile to my face and I go, "Yup, that person was just a matter of time."

    I think we are all in for the chopping bloc, its just a matter of time. As I see it most people start to get very burned out with the forum and they only escalate and escalate until you see it coming from a mile away. I think the mods should issue more temporal bans (especially to new arrivals) and less permanent ones because its always the same, new arrivals burn the veterans, they get banned, the new arrivals become veterans and a new batch burns them in turn.

    On a sidenote Im weirded Ive not been banned yet (or some other people for that matter).

  • @Pulsar said:

    I think it's because we're finally at a point where your own individual skill with a Killer matters more than their placement on a tier list.

    If you are super good at Freddy, even though he has a lackluster kit, you can still do really well in most of your matches.

    Pretty much this, also Freddy isnt hailed as the best of the best so people playing him do it because they like the gamestyle, mains who pour hours and hours into the same character tend to be very good with them. A dedicated Killer main will always play much better than the usual player who goes for the strongest current thing because they lack mastery.

    Also at regular skill, tiers are pointless except extremely busted stuff and lets not delude ourselves, most of us are regular players.

  • Its a nice gesture towards someone who enjoys the game so much and helped promote it.

  • What kind of gameplay do you like? Because there are several Killer archetypes and some people may like certain gamestyles more than other.

  • @Regulus47 said:

    Ehhh, you have to be careful with buffing trapper. He's incredibly unfun to fight - he places the trap at the loop and you're forced to run away, and when you're looping a tile it's a 50/50 as to whether he's placed a trap behind the corner or not. If not, great. If yes, you get instadowned. Kinda uninteractive. Still not a great killer in the grand scheme of things but I wish he had more counterplay aside from "lol just waste time by following him the entire game and disarming his traps and revealing your location to him and hope he doesn't have the insta injure disarm add-on".

    Not saying he is strong or should be nerfed really just pointing out flaws in his design.

    Thats a major problem with him, his traps can be devastating and if you buff him even in the slightest you could end with a lot of problems, its the same with Sadako Condemnation, they have so much potential they were toned down by making them very hard to get the most out of both.

  • @Garboface said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235672#Comment_3235672

    so, that video...that is able to be overcome? I had no control over pinhead.

    You can overcome it by turning your camera 90º the moment you start tilting so the inertia moves you forward instead of to a side.

  • It is perfectly normal when the Survivor uses Boil Over and you are playing on maps with small doors like Lery's, RPD or Midwich. This exact same thing happened to me the other day its just the way the perk works, if you have to traverse a set of doors you may get stuck on each.

    That wasnt hacking, thats Boil Over regular effect.

  • What tippy2k2 said and you can check if the chain is breaking faster if you see it flashing brightly and shooting sparks like if it was made of melting metal.

    In this video you can see Claudette breaking the chain at 2:05, see how it becomes bright and starts sparkling.

    https://youtu.be/8OqeA8FzsO0?t=123

  • Havent played it nor I intend to but Steam review system is pretty decent if you visualize only bad reviews that way you know whats wrong with the game and if it may impact your enjoyement. For example you want to buy an arcade Doom/SeriousSam FPS and you check one, go to the bad reviews and they all say "this game is just too arcadey and barely realistic, I prefer stuff like COD with less enemies and more tacticool stuff" you know you may like it.

    Good reviews are okeish but they are usually filled with fanboyism or people too easy to please which may give a game way too much undeserved hype, they are harder to filter than bad reviews and plenty are "WOOOOW THIS GAME ROCKS, ITS THE BEST!!" yeah, but why does it rock?.

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229921#Comment_3229921

    How do people know how many hours someone has played? Is this something pc exclusive where you can get this data on someone?

    In Steam you can check gameplay time if they allow their profile to show it.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230175#Comment_3230175

    Do you have any number of "less" survivors playing? Like real numbers? Just because there is a 100% bonus there, doesn´t mean that everyone suddenly stopped playing survivor.

    No, thats why I put "I think" instead of "its because" but a lot of people on the forums, reddit and generals stated they stopped playing Survivor after 6.1 and the queues did increase in lenght after 6.1 (before they were around 3 minutes, after they were around 5) and it is known (as BHVR confirmed this) the longer the queue the broader the pool becomes to find a match until it reaches a point where it just throws in the same lobby whoever is available disregarding MMR entirely.

    I could ask you if "do you have any numbers on the "high" amount of DCs and suicides? like real numbers? Just because people complaining in the forum they saw an increase doesnt mean that everyone suddenly started doing it" but you also put "I think" so I know its just an educated guess like mine instead of someone stating a fact.

    Now, do you want to quote me so we can start an absurd debate where nobody can prove if they are right or wrong or shall we leave it here and assume each of us has a different and impossible to prove theory?

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/351023/new-michael-myers-cosmetics

    Unfortunately it's up to the license holders and for some reason they don't seem to want many cosmetics. I would love a Halloween kills mask .

    Hearsay says Halloween and Nightmare Elm Street license holders are the hardest to deal with because they have a very "old school mindset" (wathever that means). Im inclined to believe it seeing both licenses lack a significant amount of cosmetics and content compared to the rest and Freddy wasnt available on Switch for a time.

  • @GentlemanFridge said:

    I mean, not sure how you'd go about preventing this without just making the survivor invisible.

    You actually found the solution, there is no reason to not make the Survivor invisible once the locker doors are closed and the animation over, you cant see yourself, nobody can see you either, having the Survivor fully modeled inside a closed locker is pointless.

    That being said, this is a minor problem, Nurses checking lockers like this and getting something out of it is beyond rare.

  • Its not up to BHVR, its up to Halloween license holders.

  • Twins, I dont enjoy being slugged for a minute, getting up, slugged again, getting up, slugged etc until I bleed out or everyone is slugged and we finally get hooked, its just faster to eat 5 minutes DC penalty than endure that garbage, luckily they are so rare youll never encounter them twice the same day so the ban never stacks.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3231501#Comment_3231501

    Well that needs to be fixed too. Especially after 6.1.0 he’s strong enough without it.

    It was a jab at the developers leaving bugs in the game for years.

  • @sizzlingmario4 said:

    It’s an exploit. Don’t get used to it.

    Tell that to hugteching Blights...

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3231395#Comment_3231395

    On ptb it actually countered camping which why it got nerfed ground so campers don't start complaining. If really keeping survivors as hostage was problem there would be far more better ways to change the perk. But devs wanted to keep campers happy.

    I always felt the same way about the nerf to Reassurance, people complained a lot about the perk and they did have a point but there were ways to change the perk to avoid having someone hooked for an eternity without the need of such a big nerf to it.

    I also believe the perk was gonna be basekit in some form when they announced the fabled "we are going to adress why some perks are picked at the core base of the game to shake up the meta" and they backed down to make it a paywall perk so Survivor mains where more inclined to buy a DLC, because camping was the only thing left completely unadressed and made stronger.

  • @K139K05 said:

    Yep, Cauldrophobia decreases the healing speed for downed survivors (if you try to get them up). But healing a downed survivor doesn't trigger skill checks, so the second part of the perk is kinda pointless against downed survivors.

    I think you can get skillchecks when healing someone from the ground because I remember not being able to pick someone up after getting an Autodidact regression skillcheck.

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