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HolyDarky

HolyDarky

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HolyDarky
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  • At least the killer didn't dced so you can farm more BP, I guess? My guess is that this player had a daily or archive with Skull Merchant and played her the first time and had no clue how to play her and since many player play like a normal M1 killer, the killer was annoyed by all the pallets and decided to go afk so you have no reason to stay in the game more than needed.

    Why the killer did this is hard to guess - could be everything.

  • Buff: Knight. If the Twins rework is good, Knight will be our next Twins because he feels so awful to play in many ways: He is addon dependent, some addons are useless, and he has many awful bugs. It feels sometimes so painful to play him. He needs some buffs and tweaks.

    Nerf: Nurse because she is still too oppressive and powerful in this game and we cannot have a balanced game when she is in her current stage around. Nearly every perk that makes average killer good make her even stronger.

    Rework: Myers because he has an extremely awful early game and his power feels so dumb. There is nothing special like Ghostface has by hiding to not get reveal. Also all of his addons are either boring, useless, or overpowered and need a hole rework.

  • @chibizodo said:

    Now I don't use this perk but I think its a little unfair for the survivor to get hooked before the last gen pops and their perk is now nullified, a perk that has no use prior, over a simple hook and bad timing. when they said they were going to nerf Adrenaline I was more so expecting that you wouldn't get the affects if exhausted which in turn would bring more perks in play such as Blood Echo and Mindbreaker; have survivors make that choice if they are willing to hold out on a heal simply bc they have Adrenaline or chance the possibility of get exhausted and not get to use the perk. in which it would be a choice that the survivor makes unlike getting hooked, a survivor cannot help the circumstance where they are hooked and the gen pops for them to lose their perk that could potentially save them from a hard tunnel they are more than likely to endure bc of being fresh unhook at end game.

    if Adrenaline had uses prior to end game then this change wouldn't be so bad but to completely null a perk bc they got hooked at a bad time? a time where that survivor is going to need everything they can get just to stay afloat to try and survive?

    https://us.v-cdn.net/6030815/uploads/DVB5KZ5C02DT/image.png

    You could say the same about Deliverance. "A simple hook and bad timing" nullify this perk. But this perk is still great.

    Adrenalin will still be a great perk due to it's ability to greed the last generator injured, extend a chase, take a hit and so much more. The nerf is fair because it no longer punishes the killer for hooking a survivor who is not dead on hook. if we only look at the worst situation of a perk and due to this it is useless, literally every perk will be useless and bad.

  • I don't really know why some users pretend Adrenalin will be bad or useless with this nerf - I can only guess. It will still be a strong perk because you can greed the last generator while injured, you can still take a hit and then heal, you can extend a chase (3sec speedboost is still great) and so much more. It is like the update with the PainRes nerf: Players pretend now will this perk be useless but still one of the most used perk.

  • First, yes tunnling is a problem and it is very frustating when you get tunneled out of the match. However, the 5sec is too much. This perk was already fine with 3sec but this buff will make the weaker killers (like Ghostface, Trapper, Pig) even more weaker while strong killers in Nurse, Blight, or Wesker don't mind this because they can catch up easily. Another issue is also that one perk should be the solution of tunnling? I wish we had more different antitunnlingperks to bring more viarity to the builds but also basekitmechanics that prevent tunnling (like a reward for the killer for not tunnling or turning more killers into antitunnelperks like Friends Til the End already or No Way Out are). I am not happy about this because it feels like a cheap and wrong solution for a issue that needs more attention then "year give this perk - that lies behind a paywall - two extra seconds so survivors are happy and we make more money". I think this will hurt the game in the longterm more than it helps.

  • I don't know how to feel about this. It could be either a bad solution of Twins slugging (Victor keeps hugging the survivor after the down and you switch automaticly to Charlotte) or it could be something like "Victor keeps hugging the survivor so this one cannot crawl away (under a palette) or another survivor can pick this one up so you have not to be worry about losing the down". It could also be a good way to avoid this 5seconds cooldown of Victor.

    It could be both and this makes me not happy. They made a really good rework of Hillbilly so I am a little bit worry they mess Twins rework up - BHVRs interpretation balancing by making something really good and the next thing really bad.

  • Year, Background Player is such a stupid Perk in the current metagame. If a survivors lies under a palette or in the open it is nearly impossible to pick this survivor up because a decent Background Player-player can always get the rescue. For example (I have other example but they are similar the same): I had a match in which one survivor (dead-on-hook) was under a palette and I saw another survivor (zero hooks) and this one ran away after I got the hit on him. However, this survivor got the rescue due to Background Player. This was so stupid because this survivor was completly safe as either I pick them up and the other survivor get the rescue or I left them and go for the other survivor and get nothing. Of cause, you could say "try to outplay this survivor" but this would only waste my time because this survivor had enough distance. This was a lose-lose-lose-situation for me and this is nearly always the case against Background Player, especially if you don't play a strong killer like Nurse, Blight, or Spirit.

    The 5 second duration is fine in my opinion but the 200% speedboost is way too much because you can keep it makes rescues more safe and less risky since you can keep more distance against the killer. The Perk should be nerfed back to 150%. This is more than enough and fine.

  • The 6% speed boost is fine for this perk. It is a good and helpful perk in general, especially for indoormaps, new players, and SoloQ. Taking the 6% from this perk away could turn it into a useless one which would be sad. Especially for SoloQ because players could replace it for a selfish perk or something.

    If we have to talk about repair speed, then we should talk about Toolboxes and their addons first before we look at Deja Vu.

  • I am excited for the Twins rework. I like the idea of this killer and be able to snip survivors with Victor is really cool and satisfying. But all these bugs, the awful slow switch between them, five second cooldown of Victor, the feeling the toy sword addon is necessary, not many good addons, and some other things, are so annoying. I really hope the developers will fix these issue and the Twins will finally a smooth killer with good Addon variety and more rewards for hitting survivor with Victor.

    So yes I am excited for the rework to see if the Twins will be finally a good killer. I also hope a good rework will make them more common and also gives them more cosmetics.

  • When Skull Merchant was released, I hated her so much due to her 3gen and hold the game hostage ability and her really boring design (her rift outfits are boring too). But since her rework and with more cool cosmetics, I don't hate her anymore - in fact I like her and play her from time to time. However, matches with her are sometimes really hard because survivors either dc or kill themselves on hook because they refuse to play against her - traumatised from the past. When I play SoloQ and face a Skull Merchant, same issue. Another issue is also that survivors struggle to understand her power and just walk into the scans. This hurts SoloQ the most and I think she is with Pinhead a huge SoloQ stomper but another topic.

    Now she is in a better spot but the hole injury, deep wounds, and slowdown via scans is too much and require little effort from the killerside. So yes I agree with you that this should be change into more interaction. The basic idea of putting drones, scanning, and trapping is good and I like it but everything beyond that is so akward.

  • @jesterkind said:

    Ever since the anti 3-gen change, there is exactly one perk that is suffering unfairly.

    For almost every perk that revolves around kicking or damaging generators, eight uses per generator is perfectly fair, but the problem with Eruption is that it doesn't get eight uses per generator- it gets four.

    To arm Eruption on a generator, you need to kick it, using up one regression event for a basic kick. Then, when you down someone, that's another regression event for taking 10% total progress off. Pair that with the fact that Eruption shines best when it's applied to multiple generators at once, and you start chewing through regression events even when you aren't really going out of your way to aggressively defend generators.

    To sort of remedy this issue, and maybe make running Eruption with literally anything else that damages gens/revolves around kicking gens slightly more feasible, I propose the following change: Kicking a generator with Eruption off cooldown will no longer apply the basic instant regression to a generator, but it will start it regressing like normal. In exchange, the regression from getting a down is increased to 15% to keep the overall number the same.

    Importantly, any extra regression you'd typically get from other perks, like the 30% current from Pop, should still apply. We want Eruption to not be chewing through extra regression events, but we don't want it to cover for actual regression perks being used alongside it. Additionally, while Eruption is on cooldown after a use, the 5% instant regression would apply again; it's only when the perk is "active" that this change applies.

    With the above two caveats, I think this would be a fair change that enables Eruption's use in builds that aren't stacking regression, and helps it feel less punishing in close matches where it's used fairly frequently. It normalises the perk nicely, in my opinion.

    Year, Eruption is in a weird spot in my opinion because you have to give two genregressiontokens and to take the little risk (not a huge) that you won't get the regression because the survivor pop the generator faster than you thought/a down takes longer or the survivor forgot the generator and Eruption does nothing. You also have to make the choice if apling Eruption is really worth/you have the time.

    Don't get me wrong, Eruption is still a good perk, especially on mobility killers that also get downs quickly like Nurse, Wraith, or Xenomorph, but it would be great if it would do more regression. I agree with @fussy idea of how to buff Eruption:

    @fussy said:

    I had thought just to make it 15% since it eat 2 regression events per 1 use. Removing 5% from kicking will make this risky perk even more risky and i doubt someone will bring it. Imo, or it should be 20% with your suggestion, or just buff it to 15%.

    The issue with your idea @jesterkind is that the missing 5% from the normal kick could make the different between getting Eruption value or not.


    In general, I kinda miss the old genkickingperks in CoB and CO (but not old Eruption that was so stupid). Their nerf back than was good, especially when looking at old-Skull Merchant, but now with the 3Gen-Mechanic, I think these perks could get back their old power and would be healthy. Same with Hex: Ruin it would be better if it's deactivate when one survivor is dead but does 175%regression instead of 100%). They could also open more diversity in case of gencontrolperks for killers. But this is off topic and just random thoughts from me.

  • It looks interesting, ig. I really hope the developers will fix the windows issues on this map as well as making the map a little bit smaller and it looks so, the map seems smaller? However, it is a good thing that the middle of the map looks less empty



    @Shroompy said:

    Looks like the road is gonna remain wider than the Clown tho..

    And I dont see no lockers for my boy Dredge :(


    Don't worry. They will give Huntress two more Hatchet basekit and Trickster gets 40 Knifes more so they don't have to rely on lockers anymore. In case of Dredge, he will get a new skin unlike the other two.

    Jk. I really hope the devs will place some lockers in the middle of the map because that's a big issue for these killers as well as lockerbased perks.

  • A unique chasemusic for Plague would be so cool. The standard chasetheme doesn't fit her at all and is kinda boring.

    In my opinion, every killer should have a unique chasemusic. The developers gave Hag and Nurse a unique chasemusic, so they should also give the other killers a unique one which have still the standard theme.

  • Thursday (03.21.) was a weird day: I played three SoloQ-matches at the start bc they had 100%BP: First one was a Wesker that tunneled me out of the game and I guess it was 2/3k bc 2gens were left - idk. Second was against a camping Huntress with 3escapes (it had be 4escape but I messed it up :[), and last one was against a Nemesis with a 2escape. Then I switched to killer once they had 100%BP. I started with my Aurabuild-Artist (LP, NWTH, BBQ, A Nurse's Calling/Unforseen) and played 15 matches with her for fun. In 8 machtes!! of them one of the survivor gave up (killing on hook) so I won them and gave the last one hatch. I really don't know what went wrong with these players. 2 I won, 3 matches I lost and the other were a tie. Then I switched to Otz Forced Hesistation-Artist build and suddenly the survivors played the game like a tournament (fullmeta, strong items+Addons, mapoffering). I also had the cool experience to play this event on an indoormap and holy maccaroni you lose survivors so easily due to the everything is red event. I lost five matches and won two of them. Then I played one Onyro-Match and won with 3k - might be due to one survivor who had zero hooks but was instakill due to condemned. My last killer game was with Skull Merchant but the survivors were so cute (brought cakes) that I had to leave them through the exitgates. At the end I played one SoloQ match - actually two but the P100 Myers dced during the loadingscreen because his Larrys-mapoffering was canceled due to a green hand from another survivor (this was so funny). So my real match was against a Skull Merchant but the bigger issue was my team because they did totems and chests with Calm Spirit in the basement when I was in chase (ngl the best thing about the upcomming UW nerf is not the UW nerf itself but the hope that players will finally stop running this stupid perk and maybe run something more usefull like Kindred, DS, or Botany)... Overall, I also had a lot of map offerings like eyrie, garden of joy, the game, and rpd but last one I guess because of the stupid achivement. I really don't know why players do this during an event. I mean do I really have to play seriously too? Also a huge waste of BP. I also had one player waited at the exitgate to tbag me even though they did nothing during the match - some players are really braindead. The Skull Merchant in my last SoloQ match hit me on the hook when I was death maybe because she didnt like my DS and the two DHs she both got :D. Otherwise every survivor was nice in the chat - can't really complain about any toxtricity.

    But overall, an akward day but many BP.

    Friday (03.22) I played one SoloQ match to just do an archive and got tunneled to deadhook by an Unknown but the player messed it up by not killing/finding me until last gen was done and I got Adrenalin. However, it was a three escape but due to killers mistake.


    Saturday: My first match in SoloQ was against an Unknown which got 2K. They killed one person by two gens left and I bleed out in the endgame because the killer was too afraid to pick me up under a palett. Then I had a map-offering Hillbilly who got 0K. He could had at least two kills because one player and I were dead-on-hook and tried to kill us but then changed his mind and chased someone else. So it was a misplay by him that he got no kills. Then I played two games with Nemesis one of Borgo which was already lost because the developers hate accessibility in their game. Then another one with 2K against survivors that played like a tournament and the other two holded the game hostage instead of leaving - again some players are really braindead. Then I swited to Xenomorph with 0K due to Badham (worst map for killers and stupid collisions) and Adrenalin (and players really defend this perk that it is not so strong, lel). My last match for the day was with Xenomorph in an intense and close match and 3K. This was my faviour match of the day.

    Year overall, this day was not so great. Not in terms of win or so (idc about this) but in terms of fun during the match. Anyway, as I already explained in my earlier post, these daies happen.

  • @Shirtless_Myers said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681731#Comment_3681731

    Sure, why don't you play solo queue and post your stats since that's something you want so badly so I get a better idea of who's asking?

    Oh, wait! I don't need to since you already did it for me: "Monday and Tuesday were very pleased. I played many killergames, won 90% of them, and my survivors were mostly strong with good chases and all but also chill (no map offering just BP) and some of them were cute."

    I'm so sick of these biased posters who play a single side and think the game is fine as it is. You win 90% of your games, yet believe that's fine in a PvP game. The game is killer-biased when anyone can do this with the right setup.

    Nice stalk. But this was just about three days of me playing DbD. I've also mentioned at the end of my post that I have days were I lose (Thus, Idc about winning or losing, the important part for me is the match itself not the result). And if you read other posts from players that play killer, they also confirm that they lose. In addtion, I've never said or suggest the game is fine as a PvP game (please, don't act like I've said something like this) - it's the opposite, you can find posts from me in which I want/agree about QoL changes for SoloQ because I play SoloQ too and know the issues (I don't play only killer). I'm also for nerfs for specific killers. Would be nice if you could count this too, especially I mentioned these things in earlier posts.

    However, what I actually want to say with my post is that you - and other players - behave like killers are in general very easy to play and that the issue this game has lies in killers overall and not in other things. That's why I suggest you could play a little bit of killer to see the issues don't are killers in general but rather other things. Too say something is generally wrong but won't help in the long-term. Hope that's understandable for you

  • @coolgue1 said:

    As killer it take 0 braincells to respect pallets right how while it takes 200 iq in order to get a stun off that is all along with pallets being impossiable to actually use most pallet lopps now a day favour killer at tear 2 bl

    To me it's sounds like the killerplayers outplayed you and it is easier to complain about the otherside instead of admiting the own faults and try to improve.

    There are different types of paletts and some of them are god pallets that you drop to be safe. Then there are weaker pallets where you have to stun the killer to make distance. You can play around these paletts a little bit to either win the mindgame or buy time for your them. Then there are strong paletts where you can loop the killer. There you can also do mindgames to either stun the killer or win time for your team. It's about the mindgames and to win the 50/50 and when one side makes the mistake the otherside will win. In case of you it seems like you lose these mindgames. I don't mean it in a bad way so don't get me wrong. 50/50 are risky and need experiences that come with time and analysing what went wrong in situations like these. Do me a favor and play 20 - 30 matches of killer then come back to this topic and tell us if killers still need 0 braincells to respect pallets while survivors need 200 of them.


    @Shirtless_Myers said:

    The developers want an unbalanced, biased game that favors killers. You can see this through almost all aspects of this PvP game that is forgotten that this is a PvP game. Playing Killer is a W in almost every single game currently, yet there are still no plans to alter the game flow with various aspects that are poorly designed. Poor solo queue is sitting around a 35% win rate if we want to include DCs and suicides that happen frequently, yet Huntress gets a buff instead.

    Do us a favour and play 30 - 40 matches of killer and then come back to this topic and tell us if playing killer is still a W in almost every single game. You can recording or writhing down your matches if you want. I am really looking forward.

  • @Xernoton said:

    How have your matches been since the event started? Mine have been pretty terrible. It might just be me playing worse than usual but I'm currently on a 17 loss streak across different killers, escaped only 1 of 7 solo queue matches I played and struggle with the event visuals. So my matches have not been very enjoyable overall.

    Also, why does everything have to be red? It's like every map got the Borgo eye sore treatment. Scratch marks - red. Blood - red. Auras - red. Event stuff - red. I see - red.

    Monday and Tuesday were very pleased. I played many killergames, won 90% of them, and my survivors were mostly strong with good chases and all but also chill (no map offering just BP) and some of them were cute. I also had three SoloQ matches at the end of Tuesday: the first one was against a Skull Merchant and one of my teammates gave up early but the next two were really good because my teammates were on point - no throw or something and killer was also cool. Overall I had so many good and funny matches. Was really cool. Today, Wednesday, was a different day. Only played six matches (didn't felt so well and had some homeworks) and I won three of them, two were a tie, and the last one was a lost. The first one was cool because the survivors brought funny stuff and strategies. But the other matches weren't so pleased because they brought map offering, tbaged, and all that #########. It was not a good day to play the game.

    And yes the game is way too red. I only got confused in three matches due to all this red but it is still annoying. I am also so thankful that the rng did not send me to borog these three days but I know the match will come and I have to dc when this happens otherwise my eyes will melt.

    However, from my experience this is typical dbd. One day I can play 30 matches and still have fun because survivors are chill and cool and the next day I play three matches and close the game because I get a**holes. I really don't know how and why but that's my general experience with dbd. I play on EU Servers btw.


    Now, I really hope you as well as the other players will have better matches and can enjoy the event more.

  • Agree. This challenge is hard to do without throwing the match or a farmingkiller.

    Removing "complete in one match" should fix it like already mentioned.

  • Now we're talking! This is much better.

    Thank you very much developers for listening and making this to what it is supposed to be. Thank you!

  • Unfortunately, it's just the head/helmet and nothing more.

    Yes, any purchase gives it to you.

  • @BooomTetris said:

    Gen Auras: Red, Survivor Auras: Red, Hooks: Red, Scratchmarks: Red, Borgo: Red, Blood: Red, Event Stuff: Red.

    Blood and Scratchmarks being red is fine I guess, but there are so many other colors BHVR, please use them

    Nah. Fake news there aren't any other colors besides red. Also that's the real buff survivors have during the event - not the iron will fake within the blood zone.


    Jokes aside. Year, it is kinda sad that the developers don't understand how difficult it is when every thing has the same colour - not only for killers to not lose track of survivors but also for the eyes of the player because seeing the same color, especially when they are bright, hurts so much.

  • Year this perk is so awful and bad that any other perk, even Dying Light, would be better.

    A idea I had was to gain the tokens by injuring and downing survivors instead of missing skillchecks by them and also remove the genblocking because this stops the regression which is awful - maybe instead of genblocking one more token or something. Pop would be still better/reliable but at least Undone would be easier to use.

  • @Marioneo said:

    I play both sides and I wanna say Solo queue survivor is the worst its ever been.

    Furthermore Killers new strat is to just proxy camp the edge of the anti camp zone cause it goes down incredibly slow and you can lose a health state before AC gets full changes need to happen next chapter here are some ideas

    AC no longer ramps depending how close the killer is its just a flat rate if in the zone at all.

    Anti-camp speed increase by 50%

    Killer power recharge rate decreased by 25% while in anti camp zone

    Like other users already mentioned, it is the Anti-FACEcamp mechanic not the Anti-camp mechanic and it works like it was intended. Of cause some killers can still proxy camp much better than others but this is rather an issue with these killers and not the machanic itself. With Reassurance and Deliverance we have two strong perks to punish camping killers.

    In addition, what has this to do with SoloQ? Do you really think a harsher Anti-facecamp timer (increased range or timer) would put SoloQ in a better spot? I doubt it. SoloQ has issues that's hard to deny but these are issues that has nothing to do with a mechanic that works like intended.

  • In my opinion flashlights are okay and healthy for the game. They enable interaction between killer and survivor and this is much better than a fat toolbox with BNP and popping a gen faster than light.

    However, I agree with @Xernoton that flashbangs are problematic due to the glitch buses they have. But I highly doubt the developers will fix this in the near futher.

    I also agree with @Gabe_Soma that Background Player is rather the issue because there is little counterplay when a survivor is under a pallet or in the open and another survivor with that perk can come from the otherside of the map and get the safe. The perk was completely fine when it was 150% speed but now with 200% it feels so unfair because you either waste so much time to trick the BGP-Player out or they get the rescue and you have nothing.

  • @blithes said:

    what's with the length between levels in the tomes? maybe there's an actual answer to this but ive had this thought for a while, when me and my friends play we normally do all the challenges together and then we have to wait like two weeks for the next one to come out??? why cant they just all be 5 days or a week or something instead of increasing in time between them?? if its so other people can work thru the tomes at their own pace i don't see why they cant just do that regardless when the other levels are out.

    My guess is that the developers think that players could complete the tome and get every rift thing in three days and then don't touch the game till the next event which would hurt the playercount. Another reason could be that some players want something from the rift so badly that they spend money to unlock it faster - which would not happen if they could grind the hole tome at the start. Both goes if they reduce the length of time between tome level. To announce a new tome level is also free promo for the rift to remind players it's there and should grind it. Also tome challenges were some time ago more difficult or needed more time to complete and some players have not much time so for these players the length of time between tome level are fine. Also, there are also old tome challenges for (newer) players which they can do if they did all the current challenges.

  • @jajo_Sk said:

    https://us.v-cdn.net/6030815/uploads/1SR8VW36QDKS/change-the-undone-01.png

    I'm definitely not the first or last person who has thought about this change. However, I haven't seen anyone publicly discussing it.

    Change the 'Undone' from missed Skill Checks to 'Great' Skill Checks for two reasons:

    1. It would be much more viable in higher MMR and provide a great alternative to the current stale killer meta.
    2. It wouldn't penalize survivors and their teammates with low-end PCs and consoles. Not everybody has a next-gen console or a NASA PC; it's unfair to punish people for it.

    Yes, this perk is so bad and weak that there is no reason to pick it over another perk. So I'm up for a buff or rework. However, I don't like the idea to punish survivors for doing good. Yes, Pop will still be more reliable than this perk but still it feels akward to punish survivor for doing good.

    One idea I have is that you get three tokens every time you take a healthstate from a survivor (injuring a healthy survivor and then dowining this one means six tokens)


    I would also remove the blocktime because it actually hurt the regression of the generator. As result, the effect works a little bit against you. Otzdarva explained it very well under his latest video:

    The fact that Undone blocks the gen actually hurts its regression potential. For example, if you kick a gen with 9 stacks of Undone, you will inflict about ~8.1s worth of extra damage but also lose about ~2.25s because the blockage pauses the regression. This means that unless Survivors are trying to jump back into the gen immediately, the blockage serves basically no purpose other than to make the perk worse.

  • @Mag1cian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676255#Comment_3676255

    "but to hear this statement about SoloQ from Mathieu was so disgusting that I wanna puke like Plague" Lmao , interviewers just common "yes men" so don't pay attention, I mean they couldn't say "######### are you saying, you are wrong" XD. Considering what he's saying he most likely doesn't play the game at all, that's just how it is. SoloQ players mostly do this mistakes due to lack of info / coordination. There is a drastic difference between soloq and swf in terms of info / coordination and devs are afraid to "give solos too much info" but having solo and swf being two completely different experiences is completely fine lol...

    According to the stats soloq have around 39% win rate rn, and it was before Billy buffs imagine how it is after recent buffs and we don't even know what considering win for soloq maybe it counts when just 1 survivor was able to escape, who knows.

    SoloQ players mostly do this mistakes due to lack of info / coordination. There is a drastic difference between soloq and swf in terms of info / coordination and devs are afraid to "give solos too much info" but having solo and swf being two completely different experiences is completely fine lol...

    this is in my opinion a huge issue. I play mostly killer and the difference between a SoloQ and SWF can be really huge. SWF can turn the match in their favouir by just dropping the right offerings (map offering, bigger distance between hooks, luck offerings) and then adapt their builds and items to the map, weakness, or strenght. This is for SoloQ impossible. This alone is just ridiculous. However, if the developers would lift up SoloQ to a similar level of SWF by giving them infos and coordination (showing other builds, light Kindred, quick messages like in DbDMobile) we had more reliable good survivors and see how strong these types can be (reliable ground of which the game can build up). Another plus is also that this would remove SoloQ-stomper builds and killers like KnockOut-Build, Pinhead, or Myers. Then the developers could buff/tweak killers in the right direction and nerf/tweak Perks, Offerings, and Add-Ons on both sides to make them healthy in this new meta. I also think that by giving SoloQ the direction to work together, they will do it by working together during the game but also by using teamperks. I mean, now we have the issue that SoloQ is rather selfish but I believe that some SoloQ-players are selfish because players and developers tell them they are selfish or it's better to be selfish (e.g. don't do gens, or unhooks once one survivor is dead, wait in basement of hatch with Calm Spirit, Distortion, Solo Survivor, and Left Behind) - you know?

    Year, statistics are sometimes a pain for the game. Just because a number looks okay does not mean the number is okay in a healthy way. Just like because something is not common/looks good, does not mean it is healthy for the game (Nurse for example). This is something the developers still don't understand in my opinion. I also don't trust the numbers because the developers did not count dces and yes like you said what considering win for soloq.

  • @JeanGreyarea said:

    https://youtu.be/KYFM40uow4c?si=-RIRHvNYHBWRaDMm

    Yes i know i quick switched and I made sure to include that part in the video so that i dont hid anything but he had lightborn anyway so did it really end up mattering? Yes i was running a gimmick build because i dont like running full meta builds (thats boring) but basically all of my perks were useless. I didnt tbag or bm and still got hard tunneled and hit on the hook for some reason. What exactly was the deal here?

    I don't think you have to find the reason by you but by the killerplayer. Tunnling is very easy when you don't have any perk against it or teammates that can protect you. The hit on the hook could be something else instead of a bm (misunderstanding you think it was bm but the killer did it for another reason). So the player tunnels not because of you but because jt was easy to do it. Maybe - another theory - their matches before were miserable and the player was angry about it and decided that you have to suffer for that. It also could be that the player always plays like this (some players like it when the otherside suffers).

    The last second switch is okay. You switched to another survivor with flashlight. It could be a different story when all four survivors did a last second switch to a survivor with strong item and compoutfits.

    However, I guess it is the best to move on and not to waste time on a miserable experience. Sometimes situations like these happen - in very game - but this does not mean every match will be the same or every killer is like this Billyplayer.

    Also good chase from you (the sneaky part around the junglegym was nice to see) and fun build!

  • I feel like the map is balanced overall but the RNG can flip the turn sometimes for both sides. It would be better if the map is more reliable with loops and structures. This would also help newer players. One reason why so many players run Windows of opportunity is because of maps like this with random rng and this random rng is just bad.


    Also this map is way too red and its very hard to see blood and scratchmarks on it. This is the main reason why I don't like this map and because it hurts my eyes so much. I don't understand why you did not change it all this time eben though so many players complain about it and it is a huge accessibility issue.

  • I like the idea because some Add-Ons and Offerings are useless or not good. So it would be great if we could trade them for better ones. But there are two things:

    1. if the developers would do that, they must balance every Add-On for both sides because having countless - for example - Tombstone on my myers, BNP, or Syringes would be a pain.

    2. It would be better if the developers would rework/change the completly useless Add-Ons on every killer so these Add-Ons don't exist to trade them for better ones. Same goes for survivors. It would be cool if these Add-Ons would be more different and interesting.

  • I'm so sorry - no offense or anything against these people, they really sound like nice ones - but to hear this statement about SoloQ from Mathieu was so disgusting that I wanna puke like Plague - and two times more because the other two seem to agree with this statement. It really feels like he only plays SWF or does not play the game at all which would be very sad because he has an inpact on this game. Deliverance, Reassurance, Plot Twist, and We'll Make It to name a few are perks that are very useful to know that my teammates have these perks or a special build like Power Struggle + Unbreakable. "Do Gens" is also such a pathetic argument when it comes to rescues because it is sometimes difficult to know if one of my teammates goes for the unhook, if they can unhook, or if they need help.


    @Ohyakno said:

    Solo isn't nearly as bad as the memes make it out to be. Typically your team, like yourself are well intentioned and doing their best. It's no different than any other PVP title.


    SoloQ is in a bad spot. I play mostly killer and in many matches I can tell if all four are SoloQ, two SWFs, three SWF, or a full SWF because SoloQs do stupid mistakes that SWFs won't. But I also play sometimes SoloQ and can feel how pathetic this is sometimes. For example I had a match where I did a generator far away from the hooked survivor, the third survivor was in a chase and then where was a Feng Min. Instead of going for the unhook, this healthy Feng Min was doing a totem because she had Inner Strength and Calm Spirit. It was so awful to see that my teammate was dying and Feng Min was chilling with a totem. Other examples are that one random gives up, dces, does a stupid tome archive (cleanse 500000 totems, open 4000 chests), plays for hatch at the beginning of the match by hiding ect. Of cause, sometimes you have a SoloQ that plays better than any SWF (every one knows what they should do, they are on point, don't throw the game for a tome archive ect.). But SoloQ issues are more common and some of them are unavoidable and cannot be fixed (giving up, doing tome things) but some of these issues are fixable: Let the players knows which perks and items my teammates have or give us a light basekit Kindred for better unhooks. To say it simple: Give SoloQ quality of life changes to make the matches more enjoyable. But after this video, I highly doubt the developers will ever understand this and this is more than sad. This sadly also means that other important things might also not happen because the few developers have a different opinion about it than like 80% of the playerbase.I agree here with @Mag1cian that DbD is more competitive than many of you might to think - not real competitve, but it goes the same direction -, as a result, the basegame should not have any dumb, broken, or unhealthy elements like Nurse, perk combinations, or items. But the developer might have a different opinion about them which means they might stay in the game forever because they think it makes the game of the players "horror and hopelessness".

  • This map is one of the best killermaps in the game for many reasons:

    1. Finding generators is extremely difficult for survivors because they can spawn nearly everywhere. This let's survivors waste so much for finding a Generator, especially in SoloQ when you cannot tell your teammates "ey Generator in chemical room is done" or "ey Generator in the middle of them map".

    A way to fix this is to make the generator spawn more reliable or better hints from the environment that a Generator is there.

    2. Many loops are a deadzone against many killers. Deadzonloops are okay but this map has too many such as the one in the chemical room, the one around the clock or near one exigate.

    3. Speaking of exitgates, these are so easy to patrol and defend that the game is basically over against many killers when two survivors are left or the hatch is closed. The killer have a good light of sight in the middle to see both exitgates.

    It would be great if fhe exitgates could switch on the map or if more lign of sight between these two.

    4. Newer survivors struggle to oriented on this map. It would be great if the environment had something that tells the players better where they are.

    5. It sometimes very difficult to go upstairs since there are only two ways. This goes for both sides.

    There might be more issues with this map but I feel like these are the biggest ones that need to be addressed.

  • The size is much better now since it's first rework. The backside of the mainbuilding makes the map also more better in size. However, the map is still good for survivors because the map has many good pallets/loops that connect often very well. The mainbuilding is also quite troublesome for many killers. Lastly, the map is very bright wich hurts the eyes when playing on it and it makes many stealth strategies nearly impossible. Another issue are the bushes on this map because their hitboxes are very huge/cumsy/big/high and this feel so bad because it hurts killers such as Leatherface, Hillbilly, and Mastermind the most - you bump into the bushes due to bad design.


    Tl:tr the amount of pallets and their spawns should be looked at and reduced, mainbuilding needs some tweaks and and the hitboxes of the bushes need to be better.

  • I'm really enjoying the Unknown. His power is really cool because you can get very unexpected snips and teleports to surprise survivors. Its skillceilling is also quite fair while his power is quite strong. But he has still some issues


    The Power:

    Nevertheless, The Unknown has some issues: Firstly, the slowdown for charching and discharching its power feels so clumsy/not smooth. It would be great when you could reduce the slowdown to make it more smooth and not so punishing. Speaking of clumsy, I feel like the Blurry Photo Add-On should be half or completly basekit because it makes the teleport so much smoother. Another issue is the Weakened-timer; I am an Artistmain and have a good feeling of how much time the survivors need to remove the swarm. But it is very hard to get a feeling for the Unknown because sometimes the survivor looks at you and then not, which stops the timer. A quality of life change would be great here to better know how much time the killer has left until the survivor has removed the Weakened status effect. I also feel like the timer could be 12seconds instead of 10seconds. I don't recommend a shorter cooldown because otherwise the killer can just spam it's power and this is not a good thing. Next, hitting a survivor directly with the Projectile feels so underwhelming because the 6% Hindered Status Effect for 3seconds is nothing - it makes no real difference. As a result, a higher reward would be great. Maybe something like resets the timer of the Weakened Status Effect. I mean, you landed a precise shot with a small object, this should get a good reward and encourage the player to be precises.

    Add-Ons:

    The drawback from the Add-On Capture Of The Dark feels not fair because if we look at similar Add-Ons from Mastermind/Wesker and Singularity, they don't have any drawback - in fact they have another positive effect. This feels not right and it would be more than fair if this drawback gets removed. The Add-On Vanishing Box should be a purple Add-Ons because it so such a good one. The Add-Ons Serum Vial and Hypnotist's Watch are weird ones because they have the same effect but different requirements. In my opinion, these Add-Ons could become one purple Add-On and instead of 10seconds down it to 6seconds. The Notebook Of Theories Add-Ons should get a buff because it is too weak.

    General Issue:

    collision and hitboxes from objects and the enviroment: They are not consistency and just feels so bad when one object let the Projectile bounce and the other one not. But this is a general issue with the maps and other killers suffer from that. I really hope that you, the developers, will make the collision and hitboxes more consistency when reworking the maps because it feels so bad to have to deal with such a bad gamedesign.

  • In my opinion Mother's Dwelling is now in a much better spot since the rework that made the map smaller. However, the map is still a good one for survivors for a few reasons:

    • Even though the map is now smaller than before, the map still feels too big which means killers without good mobility have big trouble on this map because they take a long time to reach the action in the right time. In addition, the gen spread is very huge on the map which means many killers have trouble to patroll/defend generators.
    • The mainbuilding can spawn with very strong windows, which are shown in the post down below. These windows should not exist because they are way too strong, especially against M1-Killers such as Ghostface, Pig, or Clown. As a result, either remove the windows (best solution) or add a breakable wall next to them to make the windows weaker (not the best solution but better than the current state).

    @sizzlingmario4 said:

    Mother's Dwelling's size is a lot better than it used to be, but this map is still survivor sided because of the main building. And the reason is because 2 of the downstairs windows are too strong; specifically these 2 windows are problematic:

    https://us.v-cdn.net/6030815/uploads/01UN84KRHNER/mothers-dwelling-godwindow11-png.png

    https://us.v-cdn.net/6030815/uploads/U2GUJKKR6RZV/mothers-dwelling-godwindow12-png.png

    There is one more downstairs window but that one is perfectly fair.

    • The loops and paletts on this map can be very nasty dependent on the rng because sometimes there are good connected and strong loops which does not feel fair.
    • It would be good to make the spawn logic more concistance to make it more reliable for survivors. I feel like Windows of Opportunity is so necessary for this map because the tiles and loops can spwan so random.
    • The map is still too cluttered with random stuff which makes it harder to see survivors or to track them better. In addition many collisions on this map is very weird. These two issues affecs Hillbilly, Blight, Trickster, Bubba, and Huntress but overall every killer suffers from bad collission.
    • Lastly, the hills on the map are pretty bad because it is not very clear where you can climb up and where not. This is very confusion and can result in mistakes due to bad game design. So please make the stairs from the hills more clear.
  • yes, I am excited to test The Unknown on live servers because the matches there are different than on PTB/with friends there. I like his design and power. I am also very excited for the new survivor Sable because she looks amazing and could become my mainsurvivor from the looks of her and if she gets some cool skins.

  • Agree with Hexonthebeach some players out there are very nice and have some kind words for the otherside. I appreciate these little moments because with these players your matches are always fun. As a result, I feel sorry for you and other players that need to close the endgamechat because of some sh**heads that give other players a miserable feeling. Unfortunately, this game has ways to give other players a bad time without any punishment due to the lack of security and safely and it is so sad that the developers do very little against this even though this is a longtime issue and a big topic. However, I really hope the closed endgamechat by pressing the arrow button will help you to have less of these bad moments and to enjoy the game/matches more.

  • @Rajbow2023 said:

    I want to know why to this day the only real counterplay to this killer is running away whenever she puts a crow at a loop cause there's legit nothing else a survivor can do about it ? W keying shouldn't be the only counterplay to a killer, it's unhealthy game design, simple as that.

    Huntress is a 110% speed ranged killer whose power gets easily countered by high walls loops and who has weak map pressure (especially on maps where she can't get any long range hatchets hits) but Artist is a 115% speed ranged killer who literally counters every single loop in this game and also has much greater map pressure than the slower Huntress, like how is this fair ?

    The crows should either just always swarm survivors even when they go through their path so Artist always has to get at least 2 hits with her power before she can injure a survivor (considering she's a 115% speed killer this would be fair, it's not like she has rely on her power to get hits like the 110% speed killers do) or the crow flight paths should be nerfed from 7,5 meters to 3 meters so she can't just counter every loop in the game and the survivors actually have a chance to outplay her at loops instead of just mindlessly W keying away the entire match while Artist just follows them behind.

    It honestly speaks of her horrendous power design that even though she's generally considered a top tier killer almost nobody plays her and the fact almost nobody plays her is the only reason you don't see people complaining about her like you see for Blight, Skull Merchant or the recently buffed Billy. But that's honestly still not an excuse to leave such an unhealthy designed killer go unchecked for as long as she did.

    That's not so simple. Yes, press W is good against Artist but this goes for every killer. Too see the potencial to switch the loop is often a great idea because it extends the chase. In addition, if holding W is unhealthy game design, many killers would need a rework (Dredge, Knight, Pig, Hag for example). You can also force some mindgames against Artist to outplay her power like faking to pass the crow and then do a double back to force to shoot. You can also force her to waste her power. Other survivors can also remove crows by running into them so Artist has to make the decision to either focus on survivor one or to hit the other survivor that bothers her but this would give survivor one the chance to find a safer place (yes, you can say this doesn't work in SoloQ and this might be true but this is rather a SoloQ issue than an Artist issue that the developers should look, especially when Dredge and Knight have similar teamworkcounterplay). Focusing on survivor one by placing new crows means her power goes on longer cooldown or survivor two or another can remove it. Lastly, year Artist can create situations where she can hit a survivor no matter what they do but this goes for many other killers.

    Huntress is a 110% Killer because her Hatchet takes a healthstate no matter how far or near you are. You always have one chance to dodge her power. It is true that Huntress has less map pressure than Artist because Artist is less map dependent. However, some killers are better in one thing than other killer but then these killers are better in other thing than other killers. That's the nature of killer powers. For example Huntress can do a double tap to down survivor instandly but Artist cannot to this or Huntress can often better camp than Artist. These trades have every killer.

    Yes, hitting a survivor four times with your power will be a good idea or making the power nearly useless to drop the usage to zero so no one has to face her again after 99 matches and is forced to think about how to act against her in chase.

    The reason why only five players per region plays Artist is because you have to learn a lot about her and how her power works. She is very complex and force you to always think two steps a head, to keep in mind how the survivor plays ect. (very high skillceilling). Now, this is all fair because she is strong but Nurse and Blight have also a high skillceilling but much stronger than Artist. As a result, why spend so much time in this killer, when you can spend the same amound of time into a much stronger killer. Another reason is preference some players play the killer that they like from their design or for other reasons (like have more fun with a different killerpower) which is why not every person is a Nurse or Blight main.

    Just because something is not common, does not mean it is not a problem for the game. However, if something is a bigger problem in the game and more common, it should be checked first which is why the focus of the developers and community is more on things like Blight and Skull Merchant. Another reason is also the f* up from the developers because players complained four years(?) about Blight and the developers did nothing and now they do something but must also deal with 100 different other things that happen in the game. This can be quit overwhelming. In case of Billy, I think the buffshock is still in the bones of many players and they still need to adapt to it. But all this is a different story.

    Overall, Artist is a strong and good killer but a healthy one because she has room for counterplay and nothing that puts the game in a unhealthy spot. I also think some players struggle against Artist because they don't really know her counterplay because she is a very uncommon killer which means not many players have the practical experience against her. As a result, this also gives her as well as other uncommon killer a much stronger look.


    @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672087#Comment_3672087

    Unlike Huntress, The Artist can check 3-5 gens at once every 10 seconds. If she hits them with birds they’ll let off gens to repel so she has built in slowdown as well. If it misses she gets Killer Instinct and can know how many people are on a gen. I personally think no killer without a movement ability should be 110. M Cote said the only reason Huntress is 110 is to encourage players to use hatchets more not because she would be too strong. That was during the 2017 game dev stream video when she released.

    I agree with @Rulebreaker. Fire off all of your crows to check generators is a bad idea because the cooldown is too long to snipe the swarmed survivors - You can't put pressure on these survivors. I mean, cool survivors are not on generator for 8 seconds but that doesn't help you at all if you down get a down. In addition, these survivors have often the chance to jump into a locker to get rid of the swarm and then to run away, if Artist comes to them.


    @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672055#Comment_3672055

    huntress yes but i think deathslinger still feels a bit clunky

    Little bit offtopic but I agree with Starrseed that Deathslinger still needs some tweaks to make him better. Huntress, especially when the PTB goes live, is in a good spot now.

  • Year, this map sucks for killers due to its large size, strong main building, gen spread, and good connected loops. This map is extremely survivor sided.

    The developers tried to fix the map but failed by not addressing the real issues and said they will take another look at the map in near future. So maybe in one year or two years they will make this map balanced.

  • In my opinion survivors drop this offering for one of two reasons:

    - they want to do a tome archive such as drop pallets, stun the killer, or stay for XXX seconds in the terrorradius of the killer.

    - they think they are good at the game when they don't go down in five seconds because they can drop every palett to extend the chase. Little do they know what a good chase really is. It's like dropping Badham offering.

    However, Gideon is not that easy - still survivor sided - because depending on the rng the map can have some nasty deadzones and finding generators is sometimes hard for survivors because not many know the spawn logic and in SoloQ it only gets worse. The map can als create nasty camping zones. Also a killer that don't mind pallets can be a problem.

    But Gideon is still a boring map and for many killers really bad. I mean, survivor drops pallet, killer breaks it, survivor drops pallet, killer breaks it, survivor gets hit, drop pallet, break pallet. It is such a boring map

  • @Ohyakno said:

    Make them iri and call it a day. That'll free up slots for sac wards to spawn. Otherwise they're fine.

    Also demanding stuff from the devs isn't going to get you any traction. You're not entitled to a response from them anymore than anybody else.

    Not really.

    You know, it coasts nothing to ask. It is also not just me, other players are also talking about this topic (like mentioned earlier) and an answer would be nice for everyone.

  • @JPLongstreet said:

    Imo the offerings themselves aren't to blame, but issues with several maps are. Ditching those offerings would just be a bandaid fix. A couple of killer builds are map dependant, and that should really be a separate discussion for them.

    Ideally those offerings should just be for simple preference, and not for a huge advantage. So the work needs to be directed at the maps.

    It is a good thing that the developers included the community to help them to make maps more balanced for both sides. However, it is impossible to make every map really balanced for both sides - some of them will be slightly survivor or killer sided, especially for killers since some are more map dependent than others due to their power. As a result, players will use map offerings to get a bigger advantage for the match (and not just for preferences like going to mitwich because I am a huge SH Fan or Autohaven since I like to see cars). This makes them to an own issue and this has to be fixed in some way. In addition, it will take a long time to make every map overall more balanced - we all know that updates come slowly and even sometimes fail their goal which slows the progress even more.

    Also, the point of this topic is to ask the developers for a statement.

  • Instead of a killer prevention the developers should analysing and understanding why these killers are so popular/fun to play and release more of them. Blight and Wesker are strong too but both also really fun to play which is why many players play them (even the ones who are not RE Fans in case of wesker). They should also rework/tweak more killers into more fun to play. They did a really good job with Hillbilly because I see him quite often.

    Of cause not every killer can be fun to play for many players like Wesker or Blight. Some killers will be uncommon and rarely used (e.g. Hag, Artist) but this is also okay.

  • Pinky Finger was just boring and unfair. I am happy this Add-On got nerfed, even though a rework would be better because instadown Add-Ons should not exist since they are either too strong or too weak.

    If a killer is too weak, the developers should buff their basekit or add more to it because a killer should never be good/playable only with Add-Ons. We have this issue already with Knight and Dredge and know how bad this is. However, Clown is now in a better spot with these buffs but he still needs some buffs because he suffers against more stronger stuff. So I hope the developers will give him another tweak in the near futher.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670177#Comment_3670177

    I guess we just fundamentally disagree then. I do think maps can be made decently balanced and you do not.

    If I thought maps couldn’t be decently balanced then I would think map offerings were an issue on their own as well. However since I don’t agree on that premise I do think map offerings are still just a symptom of map balance and not an issue of their own.

    That's okay for me. It's not the point of this topic to change someone's opinion about map offerings when they don't think these are also an issue on their own and also a part of maps on their own. We have plenty of topics that can explain this very well. The point is to remind the developers to be more transparent with us about (hot) topics. This is a problem they still have, not only with map (offerings) but also with other stuff and this doesn't feel good.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670155#Comment_3670155

    This is more of an issue with maps being very unbalanced than it is map offerings. So if maps were better balanced no one would care about map offerings. Attacking the offerings seems like going after the symptom rather than the disease itself.

    Pushing for map balance is better as then even if rng gives you whatever map it’s not a big deal. Disease cured.

    If you go at map offerings then rng can still just land you on those bad maps and you’re still having a bad experience since the sickness is still there.

    Maps offerings also just add a little fun for when you’re trying to run specific fun builds that require certain maps. I like that flexibility.

    I agree with you that some maps are unbalanced and the developers need to fix them. So I am happy that they made an own forum to talk about them. Even though this might take a long long time.

    However, maps will never be really balanced over all. Maps will still have parts that one side can abuse really well and as a result they will use a map offering to abuse this part. Map offerings will be an unhealthy part of the game. Players will also use map offerings for their advantage and an unfair advantage. Sorry to say that but the proof is already made by the introduction of kill switch because player abused gamebreaking bugs for their "fun". Lastly, there's also no argument that they should stay just because they make some meme builds viable such as indoor jumpscare myers. Just because three or four builds are only viable on specific maps does not mean the bigger part has to suffer.

    Overall, map offerings are an issue on their own.

  • @Blueberry said:

    What the issue?

    mb thought it was self-explanatory. Map offerings are still a hot topic within the community because one simple offering can give you a huge advantage - e.g. survivor can use a badham offering to send the match to badham which is a pretty strong survivor map or a nurse can send you to midwich with the right perks. In addition, every map has strong tools in someway which one side can easily advantage of with the right perks and when they know the match will be on this map. In addition, even though a survivor uses a map offering, it can be bad for other survivors when its used for some stupid archive (like using a midwich offering for staying in terrorradius).

    Now the point is that even though there are many posts and topics inside and outside of this forum about it that the developers never gave a statement what they think about map offerings and this just feels bad - it's like your entire class asks the teacher questions but the teacher never answers. I don't even want a final statement but something like "it's on our watchlist and give feedback in like 3years" or even "no we think everything is fine atm" would be enough. Knowing where we stay.

  • All five variants of Badham Preschool feel very survivor sided but one is more avarage, three and five a little bit better for killers, and two and four are extremly survivor sided.

    • All of these maps are very big which hurts every killer without great mobility because it takes so much time to reach a generator or the next action. two and four have the issue that the maps are bigger which takes killers even more time to reach something. In general, for killers most of the time you are too far from the action.
    • The mainbuilding (Preschool) is very big and it feels so boring to chase a survivor there because you need so much time to catch up. In addition, if you don't have the killer-basement there and the survivor goes down in the basemant, you are forced to break one breakable wall which makes the mainbuilding more painful to chase around because you give the survivors more opputunities to escape out of the building/to loop you around it, especially if you have to open the door with the car-loop next to it. Lastly, the mainbuilding has also three very safe paletts for survivors which is very huge.
    • The double storehouse is a strong loop with three reliable strong windows that can extend a chase pretty good. Some killers are forced to break both walls to make this spot weaker but this gives the survivor enough time to run away and catching up on this map is very difficult for many killers. It is basically a lose lose situation for the killer.
    • The house of pain has also great windows that survivors can use very well to waste killers time - dependent on the rng the windows can be either good or great. The pallet down there is also very safe against many killers.
    • The shack on it's own is a typical loop place but on these maps, the shack has always either good filler paletts or strong loops next to it which is brutal of many killers when they have to deal with a shack that is connected into strong loops or that a survivor can easily reach the shack by using the filler paletts/loops around the shack.
    • Overall, the map has always four building which hurts many killers because these cannot use their power well in these buildings.
    • The map can have 17 paletts which is brutal because survivors can easier waste and predrop paletts because there are so many of them.
    • It is also very hard for killers to check and defend generators because they are spread out very far, difficult to reach, and in strong spots - one in the basement of the school, one in the basement of the house of pain, one in the double storehouse, and one in or near the check. The generators on the street often spwan next to good loops or the strong building. This also means survivors can find generators very easily since their spawns are reliable.

    tl;tr: The maps are too big, the building are too strong, the generators are difficult to reach and defend, 17 paletts is too much, and loops are often connected very well.


    Little sidenote:

    To be honest, we don't need five different variants of the same map. It is the same with the McMillan variants, they are just confusing and unnecessary. It would be great if we had one Badham map, this is more than enough. You, the developers, add at least four maps per year and the more maps we have the harder to learn will be this game, especially for newer player. The best way, in my opinion, would be to make the variant one more balanced for both side and the variants two to five can go into the tash. This would safe so much time and it would be less confusing for players to learn five different versions of the same map.

  • The Knight is playable but he has a lot of issues: Firstly, he is Add-On dependent because he needs Map of the Realm to detect survivors with his Guards. In addition the Call To Arms Add-On feels also necessary to deal better with larger maps or to deny generators better. Next, his Guards have a lot of issues that make them so unreliable. Sometimes they choose such a bad path to chase the survivor and sometimes they get stuck on something and waste your power. Survivors can also stun you with a palett when you in the spiritform due to the bad game code. This sucks sometimes really hard.

    Overall, you can have fun with the Knight and he can also make use of many different builds but the bugs and the dependence of creation Add-Ons feels sometimes so bad.

  • I guess your question mains to ask if players still love Billy or not but your example with the dc looks a little bis misleading because that was just one match and some players dc/kill themself on hook for nearly every stupid reason (no matter which killer, no matter how the match looks, they would even dc against their own cute little dog that plays the killer for the first time just because they know there is no punishment for doing it).

    I am a killermain but when I play survivor and have a match against Billy, I am happy because he is fun to play against. His chainsaw is more threatening than before and to dodge a good one or to make a good play against him feels so satisfying. In addition, facing a Billyplayer that tries some big plays is also really cool for me because since his rework I like to play him and it is always great to see good tricks to then copy them (to learn from other killerplayers is always good). Lastly, some of his skins look so goofy and funny. Year, in my opinion Hillbilly is still a fun killer to play against and I am really happy about it.

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