KazRen
KazRen
About
- Username
- KazRen
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
It still is really good. It does suck that they didn't give it the lethal pursuer treatment and give it a second effect after they changed it.
-
Lots of clutter and the map is too big.
-
This map is a bit survivor sided in my opinion but not by much at all. The two biggest issues I have with this map is the clutter and how bright the map is. There is way too much stuff blocking ranged powers like huntress hatchet's and Trickster blades.
-
It's kinda rng but it's mostly balanced. But my god this map needs A LOT less red.
-
Skull Merchant or Nurse.
Skull Merchant cause you know.
Nurse only because she is a constant issue when it comes to balancing perks.
-
Waaaay too many safe pallets. Basement is also really strong once the two god pallets near the entrance of basement is gone.
-
With shards yes.
-
The map is a lot more balanced since they reduced the map size. There is a lot of clutter similar to mother's dwelling making some killer's have some problems with their power.
-
The main building is very strong and safe. The windows on the first floor next to the log pile and stairs are strong and safe.
The map has a lot of clutter and some of the loops have awkward shapes. There are also a lot of strong loops on this map so even with the map down sizing the map still favors survivor.
-
I mean the wind up change is literally similar to a lot of other killers. Adding a part of an addon and reducing the actual addons effect so that the other addons get some more appeal to them. This change isn't really bad.
The extra hatchets though is weird. I've heard people say to add more lockers to maps but they chose more hatchets? Why?
And obviously the movement speed one was dumb but they got rid of that change.
-
I voted balanced but only because this map can be inconsistent on who benefits more.
The rng makes this map either survivor sided or killer sided. It can spawn a lot of deadzones or a lot of strong loops. Sometimes main building is good, sometimes it's ok. This map feels very inconsistent, whether that's what is desired or not I don't know but I can confidently say it's a little bit annoying given how hard it leans for one side or the other.
The map is big.
As someone else has said, it's very easy to camp basement if the window isn't right next to the entrance of basement.
-
Very big map, lots of strong loops.
-
I'd say it favors survivor more than killer.
It's pretty obvious but the killer can try to force a 3 gen situation. However there is an anti-3 gen mechanic now so that isn't really that much of an option anymore. There also is the fact that survivors were always able to force the 3 gen to be broken if they played well.
The map is too big. Once again obvious but it should be stated.
The middle area has too many connected loops. It's very easy to go from loop to loop and sometimes the loops can align very well and you can essentially run from one end of the middle area to the other side.
-
It can be a bit rng but the map leans more toward survivor.
The map is big and very little meaningful LOS blockage. Stealth killer's can be seen far away and killers with no mobility struggle. However there is a decent amount of blockage that can be used for ranged killers.
The map has way too many strong loops. There is very little mind gaming some of the loops.
Similar to every autohaven map, the color of the map isn't very good. It was changeed from the inital iteration of the realm beyond for autohaven which was good but it still doesn't look great.
There can be 3 gens situations. Sometimes the map spawns 3 gens very close to each other.
-
This map is definitely one of, if not the most balanced map in the game. That being said there are still problems.
There are some deadzones that spawn sometimes despite the map size and while obviously having the map full of pallets/windows is bad, there should be something there like the picnic bench pallet in ormond. It shouldn't have a strong loop there but there should be something.
The map collision is sometimes weird. The bus especially has bad hitboxes and you can bump into invisible stuff.
The map isn't very visually appealing. The map's color looks kinda bad and I'm pretty sure this has been a complaint since the realm beyond. There also isn't really much about this map that is special compared to other maps since there is no main building and no unique architecture.
-
Eh. I don't think it's terrible. There are some parts that are bad but it's not terrible.
-
Very map dependent. I enjoy playing trickster but my god it feels awful to play him on maps with lots of LOS blockage like Tobo or Hawkins. It does feel great to shred through health states with main event though.
-
It's mostly balanced. The main building can be very strong for survivors depending on the rng and this map spawns 3 gens often.
-
The map is leaning more towards survivor sided but this map is pretty iffy overall. The map is really large which is never a good thing, the outer area has a lot of strong loops that connect to each other way too easily, and the inner area around shack is literally nothing but corn and maybe one cone loop. I think this map needs a complete rework the way it's designed isn't really good.
-
I would say that the map favors survivor more than killer most of the time but it can be rng similar to pale rose. The main building is pretty consistent in that it's really strong for survivors specifically the single window in the upper floor. Outside of that, similar to pale rose, the hooks spawns should spawn closer in the inner area.
-
As others have said. this map is very rng in terms of which side benefits more in terms of loops.
Outside of that I would say this map does have a problem with hooks spawning way too far in the corner and few in the inner area. My biggest issue is the map still hasn't had a visual update. I'm not that crazy about the realm beyond map updates but I really want this map and Grim pantry to be updated.
-
Survivor sided but not that much. There is a jungle gym that spawns next to shack pretty often and that creates an area that is way too strong for survivors. The map is big and it could be a bit smaller as there is always deadzones in some areas. The main building sometimes is pretty good for survivors but sometimes it can spawn a pair of really strong windows and it becomes a major time waste for killers and given it's in the center, it's very easy to get to.
-
Very survivor sided map. Lots of strong loops, lots of pallets, big map, a lot of LOS blockers which is helpful against ranged but can be good for stealth killers assuming that the survivors don't go to a nearby pallet. The main building breakable walls don't really make sense and the house that has breakable walls don't really work that well either. The basement in main building is pretty strong for killers once the pallets are broken. I'm honestly surprised this map hasn't gotten more changes to it since the realm beyond.
-
The map is very survivor sided. It's big, lots of strong loops, strong main building, and there is a decent amount of cover for ranged killers but not that much for stealth killers. There is a problem with the collision on this map cause I as well as others, have hit or collided into air.
-
It's ok. It's mostly just soloQ stuff that make it feel bad for me. The tunneling isn't that bad for me and even if they do tunnel, I usually can loop for a decent amount of time.
-
This map feels so weird compared to most of the maps but for the most part I think it's balanced. It could use an update in it's shape and size.
-
It's balanced for the most part. It's size is a little bit big and it does have 3 gens which is somewhat problematic.
-
I think this map favors survivors because of it's size outside of that it could use a pallet or two more but they have to be weak.
-
I don't really like any of the maps besides wrecker's yard. Every other map has some kind of problem that's annoying.
-
He does look like a bob. I could also see larry but I think that's taken.
-
I mean survivors are skins while killers are actually unique to each other so the killer is gonna have more stuff to play with. Also I wouldn't say sadako is in a good spot. Definitely better but still not good.
For Ripley, I don't really get why people don't like Chemical Trap. It's not bad and it looks funny to see the killer waddle. I've also seen a weird amount of light-footed.
I see Champion of Light a decent amount. Not common but still something.
I'm all for more perks being used cause the meta on both sides is boring as all can be right now, but I don't really know what would be good right now and would actually change what survivors bring.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651029#Comment_3651029
I saw this post pop up, then it got deleted, apparently it got reinstated and I wasn't pinged. Anyway...
I mean the fact that they can get back up with unbreakable in around 15 seconds, making it so that 1 of the other 2 survivors that are on generators DON"T have to go pick them up, making it so that there is at least 15 extra seconds of gen times for both survivors also assuming that they don't have a perk/item to make the gen go faster.
The issue with this is that you're complaining about Unbreakable's existence altogether. Survivors have perks, and they should be allowed to use them. And should the situation arise in which the perk is meant to be used, it should be allowed to provide value. Survivor perks aren't supposed to be net-nothings.
This isn't even including the fact that the downed survivor can get up and heal making it so that their next chase takes longer, do a gen, or if the killer comes back that they could have DS and (potentially) an exhaustion perk which makes that entire time they left to chase that other survivor pretty pointless unless they also got downed or at the very least lose a health state.
The critical distinction, though, is that all of this applies -more- to what happens if said survivor never went down in the first place. What you are describing is entirely identical to what happens under normal circumstances, except the survivor has spent 15 seconds incapacitated, and a single-use perk. Whatever time the survivor won by giving this free down -must- be more than what the team lost by this survivor being downed, plus the additional time lost by not contributing to the team to maintain DS. And I don't see that happening.
Basically the killer got almost nothing, the survivors got something.
The killer got a survivor incapacitated for, at minimum, 15 seconds and permanently disabled a survivor perk, at no effort. I'd call that 'something'.
So I don't know how to quote sections of a comment like you did so please excuse how messy this comment is.
I'm not saying that survivors can't use their perks, that would be dumb. I am saying that survivors can get up with unbreakable removing a lot of potential slowdown and pressure. I'd also like to say that the original point that I made is that you can pair unbreakable with DS forcing the killer to eat the DS or let the survivor get away which is a much more beneficial interaction for survivors then the killer. This was a thing back then and it became significantly weaker since but it is still very much a possible thing to happen. I'm not saying that unbreakable by itself is too strong.
So for the second part of your comment I'm not really understanding what your saying. From my interpretation your saying that the survivor was gonna get up either via unbreakable or teammate and that the survivors gained less from the survivor getting up via unbreakable as opposed to a teammate. After that yours saying that you don't see the idea of that the survivors benifited more from a survivor getting up from unbreakable. I'm not really understanding what you mean by contributing to the team to maintain DS. If this is the case then I think it can depend on the case but most of the time it does give more for the survivors then not. It's a lot more time waste for the killer then not and there still is 2 other survivors working on gens. This comment was a bit confusing for me so please tell me if I got something wrong.
For the last comment I didn't say the killer got nothing I said almost nothing. They obviously slowed down the gen speeds a little bit but it's not a enough to say it was a good situation for them.
-
Honestly I thought this perk would be absurd especially combined with other slowdown but it's surprisingly not that bad. It's good but combined with the majority of slowdown perks it's still not too strong. The only time it feels too strong is with DMS which given DMS's history, I think they need to change DMS instead.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650994#Comment_3650994
How are you removing a large amount of pressure and slowdown by giving the killer a free down?
I mean the fact that they can get back up with unbreakable in around 15 seconds, making it so that 1 of the other 2 survivors that are on generators DON"T have to go pick them up, making it so that there is at least 15 extra seconds of gen times for both survivors also assuming that they don't have a perk/item to make the gen go faster.
This isn't even including the fact that the downed survivor can get up and heal making it so that their next chase takes longer, do a gen, or if the killer comes back that they could have DS and (potentially) an exhaustion perk which makes that entire time they left to chase that other survivor pretty pointless unless they also got downed or at the very least lose a health state.
That's a lot of slowdown lost and chases could be longer because they healed.
Basically the killer got almost nothing, the survivors got something.
-
I mean I see people wanting Terrifier, Unitl Dawn, Dead Space, and quite literally the loudest one and common, fnaf.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650347#Comment_3650347
As opposed to three survivors on gens. Gens going slower is not a benefit to survivors.
Removing a large amount of pressure and potential slowdown fort the killer is though.
-
@WishIcouldmain said:
Yeah. most people think SWFS are some tournament gamers who know clock calls and have mastered check spots. But most just don't feel like Solo Q or are just trolling, which is quite enjoyable in my opinion and easier to beat.
I don't know where your seeing people say that swf's are doing clock callouts or mastering check spots, but I mainly only see people complain because they have comms and are usually good.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650266#Comment_3650266
Disable if healed.
If injured survivor with DS body block. Thats 1 survivors on the ground not doing anything and another one have to go for pick up.
only 1 survivor on Gen is killers’ advantage.
And if they have unbreakable? The survivors benefited more from that interaction cause there still is 2 other survivors on gens.
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650034#Comment_3650034
And even that's the reason of her kill-rate, it just proves she needs another update. Because looks like BHVR did not address her problems.
People are not giving up against even strongest killer Nurse that much.
I mean I agree, but there definitely is also people who don't even know how to play against skull merchant and just give up instead of learning how to play against her and I feel like that is the majority of the people who give up against her as oppose to her just being unfun.
-
@MikaelaWantsYourBoon said:
DCs are not counts in stats but yet, SM has 70% killrate. Crazy.
She is gonna get another update for sure.
I mean killing yourself on hook also counts as kills.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650014#Comment_3650014
Apply that same logic to the 4-man SWF then.
Maybe Killers just give up and don't know how to play against them.
I mean if there was a consistent means to know when it actually is a 4 man sure. But if there was I'm pretty sure most killers would just dodge them. There are definitely killers that say they go against 4 man's when it's actually just 4 soloq survivors that are good.
-
@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650014#Comment_3650014
It’s problematic either way though
I agree. I'm just saying that people shouldn't view skull merchant as a killer that is too strong.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649994#Comment_3649994
Skull Merchant with a 70% KR
I mean Skull Merchant is people giving up and some not knowing how to play against her. I'm not saying she is fun to vs just stating that she clearly has a high killrate from other means then just the killer being good.
-
Skull Merchant is definitely just people giving up against her. Freddy, Pig, and Dredge is low mmr kills. I kinda wish we got high mmr rates instead cause there is no way freddy is doing well in there.
If 60% is the killrate the devs are aiming for then 4 man is overperforming a lot in high mmr.
-
@Nebula said:
Doubling down on the 60% kill rate to keep the horror theme of the game is concerning when no one even plays this like a horror game in Lights Out mode.
You can’t have an MMR system if it’s forced and not an even chance of winning every game.
I mean from memory, 50% killrates wasn't good. If 60% is too much then they should probably aim for 55%.
-
The duo one I'm not surprised by. The trio one I thought would be a bit higher. The 4 swf I'm not surprised by.
So if the killrate is supposed to be aimed for 60%, then that means 4 mans are overperforming a lot while 3 means are barely going over.
-
Man time flies.
Honestly the perks feel very fun and unique. I love running Dramaturgy and I know some people run Plot Twist. Nicholas Cage is a pretty common survivor so I'm assuming people like playing him.
-
Call of brine absolutely should be brought back to 200%. It wasn't even that strong of a perk by itself and was only good with overcharge. There also is a limit to gen kicking too.
Overcharge should probably have a higher starting regression and have a little bit more to it's end regression. So 100% at the start and ends with 150% or something similar.
-
Blight, Wesker, and Oni if he has his power.
-
@SOULWARRIOR71K said:
The only way to effectively stop tunneling/camping is for it to be harshly punished ie it has to cost them the game the overwhelming majority of the time if they try to do it. The devs have already said that these are strategies that they approve of. Which means, nothing will be done to completely stop it.
Some killers already throw games to tunnel someone out, so this won't change anything for them. It would change the people who tunnel more so out of necessity cause some killers like Freddy suck so all that would accomplish is just reduce the amount of killers.