Avatar

Kind_Lemon

Kind_Lemon

About

Username
Kind_Lemon
Joined
Visits
1,464
Last Active

Comments

  • Disturbed Ward is was actually my favorite map. Most survivors didn't know how to run the building extremely well, so I could consistently dunk on survivors from the top floor because they didn't know where the drop downs were.

    I haven't played the new map, and I'm not planning on doing so.

  • The animations right now when loading in are pure nightmare fuel.

  • @Beelzeboop said:

    Make it a horror game.

    I'm literally working on a 4v1 horror game right now just because this one sucks at both being a 4v1 and a horror game.

    This game not fulfilling what I thought I was getting when I bought the game is what is causing me to consider doing the same thing lol.

  • I've not realized survivors are dying on hooks too often to count, which is unhelpful.

  • @AsePlayer said:

    Because it is bad

    ^

    I go "That survivor looks he/she has a lot of time left on the hook" while monitoring my exhaustion and item depletion rate. The survivor icon then suddenly changes to "sacrificed".

    "Huh. Didn't know he/she was that close to being dead. I really couldn't tell."

    The survivor then rants about being left to die on second hook in the egc.

  • @Mistikus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1931147#Comment_1931147

    i mean in 2016 dbd had gerat grab from window animation

    fr -- the grabs were awesome

  • I dislike the map changes, and I have been consistent in that.

    1. Too much clutter which distracts from the atmosphere (i.e. it feels like the game through its aesthetics is actively trying to lower my ability to enjoy myself)
    2. Bland lighting (objects consistently have a strange sheen not present in older patches. Also, neither stark shadows nor breathtaking moonbeams which have both existed in the past are present here)
    3. Collision (maze tiles and other obstacles on the "updated" maps have been made ever-so-slightly bigger/thicker to make the borders between tiles less bare, and that size change demolishes my muscle memory for running the tiles in unorthodox ways, ways which have been most affected).

    So, sure, for a wallpaper or something this would look pleasant. For the game DbD, this simply reduces the overall quality of the experience of playing it at any level beyond "run around like a headless chicken and don't think about the brains of the other people in the match".

  • Used them all up before the patch so I would remember it in a good light before parting with DbD, so I can't say that I can relate.

    However, from past experience, I usually get all of one map or all of another whenever I use the same offering in a sequence of trials (Red Forest, Crotus Prenn, etc.). RNG showing that it is indeed RNG.

  • I just A. swing to tell the survivor to get out from underneath the pallet or B. let the survivor bleed out

  • @DarKaron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1920006#Comment_1920006

    From what I've seen, hitting it too early saves it, while hitting it too late cancels it out.

    Neglecting it entirely functions like the former, from what I've seen as well.

    attempting to hit the skill check in any manner (early or late) and failing results in the perk being disabled.

  • Stridor on Huntress and Hex: The Third Seal on Hag

    All the Iron Will gamers were annoyed, and the survivors were not happy when they carelessly ran into several of my traps, got downed in quick succession, and then had a harder time finding one another.

  • since it seems like this is the desired place to give feedback and since I don't want to write everything I've written over again (and copy-pasting all of the text seems rude), I'm simply linking what I've already written.

    @Kind_Lemon said:

    TL;DR: OoO should not tell the survivor when the killer reads his/her aura--that should be a function of Sole Survivor if it has to be a function at all. OoO should not be on a timer if only because cooldowns (instead of drawbacks) are something the community generally dislikes, since arbitrarily limiting the problem is not solving it.

    A somewhat decent solution would be to just take away survivor aura-reading and leave the rest of the perk as it is. I, however, would rather that OoO (when lit up) would decrease survivor movement speed by 7% and reduce action speed by 15%, retaining everything it has currently. This effect lingers for 3 seconds after OoO deactivates.

    Intro

    Firstly, I've always appreciated when design ideas are presented to the community before the change is made behind the scenes. For example, I was thankful for the info about potential hatch/EGC changes and DS changes when those were first announced.

    Moving on, this post is going to address the design of OoO, what makes it frustrating to face, and what the proposed dev changes make better or worse.

    Object of Obsession's OG Design

    This section details what OoO was designed to do and covers what redeeming qualities the perk has.

    OoO was made to be, along with the other three perks from Laurie, perks that were incredibly risky to use since the benefits they gave could come at a high cost. This turned out not to be the case, but we'll focus on the intended use as well as beginner survivor usage before getting to the problems.

    The benefit of OoO is evident: a survivor can detect a killer from incredibly far away and get out of a tricky situation significantly earlier than any other perk introduced at that time. This meant that if a survivor wanted to be stealthy, he/she could see the killer from afar, note the killer's direction, and take a path that would lead to not meeting up. This also meant that if a survivor wanted to have a head start in chase, he/she could get to a better position to do that.

    The downside of OoO: The killer can see any survivor's aura who is using OoO when OoO is active. This means that any survivor with the intent to get to a better position before the killer arrives now has to contend with the knowledge that the killer also has a glimpse into the survivor's plans for movement. This could lead to the survivor getting caught out at times at which other survivors would not be caught out.

    See the spoiler (below) for true stories of non-frustrating OoO usage from both killer and survivor perspectives

    Spoiler Spoiler Warning ▲ ▼

    1 One of the first times I, as a survivor, used OoO was for Adept Laurie on Shelter Woods. I was against a Nurse (just before Pig was released, so this was the best kind of Nurse to face). I was constantly in terror as a yellow ranked survivor and could only bear to glance at the killer when she had just downed a survivor or she was far away in a chase. Needless to say, the perk gave me little information that I didn't already know, but it was fun to use since it got my heart racing with the knowledge that I was doing something extremely risky (and now I laugh at that, but it was true for me then). The OoO proposed rework does not allow for situations like this to happen, since I can't simply look away from the killer to avoid the perk from activating, and not having this experience would have lessened my enjoyment of DbD.


    2 In a match as a tier-one Myers on The Game recently, I faced an Adam with OoO who clearly did not want to be chased. Any time I found him, he went down nearly instantly, and he could always be seen skirting the edges of the map whenever he looked at me. In that game, it honestly seemed like I was getting significantly more information out of him (partly due to Myers' stealth) than he was getting from me, and often he would start running at me, thinking I was farther away than I was, only to get smacked in the face. I was very glad he had brought the perk.


    3 (killer match against an Adept Laurie: to be added)

    Frustrations (to be fleshed out, because these are in abundance)

    1. SWF
      1. comms
    2. Set-up killers
    3. Strength of survivors in a chase
      1. looping with OoO

    (TBA: telling the killer's position to others is not exclusive to OoO and is generally not cool. Set-up killers can have their whole plans revealed from the very start of the match, rendering a large part of what makes them strong null. Survivors can get to incredibly strong tiles quickly with the information from OoO so that the killer's benefit is essentially negated.)

    Changes

    1. This is very bad -> OoO users can now instantly find out certain perks a killer is trying to keep hidden because they know the distance and position of the killer and can eliminate many options.

    • Various perks that might otherwise go unnoticed until the worst happens are 100% confirmed by survivors (eg. Territorial Imperative, Blood Warden).
      • (A personal reason) Huntress trying to snipe across the map with Bitter Murmur is now revealed to have Bitter Murmur even against OoO users not originally looking her way.
    • Wraith and Hag (among others: eg. Huntress & Glowing Concoction) have certain add-ons revealed when activated.

    2. Arbitrary cooldowns generally do not bring about more fun gameplay. The more agency a player is given on whether to take a singular course of action or not and the more weight that decision is given, the more engaging that decision is.

    3. Midwich with OoO is still a problem.

    Solutions

    OoO, when active, decreases survivor action speed by 15% and survivor movement speed by 7%. This effect lingers for 3 seconds after OoO deactivates. All other effects of OoO remain as they are now.

    This post is a WIP, but I wanted to get it posted soon after the news.


  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1917835#Comment_1917835

    In the sense that you don't know what character model is your obsession? Or that you don't know where they are at the start?

    Oh, do you mean selective choice on what player is actually the Obsession?

    agency

    Having my Obsession switch from one player that I've ended up playing with differently due to my perks to another really ruins the experience of having an Obsession in the first place.

  • @[Deleted User] said:

    @Luigifan64

    How about:

    Whenever your Aura is revealed to the Killer, you receive an Audio notification (And the Perk lights up, Entity whispers for added spookiness).

    Successfully escaping from a Chase causes you to become the Obsession.

    If you are the Obsession, whenever you perform an action that notifies the Killer, you see each other's Aura for 5s. This has a 40/35/30s cooldown.

    Increases the odds of being the Obsession.

    oh, cool. Another perk that doesn't give the killer any input on who the Obsession is even though, you know, the killer is the one who's supposed to be Obsessed.

  • @AChaoticKiller said:

    i don't see the new OoO being a problem if they want to run a perk that is just giving them away all game it honestly doesn't matter if they know i see them from my own perks or addons it's not like they will see me all game.

    The new OoO isn't going to be used often in swf's the info it provides is too short and even with other info perks they have short durations as well. Besides the only good aura reading perk is bbq which is easily noticed if it is used and stealth killer arua's can't be revealed since they are undetectable which completely negates OoO now.

    if there is any problem with it i would say that it would be that it works in a chase, if the timer paused on the perk during a chase it would solve any issues with it.

    The issue I have with the aura notification is that if I'm running Territorial and an OoO user goes into the basement to get an item, the survivor then sees me heading toward the basement. The survivor then says, "ah, territorial imperative and not whispers or hoarder".

    With Bloodwarden: A survivor goes into the exit gate, his/her aura is revealed. The survivor then gets free information on me while knowing that he/she has to immediately get out if I hook a survivor near the end of the EGC.

    With A Nurse's Calling: a survivor can start healing to know my position when I'm nearby.

    I'm All Ears: survivor knows I can see him/her

    For add-ons like Glowing Concoction, it suddenly becomes very apparent to the survivor what my plans are. For Hag's Willow Catkins it again tells survivors that they should not be stealthy.


    Generally, it doesn't matter if survivors stare at a killer all game. What matters is the aura reading in key moments like above. OoO still gives an incredible amount of information on killers that have Undetectable, especially around areas with elevation since survivors can pinpoint where a killer is coming from. Furthermore, SWF groups were never really using OoO for the information on most non-stealth killers since comms always surpasses OoO in every way, so the point about SWF no longer using it is moot.

    @AChaoticKiller said:

    Lets also not forget that if your just not running any aura reading this perk is simply only good for you since you see the survivor and that short window isn't enough for them to tell if you saw them.

    also again stealth killers just not caring at all.

    3 seconds of aura reading for survivors every so often will still be useful for survivors no matter that it's drastically different from how OoO works now.

    And Stealth killers majorly care about OoO users because any good OoO user knows that OoO counters stealth almost absolutely. With camera maneuvering, survivors can easily determine the ray from themselves to where the killer is (as it stands now). With the changes, yes, stealth killers won't care at all about OoO, and I'm not sure that's a good thing.

  • @xBEATDOWNSx said:

    Nurse is one of the hardest killers to learn if not the hardest. That being said, even a good nurse can be outplayed. Break line of sight. Juke. Running in a straight line from a nurse is a great way to give them a free hit or even down.

    She still had a wicked cool down and the punishment for missed blinks is brutal.

    She's fine where's she at.

    I'm sorry? She's fine?

    The game decides I just can't use my power at times, and when I do, there's a good chance that there's a dead zone lying right in front of me. Furthermore, the cooldown only slightly affects the survivors' chances of getting away but majorly affects how much I enjoy just blinking at warp speed around the map without regard to actually hitting survivors or getting to them efficiently. And this is all not to mention many of her silly, garbage add-ons that don't improve or change her gameplay in any way that makes for a better or more fulfilling experience.

    ...but perhaps most importantly, there's no Jenner's Last Breath, Anxious Gasp speed combo. That's the real killjoy here.

    On top of all this, she's extraordinarily powerful, so it's all a mess.

  • @DeceptivePastry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1916799#Comment_1916799

    That's perhaps the most annoying part. I would love to keep whispers at t2 for doc but if t3 shows up it will just keep showing up until I get it. I don't like how I don't have the choice, unless I just want to miss 10+ levels of perks until I start seeing multiple perks and even then, it reduces my options every web by 1. Yet then I pick one perk over another thinking the 2nd will just show up next time like usual, and the one time it DOESN'T force the perk on me it's one that I wanted. Lol.

    you want this:

    @Kind_Lemon said:

    (for bloodweb and perk leveling, skip past the spoiler/italics)

    Spoiler Spoiler Warning ▲ ▼

    First and foremost, I think a White Ward should prevent add-ons from being lost upon an escape if the devs do go through with this change. I personally dislike it given that I have very few clean rags or rubber grips despite having upwards of one hundred of brown bloodpoint offerings each. Keeping these add-ons after a successful escape is the only way they can compete with the amount of bloodpoint offerings without burning through tens of bloodwebs worth 50,000 points each.

    About killers keeping add-ons: I think considering adding the rule that killers lose their add-ons only if a survivor escapes would be an intriguing idea even if only for the sake of lore (eg. the Entity rewards killers for doing well). However, before considering this, the issue of bloodpoint gain, the cheapness of bloodwebs, and perk acquisition needs to be addressed.

    Perks and Bloodweb leveling

    As it stands now, perks can only be obtained through the bloodweb, and the sheer number of perks in the game requires an inordinate amount of bloodpoints to be spent and bloodwebs to be run through in order to acquire most (if not all). The developers decided to make the bloodweb cheaper to combat (among other things such as 8k common bloodpoint offerings) the grind to acquire all the perks. In doing so, the developers allowed players to breeze through bloodwebs and accumulate hundreds of add-ons and offerings that can't be used in enough games before the player reaches the bloodpoint cap and has to start leveling again or waste the points.

    The BEST solution (not the easiest) is to add another menu in the bloodweb tab that is designed solely for upgrading perks and then increase the prices of items on the bloodweb. I have incomplete drawings I may edit in later, but for now, imagine it as similar to the UI structure of the loadout tab (add-on choosing, offering choosing, etc.). There is a bloodweb section and then a perk section that can be switched between with ease.

    How it functions:

    • The bloodweb no longer spawns perks higher than the first tier and teachable perks, so once a player has purchased a perk in the bloodweb, he/she will have to travel to the perk upgrade menu.
    • In the perk upgrade menu, players will be able to see the perks they have purchased off the bloodweb. All perks (other than the first tier of teachable perks) not purchased from the bloodweb will not appear. If a player clicks on a perk, a prompt will show up asking the player if he or she would like to upgrade the perk a tier (or downgrade, but I'm still not sure about having this option) and will show a price twice that of the next level's rarity (eg. upgrading from common to uncommon will be 8,000 and upgrading from Very Rare to Ultra Rare will be 14,000).
    • Purchasing a perk on the bloodweb does not immediately consume another perk node. Instead, The Entity will first consume the highest rarity node in the furthest ring.

    I think this solution is best because it removes the problem part of the grind from the bloodweb, the sole way for killers to get items and add-ons and the only way for anyone to get offerings. It gives the developers more flexibility in the future to play with prices and the numbers of rarities of nodes on any given bloodweb. Even perhaps more crucially, it allows players more agency in deciding which perks to be able to upgrade, avoiding (for the most part) unwanted perks and giving players more of an option to plan out builds and strategies without relying on chance to such a degree.

    https://us.v-cdn.net/6030815/uploads/YQKFIWTIZGMM/perk-leveling-282-29.png

    https://us.v-cdn.net/6030815/uploads/LLMYBPPJFFWX/perk-leveling-286-29.png

    (ik the amount is inconsistent with what the above post states. Follow the post and treat the pictures as rough drafts.)

    (P.S. This also brings back Ultra Rare and Common perks)


  • I make fun of myself when I run DS and/or BT.

  • When survivors used Repressed Alliance in my games, I honestly laugh. I suddenly don't have to worry about monitoring a gen that was about to be finished for a short while. Gives me more time to chase the survivors I would otherwise leave.

  • I thought this might come up, but the distance lost depending on the direction chosen when entering the shack (i.e. the pallet side) would dictate that a survivor would get the most benefit out of the perk by using a deeper part (but not the deepest) than what is currently available.

  • @Mr_K said:

    The tree

    The tree, as others have said, is no longer available. The basement stairs have had their highest drop-off points blocked off due to the shack changes, so the option for using Balanced Landing on the basement stairs is severely restricted, and with a killer near enough to prompt a survivor to use it, BL results in a hit taken regardless.

  • play only in tier one for a trial (or ten). It really helps with understanding what you can get away with in terms of having no red stain and no terror radius.

    Also, slugging is your best friend if you want to build pressure without relying on cheap (imo) perks.

  • Never skip perks. That's a silly thing to do (unless you want to keep it at level one for whatever reason eg. Distressing, etc.)

  • @JasmineDragon said:

    it makes you temporarily invulnerable, its not like bt or metal of man which lets you "tank a hit", it makes the killer miss you

    ^what JasmineDragon said

    Dead Hard gives you I frames and a little bit of distance to make sure the killer can't consistently outlunge the duration. I find it incredibly amusing that you ran toward an injured survivor, gave him/her false hope that you were going to take the down, and then used Dead Hard to get out of the way XD

  • Yes, she is still incredibly powerful and is now much less fun to play for people who don't care about being extremely efficient.

    The devs nerfed her enjoyment levels rather than her potency. Furthermore, she gains new bugs seemingly every day that continue to limit her ability to use her power in various situations.

    It's not about just "nerf[ing] Nurse"; the issue is about how the theory behind her design has changed for the worse as the years have progressed (most notably the blink range changes with the Pig chapter).

  • it's a result of the devs giving out bloodpoints like candy to compensate for the lack of implementation of an alternate perk leveling system. So, in short, yes.

  • This would be appreciated.

  • @Chrisko said:

    https://forum.deadbydaylight.com/en/discussion/comment/1904219#Comment_1904219

    I agree. Anything is better than what we have now. Even if the killer has to down them again and hook for a few seconds, it's a few more than we get now.

    As killer, I just ignore afk survivors. It's a 3v1 in all but name, and the afk survivors usually help me by giving me stacks on things like STBFL anyways. So, afk survivors over dead survivors means no opportunities for hatch among other things 3v1 games usually get.

    I'm not sure why you'd want afk survivors over survivors killing themselves on first hook or sandbagging you because you kept them in the game longer than they wanted (by instantly unhooking them or something).

  • I read the first few pages of lore in the first rift and then gave up because it's all hot garbage.

  • @KingFrost said:

    Would've been hilarious if they had a key.

    It would have also been funny if she had a key, yes. Unfortunately, she only had a medkit and d/cd as soon as I closed it, which was made me smile regardless.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1898563#Comment_1898563

    Wow. The resemblance is uncanny. I had no idea this video was a thing! Thanks for mentioning it to me. The themes that it expresses are almost an exact copy of the original entity.

    In the video the monster that, is a clear inspiration for the entity, is cancer. It is capable of taking anyone it chooses, seemingly at random. And is extremely hard to fight back against. Especially people who are caught in the addictive grasp of cigarettes. Most people that smoke know the health risks but do it anyway, giving up hope for a longer, potentially happier life in exchange for momentary stress relief. Almost exactly like how a killer in dbd has given up hope for escape and sacrifices others for a brief end to their suffering until another hunt begins.

    Really highlights how promising the original vision for the game was.

    It's extremely uncanny. You can even see the sacrifice animation almost frame for frame at 2:00 (The stab, the removal of a white silhouette from the chest, the camera pan up into a spiral of black, expansive protrusions, etc.) -- it's pretty wild.

  • @Hypn0s said:

    I do it for points, not "for kicks". Also while what you did is obviously not reportable, it's a toxic move. You just didn't want to play the gates' guessing/patrolling game. Just stalling the game. It's the same as survivors waiting at the open gates just to t-bag you. Using your twisted logic they could say it's time for you to go around breaking pallets. Don't try to rationalize your toxicity. I'm a killer main btw (which doesn't mean I'll agree with questionable stuff like this looking for validation).

    blink twisted logic? I, as a killer, at the risk of letting a survivor freely complete generators, use my ability to lure survivors into making unsafe actions so that I can complete my objective, and you consider that...toxic? There was one gen left (on old Azarov's), and I was on the other side of the map from all thee, giving the last survivor plenty of time to potentially finish a gen and escape before I could find her. Even so, I don't think we can agree on the good sportsmanship of this course of action, since (from your wording) it seems like you're the kind of survivor to work on a gen next to the hatch even while you could freely escape*. I would consider what you mentioned doing to be toxic behavior :/ With my question at the end of the post, I was referring to not searching for the hatch and instead just completing generators until the exit gates were powered unless you happened upon the hatch while doing so.

    *(note that that is not the same as staying in open exit gates, because that usually gets me extra kills at the end of games).

    Yes, you are correct that I didn't want to be put through the unnecessary stress of exit gate guessing due to the EGC (a mechanic which I think is idiotic considering that it forces otherwise overly altruistic survivors to just dip instead of attempting an unhook), and I had no reason to give the survivor more of a chance at escaping than I already was giving them by leaving all of the gens unattended.

    Regardless, this post was simply meant to perhaps give someone something funny to come upon when reading the forums and was certainly far from anything relating to pointless "validation"--that's because there is nothing uncertain to "validat[e]". If you don't think you're the intended audience of this post, then that's okay.

  • @MadLordJack said:

    So you deliberately dragged out the trial and wonder why someone got annoyed? Really?

    uhh, no. I didn't know where the last Claudette was, so I waited on hatch (as Wraith) until I saw her, because I knew the exit gates were far apart. I closed it as soon as she fast vaulted the window in front of the hatch.

    @Kellie said:

    How about you just close it instead of dragging out the match for no reason.

    same to you as above.

    Assumptions are being made about me extending the match for "no reason".

    Untitled Image

    Edit: took out unnecessary info

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1894958#Comment_1894958

    The version of the entity that you described, which is also the one I sadly admit that the devs are leaning towards, is a massive leap in quality from the entity described at the game's launch.

    Now it acts like a Power Rangers villain, its evil cackling almost audible as it lords over the petty mortals because of how great and powerful it is. It even has it's own fanclub for christ's sake! The equally ham-fisted "Entity Cult" that was totally there the whole time and definitely isn't a shallow replacement for Benedict Baker because the devs thought it would be cooler to have an an entire organisation know about this supposedly lurking threat. (RIP Benedict. B, Died along with this game's immersive narrative)

    The entity at its inception was actually menacing. We didn't know much about aside from BB's brief descriptions. It followed the traditional eldritch god linage of being beyond humans, something that you only begin to comprehend at the corners of your mind. It sought out those who were deranged, or wounded, or alone, and tortured them into submission whilst feeding on their faint hope of escape. Its existence heavily drew upon the universal fear of loneliness and isolation, the fear that if you were taken by this thing that no one would ever come looking for you. And as you were sacrificed on the hook over and over again, and your hope dimmed even further, the desire to turn on your fellow survivors just to ease your pain would start to grow. Until you the hope dies within you and is replaced by a dogged obedience for your arachnoid master, eagerly feeding the souls of your former friends into it's abyssal maw so that your eternal pain might be eased for the moment.

    There has never been such a drop in quality compared to the old entity and current entity, since PvZ 2.

    omg yes, PvZ 2 is another great example of the quality of storytelling dropping like a lead weight. I hadn't seen your comment before, but after I had, I realized I needed to respond.

    Have you seen Stromae's video that helped inspire the Entity? It's insightful as to what the devs intended for their creation to be. (I've linked it below if you haven't and were interested.)

    https://youtu.be/8aJw4chksqM


  • As soon as the Trapper lore released in the rift, I immediately realized that they have no idea what they're doing when it comes to telling a story.

    Their writing suuuuuuuucks.

    So, yes, I agree with you.

  • A group of my clones all playing against/with one another.

  • I would love if killer map offerings took priority, but that's unlikely to change any time soon.

    (I've been sending myself to Haddonfield lately, and since I'm almost out of offerings, I wouldn't mind you sending some of your survivors my way).

  • I'm terrible at using Dead Hard effectively because 95% of all my downs as survivor connect during an animation (throwing a pallet, vaulting a window, etc.) because I'm incredibly greedy as a survivor, so I favor Sprint Burst to get me out of dead zones and away from hooks when the killer is coming back.

  • I really like Elodie's screams. They sound a lot like Victor's screams, but more vulnerable.

    I once spent a match as Clown following an Elodie around smacking her with bottle after bottle after downing everybody else. That match helped me get it out of my system 😊

  • @[Deleted User] said:

    The same tired discussion responses are going to be posted, just so you know.

    "but I want blood points"

    "They are just being toxic don't let it get to you"

    "I don't see what's so toxic about that?"

    "Grow a thicker skin!"

    "but I am just being friendly!"

    "Well stop camping/tunelling/etc"

    "It doesn't take that long it's only a couple minutes"

    "I am waiting for ___ person"

    "Something about EGC"

    "It's a free hit so why are you complaining?"

    "is it THAT hard to just make them leave it takes seconds"

    "I am just celebrating"

    You get the point. This discussion has been done so many times it never amounts to anything productive I am sorry to say. Someone is going to say something akin to one of those lines, and it's going to change into a discussion about an entirely different topic lol.

    EDIT: hey we can play bingo like this....

    @Mikeasaurus said:

    This is a hearfelt request from someone who's just trying to enjoy killer matches. For the love of the Entity, LEAVE! I seriously don't need to see you butt dancing at me for 4 minutes, and I'm pretty sure your queue times are already long enough, so please please PLEASE use those 4 minutes when it's clear I'm not coming to go wait in the lobby! Let us all move onto our next match for once!

    Survivors staying in the exit gates often net me additional kills at the end of the game, so I would actually prefer more survivors to stay in and not leave immediately. Things like STBFL, Tombstone Myers, Huntress with both haft add-ons, and Insidious usually help with taking them back into the match to kill them.

  • I'm not okay with current Billy. The sound changes made me defenestrate him, particularly because of the added ridiculous roar. There are other reasons, but that is currently the main one.

  • @ChurchofPig said:

    Blight and Twins don't have maps because they wanted to focus on the graphical update that's been basically breaking the game on certain platforms.

    the same maps which, while for some players may objectively look nice, don't objectively improve the gameplay experience.

  • I've been burning all my Haddonfield offerings to avoid going to the "reworked" maps (that do a number on my frames and significantly decrease my enjoyment of the game), but I mostly play Hag and Huntress and tombstone Myers, so I haven't experienced recently much of what makes that map unfun. In fact, I've been enjoying myself immensely on Haddonfield.

  • @dspaceman20 said:

    Wasn't rhe overheat mechanic created for camping?

    If the devs thought about it for even a little bit, they would realize that the change doesn't discourage camping and instead only hastens newer players' learning on how to camp more efficiently.

    Because now, instead of just holding the chainsaw at the end of the rev (and some survivors could bait the killer into making a miss so they could save), the killer has to charge the chainsaw from 0 for a small amount of time before any unhooker goes down, which is obv a change that was worth months of resources and a complete (unnecessary) overhaul of a killer's power. /s

    Furthermore, the killer now has more incentive to pretend to charge the chainsaw and then switch to a grab if they see the survivor commit.

    So, the change did nothing other than make Billy less enjoyable to play in chase for killers who were in it just to use his power for the fun of it regardless of whether the killer player was efficient. It didn't really affect chainsaw camping at all.

  • It's because of all the killers running Undying that I've simply stopped running hex perks. The encouragement for survivors to run Small Game has killed my usage of Lullaby, Third Seal, and Devour Hope for casual play.

    Thanks, Undying.

  • @[Deleted User] said:

    Gameplay - Haddonfield. I mostly play Killer so it's an easy pick. Survivors who know how to utilise the map will usually breeze by, those who don't make the game a bit easier, but even inexperienced Survivors can take advantage of what the map offers them.

    Visuals - Backwater Swamp. This map, to me, is in need of a visual rework the most, and a layout adjustment. The raised edges of the map are just weird and make it uncomfortably different to the other maps. The atmosphere is dreary (not in the good way) and the ground and textures just look like clay. A swamp map has far more visual potential than what they originally gave it.

    What they originally gave it was pretty cool. What it has now? Not so much.

  • I feel that, but BHVR is not going to just "delete" perks because they make the game incredibly frustrating and demoralizing for the killer role (cough DS for the longest time cough).

    Personally, Head On only ranks in top 10 of most disliked survivor perks (unlike it being your #1 it seems).

    Spoiler Spoiler Warning ▲▼

    0 SWF comms

    1 Soul Guard (survivors who use it often tank hits for other people and the users are usually quite rude)

    2 Deliverance; did you say "Killer pressure barely caused after sweat, blood, and tears"? *unhooks self* What killer pressure? (this perk has single handedly made me tunnel survivors more often if I think the unhooker has Deliverance. So, thx for encouraging me to do that, game :/)

    3 BL; survivor forces me to walk all the way up to the top of a structure and then speed boosts away as soon as I've wasted all that time getting up there

    4 BT; survivors run at the hook, I go to intercept, I get there and try to hit the unhooker but then the unhooked survivor is suddenly in front of me, and my hits gets eaten with no penalty to anyone other than maybe a few seconds of mending at some point (however, usually I do get the hit on the unhooker).

    5 That Felix perk that makes you do actions faster when the killer has more pressure

    .

    .

    .

    8 Head On; what's that? you're 4 meters away from the locker and you're stunned? Sounds like it's working. Oh? You've walked into the zone after I've jumped out because you baited me, and even though I was in the jumping back in animation you were stunned? Seems like it worked perfectly.


    Edit: DS and Unbreakable are somewhere down below top 10


  • This clip essentially looks like a killer who didn't know how to deal with survivors who could chain loops was chasing a survivor who generally knew how to chain loops.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1778667#Comment_1778667

    As a Killer I don't have a problem with it either. You are missing my point. It is a Perk designed in such a way to encourage you to Sandbag. I've seen it in combination with a lot of Stealth Perks and the Perk to highlight the hatch. The whole point is to get them killed and exit.

    I'm sorry, why, again, are you sandbagging other survivors? That actively reduces your chances of escaping against a competent killer...

    Aura reading is in no way any benefit compared to more survivors alive and distracting the killer.

‹ 1 2 3 … 42