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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • There should be no perfect length. I'm extremely content with long or short matches as long as I get to use the skills I've honed as killer and survivor to kill/survive.

  • I mean, it should, but I already find it annoying as killer, and I have too many other issues to push, so just have my upvote.

  • @Zeidoktor said:

    And if Survivors do dull totems it maskes it increasingly unlikely you'll get the transfer effect.

    as in the first totem I find after tapping a gen is a hex totem? I'm supposed to leave the totem and run around for dull totems? Let's say I see a dull totem. I cleanse it. I run back to the hex. Lucky me, it finds one of the other totems on the map that I have no clue where they are, and it stays up the same amount of time if I'd cleansed the hex first.

    So, sure, I can prevent the transfer effect if I want to just leave the hex totem up.

    The design behind the perk is absolutely bonkers and assumes I'm meant to know where all the totems on the map are at all times. I'm not even a fan of totem RNG! I want place-able totems!

    @Kind_Lemon said:

    Totems

    Totem spawns have been for quite some time (this has died down somewhat recently) the subject of a heated playerbase's ire. The history of totems has been difficult, and some of the more memorable highlights were lighthouse totems on hills, totems spawning in the middle of open fields, and totems spawning in LOS of survivors. The developers, since the introduction of totems, have hand-chosen totem spawns, and this post aims to finally break that tradition. Coming from a comment from one of the developers about being unsure if cleansing totems he had placed himself was cheating (humorously stated), I realized that the next step for totem placement was to give the choice to the killer player in each match. Now, this does bring up a series of necessary, complimentary changes that would be needed to shift from developer-placed to player-placed totems, but this post is going to cover all potential issues and pose solutions to each one of them.

    The killer receives five dull totems at the start of every match. This is coded into every killer's power, so that just like how GhostFace's crouch is designed, totem placement requires an unused button and is completely optional. The killer may at any point in the trial place down a dull totem (Default E key) directly in front of the killer's own position (this fuctionality is similar to how The Trapper places traps, and this ability includes placing totems inside the basement). Pressing the (E) button again when within 24 meters of the totem will apply the first Hex perk positioned in the killer's loadout (as chosen before loading into the trial). Totems cannot be within 24 meters of one another (cylinder) and take a total of 2 seconds to place into the environment. Consider a summoning from the ground animation (like Freddy's snares).

    These changes prevent totems from being too close together, addresses how this ability might function through killer UI, and also (negligeably) provides a potential way for killers to lure survivors (through dull totems) away from objectives.

    What this means for NOED

    All Hex perks may need to be slightly modified to compensate for this new mechanic, but NOED (and Haunted Grounds) is going to receive special attention in this section. NOED will can no longer be prevented prior to the final gen's completion. Instead, if there is not already a dull totem within 24 meters of the killer, the killer will first have to go through a slowdown and a 2 second animation before lighting the totem, at which point nearby survivors will have a heads up on NOED. This does mean that a killer could hook down a survivor, hook the survivor, and then place the totem right in front of the hook, but scenarios like that already effectively exist currently and do not comprise the majority of experiences with NOED. In the case that this is an issue, the NOED hex might receive a timer and only be able to be applied to a totem for the first 30 seconds following the last gen's completion.

    For Haunted Grounds, the hex will not apply to a totem until there are at least two dull totems on the map with the killer within 24 meters of one of them.

    Design

    Having the playerbase choose their own totem spawns will always ensure that totem spawns are changing from trial to trial and prevents the developers from wasting time and resources on just moving around totem spawns to make finding totems a little harder for players. Additionally, where a killer places his/her totem now carries more meaning and requires more game knowledge and removes any frustration that may arise from particularly bad RNG.

    It's stupid to tell survivors to do dull totems when the survivors are already doing dull totems and are then still pointing out flaws in design.

  • but it's not only a team based game. You just happen to work together to fulfill your own goals; i.e. escape. Or, that's what most people fail to see.

    Evading Third Seal because of comms is, as far as I'm concerned, cheating, but I can't do anything about it other than not run the non-meta perks I like to run.

  • For wasting my time with bait posts, shame on you.

  • not being seen by the killer the entire game and letting everyone else die is fun (until EGC ***** you).

  • depends on the map, but most of the suggestions regarding outfits above so far are pretty good.

  • I would like to play both sides much more evenly, but queue times often force me to play killer, and then dedicated server hits and overall frustration pushes me away from survivor, and I'm sometimes in the Tru3ta1ent audience, so "no?" to your question because I mostly push for changes focused on the survivor experience?

  • It's difficult to give proper feedback if we're not even giving feedback on the right thing, so yes.

  • I like talking to people in post-game chat, and I use the pre-game chat to plan strategies and inform other survivors about my perks and offerings. Console players can't do any of that and prevent me from being able to plan and talk about events in the game after it's done.

  • @Yung_Slug said:

    The lore, sure. Not a huge fan of how they are still trying to make add-ons that mimic the killer's perks though.

    I am a big not-fan of that.

  • @AlanTheMelonOrEntity said:

    K den :(

    yeah, you're now just meant to hook them all and use the tormented to tunnel off the last hook and insta-mori.

  • @JesusOnWheels said:

    This definitely feels like lazy design.

    I'm not even that into the aesthetic like some people have said. Its just not that special.

    I completely agree,

  • @JesusOnWheels said:

    This definitely feels like lazy design.

    I'm not even that into the aesthetic like some people have said. Its just not that special.

    It feels like so many other games, and to me, it most reminds me of Fortnite and then Grounded. I'd love to see more of this:

    Screenshot (174).png

    isn't that burst of light from the completed gen so amazing? video: https://youtu.be/SYVH26EaHvA


    Just look at how these lights flicker in the distance!

    https://youtu.be/NLoLNTVgEVk?t=82

    And the moonbeams! (https://gameplay.tips/guides/362-dead-by-daylight.html).

    Moonlight on Crotus Prenn Asylum, Disturbed Ward.jpg

    Look at the shadows of the branches on this meg in this video:

    https://youtu.be/2IMaNWmPVsA

    ...and we have none of this now. Instead, we have plasticy, cartoony graphics with weird, shiny surfaces.

    I don't want a graphics update that doesn't address the aspects we've lost over the years.

  • @my_hat_stinks said:

    I open a chest nearly every survivor game, I'm not sure it really needs such buffs. A guaranteed medkit is powerful enough that there's a perk dedicated to just that. Speaking of which, this change would be an indirect nerf to Pharmacy that it really doesn't need.

    It looks like you're not really addressing the key complaint either, just shuffling some numbers around. You've also very heavily nerfed Plunderer's Instinct, not exactly sure why. It is a reasonably powerful perk, but I imagine a lot of players use it for the reasonably high key chances. If keys were to be removed I think perk usage would drop a bit anyway.

    Green key is effectively a dud item from chests, so if keys are removed from chests it also increases the chances of finding a usable item. It does mean the only pink item in chests would be a map though, so ideally a new pink item would be added for the sake of Plunderer's Instinct.

    I am definitely not a fan of chests re-arming. Even if it only re-arms once per game, you're potentially doubling the number of chest items in play. It also encourages survivors to delay the game for chests to re-arm, particularly when the exit gates have been powered but not opened. I don't see much benefit from encouraging survivors to hide near chests for loot, it would only be infuriating for killers.

    Chest rarities and damaged items seem to me like adding complexity for the sake of complexity. I'm not sure how it improves the game?

    I'm so glad you pointed out some ideas I need to clarify; I made this post somewhat in a rush, so I'm not surprised I overlooked some things 😅. I usually open a chest every survivor game too (in fact, I tend to run Pharmacy for free medkits when I escape), but chests tend to be underwhelming when the item isn't a functioning key. I originally designed this rework to address the scenario where an injured survivor needs a way to heal before going back to work on gens or start a chase with the killer, but the rework ended up being something much broader than that. Whenever I'm in that injured survivor scenario (without Pharmacy), I start looking for chests, but what usually happens to me is A. I get the wrong item and B. the item is of worse rarity than the item I'm holding already, so the chest search was a waste of time. I wanted to make chests more reliable and helpful to survivors so that decisions could be better made on whether to search or not search a chest in a situation. Survivors would be able to spot a common medkit chest and decide to search that one over the rare toolbox and very rare map chests.

    From there, I thought that this would be a great way to fix the key economy issue that some killers complain about; I could label each chest with the type of item is inside and just have the chest decide rarity. That way, killers could know if a key was going to be in play before it would ever become an issue. Additionally, through the way the rework is designed, burning coin offerings visibly affects the likelihood of a key in a match. If not survivor burn a coin and the killer burns any coin offering, there is a guarantee that no keys will be pulled from chests that trial. Rather than directly addressing the key-hatch interaction, the changes promote usage of offerings to sway the outcome of the match. From my understanding, it's the RNG that killers most dislike about keys found during the match, and this rework minimizes that (I should probably make the key numbers more impactful to further reduce randomness, that is: raise the numbers with more chests and lower it to zero with less).

    I'm not convinced on chests re-rolling their loots myself, but I thought I'd tentatively include something in there. In the best scenario, it would causes survivors to loot more chests more often, decreasing the pressure on the killer for kills while not giving any significant advantage to the survivors (preying on the gambling mentality). In the worst case scenario, it just gives more opportunities for items given for free to the survivors. I would love to see it in a PTB before anything went live.

    I've always thought that it was silly that I could pull a completely unused Ranger's Medkit from a chest and heal myself twice with it. I included the damage to items to reduce the impact pulling any item from a chest has on a match. My desire for items not to have full charges when pulled from chests arises from my annoyance at pristine items emerging from chests and from the knowledge that pulling several (e.g.) toolboxes from chests can have a significant impact on the outcome of the match, especially if the killer is trying to three-gen.

    Why this improves the game

    The proposed changes serve to reduce the randomness of chest loot and minimize the impact that they can have on the match. The changes also serve to give killers more information on survivor items and allows survivors to make more decisive choices, and both of these effects grant players to perform informed decision making and give more weight to planning and forethought in trials. In addition to promoting more offering usage, the changes will hopefully also change player mentality when it comes to viewing keys from chests.

  • @lucid4444 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1543214#Comment_1543214

    Yeah i didn't read this full post either. Your examples are hilarious and basically it comes down to whining about how your team didn't do their job. It's a team based game and yeah if they suck and fall into the hands of NOED, then you lose. If they were good, then you wouldn't. I got to the nurse example and just laughed.

    cool. nice to know I shouldn't continue bothering to put up any sort of defense to my argument, because apparently any kind of logic is not welcome in this post (why even bother defending NOED with just baseless statements and claims?).

    On a side note, I'm glad that my stories were amusing though; I write them to be that way! peace out.

  • @EntitledMyersMain said:

    A Noed nerf is a far better option then taking it away from killers. Besides, as others have said, it's not even a busted perk compared to the likes of haunted grounds and devour hope. BooHoo, the killer can one-shot you. Get over yourselves and just use that key that every survivor i play against seems to have, but i digress. The Noed nerf i suggest is that survivors open the exit gates faster by default, with an extra 3/2/1 seconds for opening time taken off every 5 seconds the killer is in a chase. This will make Noed less of a crutch for newer players. I can already hear you saying, "what about remember me?" but it in this case, i guess it can be changed so it doesn't work in conjunction with Noed

    DH is perfect. This kind of hex is amazing because it's one of the few times as a survivor where I'll go "OH SNAP", and that kind of sudden tension in this game is what I'm playing for.

  • I would love to know where my fellow survivors are coming from. I rely a lot on the lobby chat, so this update has hit me hard.

  • You need this:

    Screenshot (615).png

    this forum doesn't support tables, sooooo...you get pictures.

  • Getting a Hag to swing at a primed Sprint Burst is one of the most satisfying things in the game.

    I used to call myself a Hag main until dedicated servers came around (then I became much more interested in Huntress), so I'm not really sure what that says about me. I never liked it as killer tho :P.

  • Getting a Hag to swing at a primed Sprint Burst is one of the most satisfying things in the game.

    I used to call myself a Hag main until dedicated servers came around (then I became much more interested in Huntress), so I'm not really sure what that says about me. I never liked it as killer tho :P.

  • Putting aside the first part of your post, with all other offerings that conflict, this is already the case. Most notably, this is true for moonlight offerings (eg. ultra rare beats very rare).

  • @lucid4444 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1538427#Comment_1538427

    "Edit: I've never heard of anyone who thinks that because a survivor found more totems than someone else, that the former survivor is better than the latter (lol?)."

    Well now you've heard of one. If someone can only find 1 totem, and the other person can find all 5 - that 2nd person is better. Call it knowledge, skill, whatever you want. If you don't have the tiles and locations memorized, you're simply not as good as someone who has. If it's the RNG nature of it, every hex totem must grind your gears. They're RNG and if taken out early in the game there's no coming back. With NOED it has no impact on the most important part of the match, opposite of hex totems.

    If you're convinced finding 5 totems is 'pure luck' then there's nothing else to say - you just need to learn the totem locations.

    ...? You seem to have deftly evaded all of the points of my post that actually matter and focused on the minor comments I made, but w/e.

    Your reply didn't actually provide any evidence for finding all totems before all gens are done not being completely luck-based (even though you say it is "0 skill"). I will give you three different scenarios to contradict your (imo groundless) claim:

    1. I am chased all game until I get downed by the killer before the last gen is done. All of my other teammates are found and go down within the next 60 seconds until we're all downed/on the hook together. I have purposefully avoided them with Bond to let them do gens while I'm being chased. They've had no previous interaction with the killer, but have managed to cleanse more totems than me simply because I was preoccupied. According to all common sense when it comes to evaluating player skill, I would be the player that has shown myself to be more skilled. The other players have not had the opportunity to do so (other than efficiency at gens), and I'm meant to believe that they are more skilled because they've found more totems? I sincerely think not.
    2. I'm playing a game where I do gens the majority of my time until it looks securely like I don't have to worry about not being able to finish them. At that point, I go in search of totems I haven't seen yet (I've found one while travelling from gen to gen thus far). Unbeknownst to me, all of my other teammates who didn't communicate before the match have small game (the luck of that is real), and all of them have found the rest of the totems. One person has found two. Am I less skilled than that player, who had not been completing as many crucial gens as I'd been? I think not.
    3. I decide I want to just focus on getting totems done all game. It's a game against old Nurse with fast blink combo (RIP), and I'm new to the game, but I've watched enough DbD on YouTube to know all the totem spawns possible. All of my other teammates last appreciably long enough in chases or are good at not being found. They focus on generators in order to escape the horror of the killer. I do all the totems and continue to help out, but I go down in 30 seconds of being found, I'm not great at hiding, I'm too scared to push objectives where it matters, and I'm the first to die. I'm certainly the least skilled survivor on the team, and on the end game screen, I see that everyone else's ranks are in the single digits while I am in the double.

    With all of those examples of how a survivor has managed to be less skillful and yet do more totems, I fail to see how your point holds up in the slightest.

    You focus a lot on saying that I don't know where totems spawn, and while I don't know every spawn for every tile on newer maps like Dead Dawg (ugh) Saloon, it's not uncommon for me to find several totems that haven't been cleansed during the EGC on older maps. I going reiterate that knowledge IS NOT skill because calling it "whatever you want" is deceptive and false. Knowledge may be power, but it cannot be confused for the possession of skill. I can know precisely how I'm meant to be a great looper but still have slow reaction time, which gives killers downs that wouldn't be possible against a more skilled survivor.

    In regards to your comment about totem RNG "grinding ...[my] gears", I am putting forth that it doesn't bother me nearly as much as you think it does. The only reason I put my parenthetical against totem RNG in my original post was because I am a strong advocate for placing my own totems whenever and wherever I feel like placing them. Here is the link explaining why the current situation isn't entirely sustainable or smart on the part of the developers (you'll see I like stories, but in this other post's case, they are not based on true happenings): https://forum.deadbydaylight.com/en/discussion/comment/1405572#Comment_1405572.

    I don't think that you are at all taking into consideration all of the relevant factors when it comes to skill or properly evaluating people's issues with NOED. I am happy to be proven wrong, however.

  • @lucid4444 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1538199#Comment_1538199

    And what's the counter to whispers? Tinkerer? Bitter Murmur? Why is NOED the one perk which absolutely must require "skill" to counter?

    also it's ironic because knowing where totems spawn is definitely a skill, one that separates a good survivor from a great one

    I mean, there are plenty of things to deal with auras, the most important being misdirection, especially from a distance, but "counters" include things such as Sole Survivor. I've gone against killers with Bitter Murmur very rarely, but the most recent of which was one where I had a Blood Amber and the killer was Pyramid Head (on the Game). I could see him try to cut me off, and I just planned around it. In regards to Whispers, the best thing to do is just run after the killer if you're the only survivor left, keep inside the terror radius, etc. Whispers is a perk that requires survivors to move around frequently and somewhat erratically if they don't want to be caught out.

    Lastly, I don't see how irony plays a part in what you say. I don't really want to get into a discussion about this, but I'm willing to put forth my stance, accepted by a majority of people, which is that knowledge is not a skill. Therefore, knowing totem spawns is not a skill. How you use that knowledge relies on skill. I know a large variety of totem spawns in-game, some of which I've discovered only through playing killer and seeing a hex totem appear there. As a survivor, even running through the tiles from objective to objective, evading and hiding, I typically only see two to three totems per match. Rarely will I see more than that, and I often will see less. Those numbers are all due to luck, which includes but is not limited to placement of generators, tile types, tile orientation, and spawn positions, all of which are not factors we, as players, can control. That is why people dislike the mechanics of NOED. It's why many aspects of the game come across as frustrating to players, but I continue to support this kind of RNG (not for totems tho) even as ScottJund opposes it.

    I have nothing right now against the idea of NOED; a final hurrah from the killer of pressure over the survivors is cool (NOED should receive it's successful and missed cooldown reductions back, however, and it shouldn't give the insta-down effect until perk tier III, but that's for another time). I am against the idea that it is characterized as all being in the survivors hands whether or not the perk is activated. I have, on several occasions, not cleansed a totem next to the gen I'm about to finish just in the hopes that the totem to light up is the one next to me and not one of the ones of which I have no clue where they are.

    P.S. I'm supportive of anyone who likes using NOED but recognizes its shortcomings. I'm not so supportive of people who argue that it is okay as it currently stands.

    Edit: I've never heard of anyone who thinks that because a survivor found more totems than someone else, that the former survivor is better than the latter (lol?).

  • @Alexandra said:

    I really liked it and with how much i dislike the cross play it would have been nice to have the mmr still up.

    because I would always face new players with Hag, and it was just painful seeing game after game how they didn't know what they were doing. Also, the new playerbase was probably suffering in the extreme, and the team at BHVR that focuses on the moneymaking side probably said, "this is not a good thing, no matter what the balance team says".

  • I hate that console players have no idea I'm trying to coordinate before the match starts. No keyboards... and not to mention, one of my favorite things about this game is the end game chat where I'll meet really interesting people and talk in depth about issues we see in the game.

    Edit: I haven't found the setting to turn of cross play yet...

  • @Roobnus said:

    Just do bones, it takes literally 0 skill.

    you're absolutely right; there's no skill involved. Finding all five totems is just pure luck (luck is also involved in if you bring a perk to combat NOED because you might never see NOED with something like Small Game equipped and you might see it as soon as you take it off) with no regard to how skilled any of the players are.

    And that's exactly why people get annoyed with it. The "counter" is not skill based.

  • @TotemsCleanser said:

    I absolutely despise NOED, it's by far one of the killer perks I hate the most, I feel it rewards killers for failing at their task.

    That's why I do totems. I encourage you to do the same. The feeling when the match ends and you see that you removed that perk from the killer's hands by destroying all the totems in the map is one the most satisfying feelings in this game in my opinion.

    i just feel disappointed when I see we (survivors) have prevented NOED from activating. It's just a whole.....oh...I feel bad for the killer.

  • @Masochistic_Killer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1530312#Comment_1530312

    Best map, on both sides, easily my favorite. Tumbleweeds, dead piano player, corpse picking buzzards, what's not to like? Well, basement placement sucks when it's in the corner but other than that. As survivor, killers never check the room in the saloon that has no doors and only breakables, free heals.

    Horrific gen placements, breakable walls, useless sounds that don't A. add to the ambiance and (more importantly) B. don't have any gameplay functionality (eg. crow bombs). What's to like about the map?

    Edit: ...and frustrating collision (eg. among other things, clothing lines and clothes above me acting as hard objects and blocking attacks). It's third from the bottom in terms of bad maps.

  • For both killer and survivor, it's Disturbed Ward, hands down. It used to be Pale Rose until the devs shrank it.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526744#Comment_1526744

    A question remains: old insta heal=old syringe or old insta heal= old styptic or both?

    I like the bottled time of the styptic now but I would rather not have 2 stage insta heals again, because it has too much impact if it is stacked.

    Yeah, the 4man swf experience was insane. Pure bad luck I guess. Critical failure incoming!

    I was not as bad as with solos but still bad. I was not as good back then as killer, so maybe it gust gave me lasting nightmares.

    Your concept is better, but still flawed. What about Wraith, Nurse, Myers or Pig who often lose their chase. It would be quite annoying to see Survivors still using it in chase

    Even if we're talking about hit-and-run type killers (Nurse excluded because she doesn't care if people insta-heal or not as long as she can keep track of the survivor), I've found the current insta-heals much more annoying than the old ones.

    Currently, if I'm committing to an injured survivor, I'm doing so to down him/her, and all the information I have is telling me that this is true. Two things might then happen: I don't see the survivor use the med-kit or I do see the survivor use the med-kit. In the former, I might swing at the survivor and expect a down and then not get one or suddenly find myself in a chase with a fully healed survivor instead of a different survivor who is still injured. The expectation is the real source of frustration for me. If it was like before and I saw the survivor insta-heal in front of me (loss of momentum), I would know that I would at least get a hit before abandoning the chase. That is not guaranteed now.

    If the latter of the two scenarios happens, I'm often left with a decision of "Do I hit the survivor ASAP or do I not hit the survivor for 8 seconds?" which is ATROCIOUS game design. No killer should ever be forced to make that decision.

    All of this culminates to: insta-heals should be used outside of chase only, which minimizes the effect of immediate frustration on the killer. For killers that tend to lose chases, having more healed people taking surprise attacks shouldn't be too much of an issue, considering that healed survivors will just put themselves back into a more dangerous area ripe for another free hit.

    I do not like insta-heals as they are now, and I didn't mind them nearly as much as when I faced solo players using them. SWF comms has always been and will continue to be a major issue, but that should be dealt with separately first before balance around SWF comms comes for everyone.

  • his roar is stupid. It makes me laugh, and I can no longer take Hillbilly games seriously, which I would love to do.

  • @Psykoala said:

    As a Huntress Main, I also noticed that the hitbox of Survs is not exactly on their visible body, but more like a standing box. Even when survs are running, the hitbox seems to remain a standing one, which is why hatchets will hit them clearly behind their back, but will go through them while running on the face without landing a hit.

    On both sides, this sometimes looks and feels really stupid. I wish they'd put more work into that.

    survivor hitbox is a sausage. Hatchet hitbox is a sphere. Lag also happens.

  • his power now requires negligeable skill, yes.

    I don't like the Franklin's Demise change either.

    Leatherface was never OP, and windows will still always be your best friend against this killer.

  • Play as normally as possible, and keep in mind that one survivor is significantly less likely to be nearby you because he/she almost always knows where you are. Use that to your advantage, and when you build up pressure, either through slugging, staying near multiple hooked survivors, or whatever else, try to identify where the OoO user is.

    The main takeaway: Your job is to use the knowledge from OoO to prevent the obsession from doing any altruistic actions.

    There's little you can do about keeping an OoO user off gens unless you just want to chase that survivor for as long as that might take, so always take into account that there usually comes a time in a match where teammates are more important than gens.

  • I mean, yes, we can fix moris, and with a prerequisite of a survivor needing to have wiggled off before being mori'd, this whole issue would go away, but "can" and "will" are two very different words. And anyway, "we" can't do anything. We just have to hope the devs make the right decisions (*cough*unlike with Billy before everyone yelled at them*cough*).

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526484#Comment_1526484

    I'm sorry to hear about these queue times. Usually I have very short times.

    But insta heals are no solution to tunneling or long queue times. It is only one more thing that would be abused.

    https://forum.deadbydaylight.com/en/discussion/comment/1526585#Comment_1526585

    Oh, I also saw Solos doing this stuff. A well placed insta heal can turn the game. I've seen many diffent versions of these plays. They were all cancer.

    a poorly timed miss on the killer's behalf can turn the game as well. Anything regarding dealing damage / not doing so is very critical when it comes to DbD. (Edit: solos couldn't have caused that terrible experience you describe)

    I hate that I can't just have a signature at the end of my posts automatically put there so I don't have to retype my stance on instaheals everytime I make a comment.

    I BELIEVE THAT:

    Instaheals should come back to DbD as only useable outside of chase with the same effects as they had prior to their most recent changes. This ensures no frustration for the killer during chase or immediately after downing survivors (unless the killer isn't paying attention) and encourages survivors to use instaheals as a quick, perk-me-up item rather than as a killer-survivor interaction item. Perhaps instaheals should force a skill check at the beginning of the heal to prevent being used for a one-tap.

    -Kind_Lemon

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1524286#Comment_1524286

    BBQ has counters that you don't need to equip specific things for ahead of time. Be within 40m of the killer when they hook, hide in a locker, or try to hide your aura behind a gen.

    OoO requires a killer to either be undetectable or inflict blindness on the survivor. On top of that the Killer also has no way to know in the lobby if there's a OoO survivor so if they fail to bring anything to counter it they are out of luck.

    That's also ignoring how mediocre blindness is as a status effect outside of countering OoO and how most undetectable perks are short durations and conditional activations that won't actually help you against the OoO user. And even with the killers with innate Undetectable only two really have any good shot against OoO (wraith and ghostface). Pig has to be crouched and moves much slower that way. Myers has to be in T1 so outside of a scratched mirror build on an indoor map you won't be in T1 for long. Demo only gets a short undetectable status effect after teleporting to a portal.

    no. you don't understand. Ever since the devs decided to throw tier on Myers in the dumpster with the unnecessary, uneeded, boring as all get out, "Undetectable" ****, it is HELL to play any Tier I Myers build against an OoO user.

    Everything else besides your comments on undetectable is meh. It seems like you understand the game fine, but the nuance and spirit of the design and actuality is lacking imo.

    I quite enjoy OoO as a solo survivor who isn't all that great in chase (Adept Laurie was BEST adept achievement; it got my heart racing so much), and I don't mind it too much as a Hag player. The only issue with OoO is distance gain and SWF, the latter of which is NOT an issue with OoO, but with the larger problem of SWF comms.

  • You have a Spirit issue and not a Stridor issue. I only use it on Huntress so that I can hear survivors ever so slightly even when they have Iron Will.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515396#Comment_1515396

    So you suggest that I as killer should get punished if survivor X is cocky after being unhooked and wants me to hit him so I "tunnel"?

    Because this would be happening if you would implement such thing. People would abuse it similar to DS.

    No thank you.

    The old insta heal was cancer. I had a 4man swf once. I had the old dying light. I was chasing the obsession and when I got her and did the wiping animation, a mate was there and healed her. Repeat 3 times. Then I picked her up and got DSed (the old one). I just wanted her dead, but a mate blocked her once and then again with MoM (also the old OP version) and again.

    This was the only match I dc'ed as killer. Ever.

    I hope now you understand that the old insta heals were cancer.

    hmm, sounds like a bad time with SWF abusing mechanics and not because of the nature of solo survivors.

    So, #nerfSWFability and #don'truinthesoloexperience

  • @Axe said:

    the overheat was to prevent face camping with chainsaw and rev spamming. Hillbilly is a snowball killer of course he has good potential. Learn to play around his chainsaw its not that hard, just play safe and dont greed loops to much

     I'm pretty sure this wasn't stated to be the reason, but it does affect only this part of his power in addition to killers who just like to try curves without caring if they're being effective or not. In short: it was a nerf to more casual, YOLO fun and an educational update on teaching killers how to camp better.

  • auto-aim would guide your hand to gain hits that might otherwise miss. The effect that is present in DbD ("aim dressing") only serves to make hits miss that should otherwise connect and make playing killer frustrating for....oh, wait, nvm. I'm receiving word that it's meant to ensure that any hits that connect that don't look like they do are tinkered with to look more believable.

    I would love an option to turn it off, mainly because I have had my camera whipped around so many times and then NOT gotten a hit because the game decides to then cut my lunge short as soon as the aim dressing registers as "triggered". I pull back / move away from the survivor when I know a lunge should hit quite frequently, so "aim assist" makes me miss fairly regularly given that it prevents me from finishing the lunge and correcting for any movement errors I made during the beginning.

  • @Reaver_Raziel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1519779#Comment_1519779

    A mod mentioned that they had been in a meeting yesterday and she was basically informing us while the meeting was going on that they had registered errors or something like that. And following that made adjustments, so hopefully its only upwards from here. They did say that they were still looking to fix tune some things but hopefully the worst is over.

    it does seem to be working significantly better from the matches I've played so far.

  • @Bowls_of_Chili said:

    https://forum.deadbydaylight.com/en/discussion/comment/1519782#Comment_1519782

    I'm a sucker for sound design and thematic stuff on killers. Hillbilly's new chase track is really cool in my opinion just because they managed to incorporate a sort of chainsaw revving effect into it. That's why I main Pyramid Head in fact, because his sword dragging over various materials is really cool in my opinion. Not to mention he's one of the few killers I can play up in red ranks and have a decent shot at a couple kills a match.

    same, I'm super invested in sound design on killers, but I'm much more interested in sticking with the theme of the game rather than forcing each killer be their own "thing".

  • it's not just no mithers

    I've had survivors using this kind of strange movement and lag to their advantage that were not no mither users.

  • @Bowls_of_Chili said:

    https://forum.deadbydaylight.com/en/discussion/comment/1519249#Comment_1519249

    I have no issue with the Minecraft nausea effect actually. I just don't enjoy Nurses fatigue animation. I feel it could be improved thematically, while maintaining the same chase lengthening effect. Much like I how I enjoy "new" Hillbilly simply due to all of his new sound effects and chase music.

    oh lol, I hate him because of it.

    Edit: he sounds comical/stupid, and I don't want to be laughing at a killer / thinking about whatever else I want to when I should be putting myself in a tense, life-or-death situation.

  • @Reaver_Raziel said:

    I mean it might for some, my matches got harder the more I won, and when I lost or got a draw or just had a very hard match they got easier to an extent. I know some are having terrible match making but its really not all. My biggest worry is that they just let the new people without ranking start without any mmr(which they said btw). And the system just placed them wherever the biggest queue time was (because it considered them filler players)....which was red ranks.

    But I hope that rankings get sorted out with enough play time. This definitely hurt the game, considering it has taken its first big dip in months recently.

    yes, the new player worry is REAL.

    Maybe you've just been lucky with the MMR or maybe they've already done some back end stuff to fix it. I've seen improvement since I first noticed the trend I point out in the post, but I don't know if that's because of something inherent to my opponents or because devs corrected the MMR.

  • depends on what killer you meet in real life. Some are lumbering and might be surprised you've disappeared from their lines of sight for a moment, resulting in a miss. Others, you 100% shouldn't be able to 360 (e.g. Tier III Myers. Spinning him just makes everything so much less scary).

  • @BlackMercury said:

    If the trails did not have any effect besides torment, then they would be useless against people who are tormented, they could just clean up all the trails they see. The killer instinct effect doesn't do much but it at least gives you some map knowledge, and can be used for tracking around loops. If it were a loud noise notification, that would just be annoying. I agree though that the killer instinct duration addons are pointless, and giving them aura reading would be a good way of improving them.

    I would much prefer a -3% hindered effect and a more audible/repeatable audio sound (for tracking around loops) for survivor interactions with the trial than the killer instinct currently. I dislike that killer instinct is something that no survivor can avoid once triggered, unlike auras and many types of sounds produced by survivor interactions. I also dislike that the only thing I can use the trails for is killer instinct. The entire design seems geared toward preventing survivors from interfering at all with the killer's ability, and that comes at the cost of potential power, and I'm not a fan of that.

  • This is a more thorough version of another post (that should belong here but isn't).

    From the trends reported by all players and gathered from my experience, it seems that the better a player performs in a match, the worse the opponents will be in the next match. The reverse also seems true. Of course, appearances aren't everything, but when I've changed my playstyle with only one killer and seen myself do better while my opponents drop in rank and skill, it's hard to believe that this is not the case.

    So, here's a short video with just the title of this post for those who like watching instead of reading:

    https://youtu.be/U-MzftAbps0

    Also, I can completely support the words the developers said about there being a starting estimate of MMR for each killer and all survivors, because my matches certainly felt appropriate before I witnessed the drop from red ranks to brown ranks in all of the killers I've played since the MMR release.

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