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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • I think it may be a visual bug. The survivors I faced with Insidious didn't mention anything about my terror radius.

  • #revertDevourHope and #reverttieroneBL

  • I'm not liking the change to how items are kept by survivors at 0% charge.

  • @browalker15 said:

    Huntress needs a second iridescent add on like the other killers and a good huntress with iridescent head is frustrating to play as a survivor. So here is my initial ideas for huntress's iridescent add ons.

    Weapons belt: this belt forged in the fog gives everything a killer needs to hunt their prey.

    - Grants infinte hatchets to the huntress.

    - Has a cooldown of 5 seconds before the huntress can begin to charge another hatchet.

    Iridecent Head: a glass like hatchet molded from the fog itself. The blade is warm and reverberating with The Entity's power.

    - When the huntress hits a survivor with her hatchet, survivors aruas are revealed for 4 seconds across the entire map.

    - Has a cooldown of 30 seconds.

    downvote

  • @Astinate said:

    There's no reason for this game to have such an unbelievably length grind process so my suggestion is to give a token for each hook and unhook for each perk. Which means you can get up to 6 tokens on WGLF and up to 12 on BBQ. It would make things a lot easier.

    downvote

  • This is more of an issue with SWF breaking the game balance and enjoyment than OoO. Please direct your frustration at SWF rather than OoO if you would <3

  • cough Tier one Myers should be immune cough

  • @Ohnoes said:

    This would make perks centered around being downed useless.

    as in...? Unbreakable is still powerful in allowing survivors to get out of a dangerous situation, Knockout is still powerful in preventing slugs from being picked up as quickly, Deer Stalker has more of a use in finding survivors who want to get the game over with quickly, and Tenacity is just as situational as it is now. I'm unsure what issues you see in allowing dying survivors who have not been moving for at least a cumulative 60 seconds at some point in the match to expedite their ultimate demise.

  • I enjoy using it and find it very useful in certain scenarios that involve gaining distance on a small terror radius killer. idk what you mean by "horrible".

  • umm...you don't really specify the majority of maps you're talking about, which makes it harder for people to know what you're talking about. Including a few more names would really help make your feedback stronger!

  • Yeah, but if it's A. right before a survivor advances a hook state or B. end game, it's always better for the survivor on the hook to have an unsafe unhook than no unhook at all, especially if the person unhooked has DS or Unbreakable.

    Unsafe unhooks are not inherently bad.

  • There are several drop points on the top floor that lead to (nearly) right above the windows, so if you get to know the upstairs better and the connection between the two, you'll be able to deal with survivors significantly more effectively.


    I love playing on Disturbed Ward. The only part I dislike about the experience is the gameplay once the exit gates are powered. Then it becomes a not-so fun map, but that's true of many maps.

  • What you need is this change:


    Survivors in the dying state no longer have a life bar. Instead, after remaining in one place on the ground for 30 or more seconds, crows will begin to land on a dying survivor's body. A new crow will land every 10-15 seconds. After there are 4 crows on a dying survivor, a murder will descend from above to consume the survivor alive. A killer or survivor running within 4 meters of the survivor will scare all the crows off. Crows will immediately begin landing once the disturbance has left.


    Best solution imo because it fits the horror atmosphere of DbD while allowing enough time (60 seconds minimum) for killers to find a survivor that has given up.

  • @Milo said:

    Is he better after the changes? Obviously.

    But he's not over powered.

    "better" is a subjective term if no qualifiers are given, and I would say that my enjoyment in playing him after the changes is significantly worse. I sincerely despise the chase music, and I'm not a fan of the static blast over the passive gain of madness either as a survivor or as a killer. I would take back "old" Doctor in a heartbeat.

    But, no, he's not overpowered. He still suffers mildly from the weakness a number of killers can suffer from: so-called "map pressure".

  • @PigNRun said:

    They certainly screwed up a bit with this change. White Ward rewarding you more for dying than escaping, Survivors not gaining enough BP per trial to upkeep the use of an add-on, despite being able to get add-ons during matches they still have to rely on chests which are RNG on top of RNG on top of RNG, and so on.

    I vaguely remember a Dev/Peanits/someone saying it was done for consistency with Killers. If it isnt, then my memory has failed me, but I see no other explanation for it. If it is, it was poorly implemented and proves once again that "fixing" something for the sake of consistency leads to bad results.

    I'm so happy to have finally seen signs of other people believing that DbD developer changes solely for "consistency" are usually poorly implemented or just bad ideas.

    I think survivors should retain add-ons upon escape for many reasons, most specified in this thread. I do like the direction of @CheersTC 's suggestion.



    And as always, when it comes to "consistency" changes, I will never forget:

    #tieroneDH and #tieroneBL

  • If the Overcharge skill check is already on your screen before you let go, if you let go then, you'll fail the skill check.

    But, yeah. Not having the last-second healing skill check be infeasible to hit would be great.


  • @RobMeister88 said:

    OP is either low quality bait or some bby survivor who needs to git gud. Either way, no one should take OP seriously.


    *blink* I just looked at the OP again and was surprised by how not cohesive it is. Was the original post always like that? I seem to remember something different there before... HMMM. Must just be my imagination ๐Ÿ˜…

  • What I wouldn't mind is an additional modifier slowing down Exhaustion recovery inside the Terror Radius. But I agree with @Onyx_Blue

  • @EntityDrudge said:

    He is fun to play against and not extremely easy to win with. I was the last only to escape the other day and it was intense wondering if I was going to get shot in the back before I could get out haha

    I would like to just say that there are several ways that should all be viable to play survivor ("He is fun to play against" is not objectively true), and while it seems your preferred gameplay consists of outwitting a Deathslinger's aim, mine does not. Sure, I can dodge and attempt jukes, but most times, I would much rather not be in that chase in the first place. However, I am often forced by the nature of this current state of DbD to pressure gens as much as I can to the detriment of my fun and personal safety if I have any desire to escape the match alive without using powerful perks, top tier chase techniques, and impactful items/add-ons.

    I never have a good experience against The Deathslinger, in short. I have no fear of him, just resignation and annoyance, and that's something I would rather not feel. I would love to have that experience of being on the edge of my seat not knowing if I'll be shot or not. I do not have that feeling currently, and I'm siding with the group that wants to change The Deathslinger to keep the aspects you like while giving me back the feelings I should have in a horror game.

  • I would suggest either bringing in something like Detective's Hunch, Small Game, or a map with the appropriate add-ons to avoid Hex: Devour Hope as much as possible. My condolences for the dismal experiences.

  • I think it should just activate when a killer is within 28 meters. I also think it should have a fifteen second cooldown between activations.

  • If a survivor isn't moving away from an objective after being downed, and he/she has no other reason to sit still (eg. the game went so badly and everyone's just given up), it's safe to assume a survivor has Unbreakable. Also, tenacity is usually a telltale sign, but not always.

  • There are simply not enough low rank survivors to fill up your lobbies, so DbD tries to give you a game any way it can by dragging in players from other rank tiers.

  • Just fyi, I'm not passing judgement or anything, but looping is made possible because survivor hitboxes are slightly smaller than killer hitboxes, which means that any time a survivor makes a turn around an obstacle, it takes the killer more time to catch up to the survivor than if the two players were out in the open around no obstacles. Looping effectively minimizes the faster movement speed inherently given to killers. That's why it was possible for survivors to endlessly loop a Hag using Scarred Hand before the Hag adjustments. She was 101% speed, I believe, and because of hitboxes, she couldn't catch up to any looping survivor.

  • I don't find him fun to play against for those exact reasons plus an unnecessarily small terror radius, but that doesn't make him overpowered, just badly designed (imo). I'm sure plenty of people have fun playing as and against him. I am not one of those people. tbh, Deathslinger is the first killer to actively make me want to d/c, which I never condone doing.

  • @Lexilogo said:

    If I'm understanding this correctly, the suggestion essentially is that Generators should have a "minimum repair progress" bar early on in the gen's progress. When Survivors start working on the gen, based on the number of avaliable generator sides for Survivors to work on, they have a timer to fill up that "minimum repair progress" otherwise the gen explodes and resets to 0 progress. Unless Survivors bring as many of their friends as there are generator sides or bring a toolbox, the gen is impossible to properly begin repairing.

    I don't agree with this at all. I'll just start listing the problems as I think of them:

    • Toolboxes would become essentially mandatory for Survivor play
    • If the Killer immobilises/incapacitates even one Survivor, including through means like currently chasing them, them being busy healing or dealing with game slowdown killer mechanics, having them downed, hooked, dead, or they DC/suicide on hook, several gens on the map immediately become impossible or near-impossible to repair without toolboxes. If the Killer is doing their job, this should be true for the majority of the match's duration.
    • Discordance would immediately become the next Hex: Ruin. Combo it with Surge so you can easily reset the progress of the gen back to 0 quickly, and you can easily force Survivors to go through the process of removing the minimum repair gauge AGAIN
    • Regardless of how many Aura reveal perks solo survivors equip, they can't force dumb teammates to actually help them with gens. This would essentially make it so Survivors will have to rely on either emblem point farming or the hatch to rank up decently
    • You like being an immersed toolboxer, trying to actually stealth around the Killer instead of cockily looping them and not caring about their atttention? Your playstyle isn't allowed to exist anymore, sorry. (well, I should say: if you have a box, you CAN repair gens by yourself but your abilities are vastly limited via this suggestion and you screw over all teammates who aren't bringing a toolbox. I think I'm more trying to say that Survivors should not be forced to group up THIS much and it's okay for Survivors to want to be lone wolves and say "no, I'll do my job and leave the rest of you to hopefully do yours, I'll show up if you need help")
    • If a Killer gets a 3-gen wherein the three generators haven't already bypassed the minimum repair window, the Killer just wins. If the Killer is a competent Hag, they can basically assure this will happen and just sit comfortably in Badham Preschool, laughing at the Survivors repairing gens across the map that think they stand a chance.

    Sorry to be so hard on this idea.

    In case the wall of text was too intimidating: The min req is a one-time thing, and due to the way trials progress, is sure to support a diversity of playstyles while balancing the reward of bold plays to the rest of the survivors with stealthier plays.

  • Yes, **** Yamaoka @jellybird

  • @Auron471 said:

    Well, another thought i had, was to make to so that survivors have a bonus for working with other survivors. But if they do a generator alone, they repair at 85% speed. working with 1 other survivor will increase the speed of both survivors to 95%. 2 other survivors will be at 105% speed.

    Prove Thyself would need to be changed though.

    While I like your idea in principle because it forces survivors together (as should a horror game of this type), I like my idea better. Visit: https://forum.deadbydaylight.com/en/discussion/144182/on-generators-addressing-preliminary-repair-interactions for one tasty idea.

  • @PlaysByShady said:

    I don't believe any of the other killers who have cooldown on their ability go through the cooldown and stun, they just take the stun. The Nurse is already hit hard enough in having a fatigue, and then on top of that she has to wait for her blinks to now recharge. Adding a stun animation on top of that (instead of replacing the fatigue) just makes it unbearable.

    Yes, the Blink recharge is unfun and unbearable most times. The stun, however, is one of the very few ways to punish a good Nurse, and so I propose it stay. #removeblinkrecharge

  • @Lexilogo said:

    If I'm understanding this correctly, the suggestion essentially is that Generators should have a "minimum repair progress" bar early on in the gen's progress. When Survivors start working on the gen, based on the number of avaliable generator sides for Survivors to work on, they have a timer to fill up that "minimum repair progress" otherwise the gen explodes and resets to 0 progress. Unless Survivors bring as many of their friends as there are generator sides or bring a toolbox, the gen is impossible to properly begin repairing.

    I don't agree with this at all. I'll just start listing the problems as I think of them:

    • Toolboxes would become essentially mandatory for Survivor play
    • If the Killer immobilises/incapacitates even one Survivor, including through means like currently chasing them, them being busy healing or dealing with game slowdown killer mechanics, having them downed, hooked, dead, or they DC/suicide on hook, several gens on the map immediately become impossible or near-impossible to repair without toolboxes. If the Killer is doing their job, this should be true for the majority of the match's duration.
    • Discordance would immediately become the next Hex: Ruin. Combo it with Surge so you can easily reset the progress of the gen back to 0 quickly, and you can easily force Survivors to go through the process of removing the minimum repair gauge AGAIN
    • Regardless of how many Aura reveal perks solo survivors equip, they can't force dumb teammates to actually help them with gens. This would essentially make it so Survivors will have to rely on either emblem point farming or the hatch to rank up decently
    • You like being an immersed toolboxer, trying to actually stealth around the Killer instead of cockily looping them and not caring about their atttention? Your playstyle isn't allowed to exist anymore, sorry. (well, I should say: if you have a box, you CAN repair gens by yourself but your abilities are vastly limited via this suggestion and you screw over all teammates who aren't bringing a toolbox. I think I'm more trying to say that Survivors should not be forced to group up THIS much and it's okay for Survivors to want to be lone wolves and say "no, I'll do my job and leave the rest of you to hopefully do yours, I'll show up if you need help")
    • If a Killer gets a 3-gen wherein the three generators haven't already bypassed the minimum repair window, the Killer just wins. If the Killer is a competent Hag, they can basically assure this will happen and just sit comfortably in Badham Preschool, laughing at the Survivors repairing gens across the map that think they stand a chance.

    Sorry to be so hard on this idea.

    No need to be sorry about being "hard"; I appreciate the most critical feedback I can get. It helps me improve my post by leaps and bounds more than someone giving no reason or even simply ignoring the post. I'm grateful you took the time even to read it and then respond. In light of your points, I have changed some of the numbers to be more lenient (solos can start on a two-man gen, two survivors can start a three-man gen, etc.)

    (One caveat before I begin my response: I vehemently oppose all regression perks other than Overcharge & Lullaby and actually wish that regression of generators behaved much differently than it does today. imo, it's the root cause of stealth play not being as viable as it once was. I'm in the process of making a slideshow about that, but that's not going to be ready for some time)

    Anyway, with that out of the way, I'll start with your point (#2) about the Killer ensuring at least one survivor is downed at all times.

    Yes, I acknowledge that in almost all high ranked matches, a killer will be downing survivors rapidly, preventing as much as possible the "gen rush" of survivors sitting on generators with nothing else to do. I will take this to be the case for all matches for the purposes of this point's rebuttal. Typically, a match will begin killer survivor interactions as follows: a survivor runs (to a gen or out in the open, it doesn't matter) knowing that he/she should get to a generator as fast as possible. The killer spots this survivor and the survivor spots the killer. A chase ensues. The other three survivors are (hopefully or unfortunately, depending on POV) all sitting on separate gens. If the survivor first found is good, he/she will avoid going near the generators undergoing repairs until the chase ends. At this point, perhaps two or no generators have popped and one survivor is downed and subsequently hooked. Survivors now must either choose to finish their gens or leave to go for the unhook. Someone then dies, for whatever reason. If at this point, a minimum generator requirement was implemented, it would be practically impossible for the survivors to manage properly. That's the live situation.

    What my suggestion and implementation would do: Since survivors would know that they can't exactly risk being in a chase immediately given the possibility of being unable to start initial repairs on a generator, hopefully that initial phase will become less mandatory and survivors who don't want to be found first won't feel compelled to rush out. Survivors who are confident in their abilities to be chased can still do so and be personally rewarded in terms of emblems and bloodpoints, but it's less useful to the other survivors. Here's the first difference: being bold as a survivor is no longer a team move at the start of a trial. It becomes more useful to other survivors once time has passed. Let's assume that the same events happen as did in the above situation. A survivor is now being chased and is avoiding generators undergoing repairs. The other three survivors, however, cannot operate at maximum efficiency. They first have to find another survivor (if not find a solo generator) and complete the minimum requirement. Once that is done, what should the survivors do next? Split up to avoid the penalty? But they're already both there, and most likely another survivor would have to be found in order to even begin progress on another generator. Perhaps the survivors decide that it is best to leave the generator and find another generator to get the minimum repair requirement out of the way for their future time in the match. If the latter occurs, when the survivor in chase goes down, there aren't several generators about to pop all at once. Instead, time was taken by the survivors to make sure that as many generators as possible could be worked on later on by a single survivor if the need arose (because once a gen's minimum is passed, survivor and generator interactions should be as they are on live).

    If a killer has managed to down survivors rapidly enough that the survivors have not already ensured that any generator can be repaired by a solo survivor, the survivors not in immediate peril must prioritize between altruism and objectives, which should create intriguing tension. If a killer is doing well enough to get a chain of downs before any generator undergoes repairs, then a solo survivor without a toolbox will, yes, be benefited most by rescuing a survivor and working on a gen together to bypass the minimum, ignoring the survivors in need for a moment. However, if a killer is getting downs that fast, everyone is doomed anyway most would agree.

    This brings me to your first point: (tbh, I was still mentally operating off of the toolboxes as they were before their most recent changes and forgot that the added toolbox repair speed will easily circumvent the parameters I have just put in. I'm still not sure how to reconcile that. Maybe it'll be okay? I'm going to have to think about it.) While toolboxes might be able to stand in for a teammate when trying to bypass the minimum requirement, that is no different from the live version's potential and so couldn't possibly make the game any worse than it is now. I see Bond becoming much more prevalent than toolboxes, but I suppose we differ on that. I can't be sure until I see this idea implemented in a PTB for testing because I have very little idea as to how survivors will react to that.

    About Discordance (Point #3): I dislike the perk, but this is not that discussion. Perhaps it would be necessary to put a maximum range on the perk and have that be the requirement that changes with tiers rather than having the perk get worse as it grows in rarity. About the other part of this point: I thought I put in the slideshow that the minimum requirement was a one-time thing and would, as such, only affect early to mid game, when generators are still being touched for the first time. A generator would never regress below four charges so that survivors would never have to go through minimum requirement on the same gen twice. I should have better explained this in my presentation, so this point is a result of my lack of communication.

    About Point #4: Teammates will forever ruin any change this game implements in an attempt to bring balance. There's not much anyone can do about their teammates other than try to identify issues early on and be prepared. Mainly, I would expect said "dumb teammates" to want to experiment more with aura reading perks like Bond in order to become less of a burden to other survivors. It should be somewhat harder for people who aren't as savvy as other survivors to rank up, so hopefully there will be less survivors that do nonsensical stuff as rank goes from brown to red.

    Point #5 is a point I want to handle delicately, as this is a playstyle I prefer immensely. I've recently been put into many games where I've been forced away from that playstyle and am required to boldly rush gens or face the wrath of Pop. The whole gen regress meta has been ruining my survivor experience in DbD (also Deathslinger, but he's for another post). I made this suggestion in order to allow for the exact kind of playstyle you mention (while not restricting a bold playstyle, if that's what you like).

    If you bring in a toolbox and set your mind to work on a generator alone and another survivor does not have a toolbox, that survivor will require your help to start a generator and will most likely seek you out. If neither survivor has a toolbox, then both survivors are inclined to seek each other out and stick together (as it should be because splitting up in a horror movie without the right tools is DANGEROUS). If you want to say, "** ** you, teammates. I'm going to go be a lone wolf!" Go for it. You shouldn't be hindered from doing that other than in the early game, when perhaps it is less important to do that. Bring in the tools to run your playstyle, and there should be nothing to stop you. (I support the push to make items more valuable for survivors). Showing up when people need help is only mandatory once per gen, and not even that many times if there are multiple other competent survivors.

    About your last point (#6): I play Hag. I smiled at this. Yet, also, I smile at the four survivors running Urban Evasion who manage to get significant progress done on a gen, several charges past what would be the minimum, when I turn away for a moment to briefly patrol. I'd have to see the situation in action to know how to respond to this point.

    If you have any further objections, I'd love to hear them, especially because now I know what parts of my proposal cause misunderstandings.

    I really enjoyed responding to you. ๐Ÿ˜ŠThank you for your comment! Best of Luck, @Lexilogo .


    P.S. this is a prime example of a wall of text. Feel free to use as you see fit in context.

  • @Mandy said:

    I think most decent survivors will split up anyway at the start of a match, and it doesn't take very long to get to a generator or find their way around the map. That's why I'm not sure about the changes to generator speeds in the PTB, as it's doing to discourage survivors to do gens together, which means that you have all 4 survivors spread out around the map, all working on a generator each - so even when chasing one, you're losing 3 gens.

    I do agree that the early game needs some attention, because it does get demoralising when you get one down and 3 gens instantly pop despite the fact you had a good chase and did well, obviously this is dependant on what killer you play, HillBilly for example the chases are much shorter.

    It's why I tend to use Corrupt Intervention as one of my perks on some of my killers now, just to help with that early game pressure.

    edited to add: I actually wouldn't mind Corrupt Intervention being baseline in some way.

    What you need instead of perks or the current PTB adjustments is found in this slideshow (below), all rights reserved.

    Addressing Generator Speeds Solving the Issues of Early and Mid-Game Generator Speeds
  • I would like to make it so that in order to begin work on a generator, all available spots on the generator must be occupied by a survivor. A generator will not be able to be begun otherwise although any generator that has progress can be worked on by any survivor alone or in a group.

    i.e. a "bring help" message will appear above the bar before beginning repairs on any generator, and if a survivor can't do that, repairs can't be begun. That would be my preferred way of dealing with this "issue" and giving more use to the assorted shrouds.

    Edit:

    Addressing Generator Speeds Solving the Issues of Early and Mid-Game Generator Speeds


  • @Dzeikor said:

    Grisly Chains - Moderately decreases Repair speed of Survivors injured by the Chainsaw for 90 seconds.

    Rusted Chains - Survivors injured by the Chainsaw suffer from the Mangled

    Status Effect for 120 seconds.

    • Begrimed Chains - Moderately decreases Repair speed of Survivors injured by the Chainsaw for 120 seconds.
    • Survivors injured by the Chainsaw suffer from the Mangled
    • Status Effect for 120 seconds.

    These effects are really pretty much useless since the chainsaw insta downs a survivor and cant capitalize much on them,he has no m1 addons,how about give these addons effects to m1 attacks since there is next to no benefits using these addons on chainsaw hits ever.

    downvote

  • @PrettyFaceKate said:

    It's the remnant of the developing stage when this game was meant to be scary and, as such, Insidious would have brought the jumpscare factor.

    It should have been deleted a long time ago, together with a bunch of other stuff.

    downvote

    I like using Insidious and popping around corners to scare survivors who think I've left their item, their gen, their exit gate, or a combination of two of the three. Insidious camping isn't fun for survivors because the killer never feels safe enough to chase after survivors who have unknowingly stumbled into them, and therefore killers simply have to wait for the hooked survivor to die and forgo any chases longer than a few seconds. Rather than remove Insidious, improve the killer's ability to end chases quickly and decrease the killer's abilities to find survivors. Correspondingly, reduce the distance survivors can get on a killer when starting a chase and increase a survivor's ability to stealth in close proximity to the killer.

    That's not THE way to solve the problem you bring up, but it is a version to consider, for what it's worth.


  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200295#Comment_1200295

    Yeah because back then tiers did actually matter. Now they aren't that noticable, which is a good thing.

    While I agree that making Tiers of perks matter less in terms of the feel of playing against opponents can be good, I will stick by my statement that changing Devour Hope's effect on tier 1 was a mistake. I will still go through all the effort I can to ensure that all the P3 killers that retain tier one devour hope will continue to do so even after hundreds of bloodwebs.

    This is the private interest that motivates me to push for a separate perk leveling system outside of the bloodweb. My public interest is to make the "grind" easier for everyone who plays DbD. By not going through a bloodweb and simply being able to click a button that says "spend X bloodpoints to level up this perk?", players can attain the perks in which they are most interested first while leaving the unwanted ones for last (or never, even).

  • Were you using snares? If so, just spam snares when chasing a survivor so that the survivor can't loop. This applies to all looping survivors. If not, (still applicable even if so) committing to a 3 gen strat at the beginning of the game and not deviating from it was the most important decision you could have made.

  • @LemeTheMeme said:

    That's what the perk used to be, then they changed it. Honestly, I think it should just scale from 60/80/100 or even 80/90/100

    Yes, I am aware. They should revert the perk. I use Stridor III frequently on Huntress, and it completely negates any Iron Will user's grand plan. So, it makes complete sense that the 75% reduction is just as worthless as the 50%, which is often worthless.

    The devs changed it for "consistency" (along with Balanced Landing and Devour Hope*) and ignored the gameplay reasons the tiers were structured the way they were.

    *This change broke my heart. I hated how the devs decided to get involved in places no one wanted, rendering specific tiers of perks people enjoyed using just for the surprise factor completely useless in achieving that goal. I will forever support #tieroneDH and #revertDevourHope in the hopes that the developers will see the mistake they made with the perk and fix it.

  • The second most important thing to know about chasing survivors as a killer is in what health states are other survivors and where they are. That allows you to identify how many other survivors are working on gens and if survivors are taking time to heal. If they are, where have they been for the past 16 seconds. Was it an unusually fast heal with no medkits in any hands? Check suspicious lockers for Inner Strength users.

    The most important things as a killer to know about a chase should be known before the chase even starts. It's the answers to this set of questions:

    1. Where is the survivor in relation to me and how quickly can I reach him/her if there are no pallets or windows in the way?
    2. Where is the survivor in relation to locations in this map that can extend a chase? Is the survivor close or far off from these structures?
    3. How skilled has this survivor appeared to be in prior chases?
    4. (and perhaps most critical in your situation) Am I chasing a survivor around completed generators, unfinished generators, or neither?

    I'll just talk about this last point. If a survivor leads you on a chase around completed generators (the worst scenario), no survivors are being interrupted from doing generators, resources such as pallets are being lost that don't matter, and the survivors lose any fear that might have been in your favor. You always want to have chases around 1. Hooked survivors 2. Generators undergoing repairs and 3. Areas with pallets that survivors must return to at a later point in a match.

    If you don't pay attention to item 4 on the list above, you're guaranteed to have lost the game as long as the survivors aren't stupidly altruistic.

  • I've had the worst time with swings being stopped short before hitting the survivor. It's gotten so bad that I've started bringing in Unrelenting to combat the bugs.

  • That's not how Jigsaw boxes work. There's a specific key for a specific RBT in a box somewhere. Which box it is, no one knows.

    It's not RNG based off of each search.

  • Ormond makes my frames long for Macmillan, and I just dislike the map in general, and while I'm not convinced by the feasibility of your suggestions or attracted to them, it's whatever. Suggest away.

    About Swamp: It's been drained. That's why there are no lagoons of murky water. The only residues are the rivulets down the hills, assorted watermarks, and the small puddles in the mud that splash.

    What I need from Swamp is the distance fog that permeated all maps when DbD wasn't A. on this engine or B. wasn't on this engine version. It was at that point that the Pale Rose was my most favorite map in the game on which to play, mainly as survivor. When I played killer, I still enjoyed myself immensely. I've always supported the idea behind #revertPaleRose and #Swamp215, and I will continue to do so. Other than allowing for the killer to hit over more objects on that map and other than the above mentioned wishes to revert, I will not support many drastic changes such as your Swamp mires. I would, however, support slower movement speed for everyone who is traversing mud flats.

  • @Spectre13 said:

    Should have had all the survivors and killers have googly eyes like in Overwatch. Would have been amazing. The shrine joke is just...terrible.

    I think I might have thought it was at all funny if the perk was Kindred or Unrelenting or something in addition to three other perks.

  • I disliked Doctor as survivor before, and I dislike him now, only I find him less fun to play against. However, the current changes have made it so that I don't like playing as him anymore. In particular, the chase music turns me away.

    To your post: yes, the shock is a powerful ability. I am not going to say you shouldn't suggest changes to him, but the developers have recently decided that they want to make it nearly impossible to avoid chases when against a Doctor and have also made him slightly more powerful in said chases. It's an unfortunate truth, but entering and ending chases through preventing survivors from doing much else is the way everyone sees the game should be. I feel you, and I wish the Static Blast didn't do the effect it did, but it does. One thing I will miss from my time as a survivor playing against pre-rework Doctor was my ability to carefully monitor my madness meter and hide in lockers to accelerate its decay. In situations where I was one of a few survivors alive, this gave me good feelings of agency over my own survival. Now, I just hope the gens are done fast enough to ensure the Doctor doesn't have a chance. There's no more trying to be smart about it from me, and that's what makes me disappointed in these reworks.

  • Hide near hooks with insidious and down injured survivors is my suggestion. If your issues stem from SWF, then you're trying to solve a much bigger problem that doesn't necessarily have to do with healing.

  • I blame all my skill check misses on my low framerate.

  • Also, I thought I'd mention how boring it is to go to a generator *cough* top of saloon *cough* , realize there are no survivors around, but have to stop and break various walls to ensure that you can come back to the generator more quickly next time to interrupt survivors who are actually there. It's just tedious and boring because none of it requires any brainpower.

    @ad19970 said:

    I probably have to disagree to an extent. I actually like the idea of having a few really strong window loops, that become much less safe once you break the breakable wall. Survivors having a few safe windows in that case is fine for me. For example, all that the ironworks god window needs in my opinion is a breakable wall close by, so it still is as good as it is now when the wall is up, but once broken, it becomes much less safe.

    It also works in my opinion, since the new Dead Dawg Saloon map is one of the most balanced maps in the game in my opinon. Having some strong windows before you break the nearby breakable walls is a good thing and works, because most pallets on that map are mindgameable, and the map has a fair size.

    If all loops were counterable even without breaking a nearby breakable wall, then breaking that wall would either be useless or render the loop useless.

    Of course, it depends on the map. If the new map had more safe pallets, I probably would rather have one or two less breakable walls I had to break to make certain windows less safe. Therefore no map should have many windows that are safe until the nearby breakable wall gets broken. So they really need to be careful with their implimentation.

    One thing I am also a bit worried about is if the devs might go back to older maps that are already a bit survivor sided, and then alongside making more loops manageable, would also enhance certain loops and make them stronger, so the killer has to break the wall to transform the loops into what they used to be. I doubt they'll do that, but who knows.

    As an example, there's an enhanced T-L wall in the Saloon map, that turns into a normal T-L wall once the breakable wall is broken. It works on that map in my opinion, but I would be disappointed if they went back to older maps to enhance T-L walls there. What older maps need are just breakable walls added to some loops so that some of the loops become more manageable, most importantly the insane window loops of some maps, and nothing else.

    I would much rather have a drop off be added to the stairs above the window that would put a killer on the other side of the window OR just make the window one-sided by having one side be a ditch from which the survivors cannot access the vault, preferably blocking off the vault opportunity from the inside (eg. inverse Haddonfield windows).

  • Now, "like" is not the best term for my opinion. I appreciate the dedicated servers to prevent lag-switching, but most of the lag I end up seeing due to dedicated servers typically benefits the other party or teleports the survivor some distance away after I've hit or nearly hit him/her.

    My biggest qualm with dedicated servers has happened most recently, when the "aim dressing" combines with latency to cut my swings short and prevent me from connecting with a survivor. I've had it happen at most around 5 times per match, but it happens on a low level quite frequently. Additionally, the bug with Hillbilly where he is stunned but a part of the game doesn't recognize that and continues to play the chainsaw rev noise is a low-level annoyance. Regarding hitboxes and hitdetection, I've been more frustrated than ever in chases because I frequently get downed when it doesn't look like the weapon connected with anything at all. It's an issue of losing a health state before the visuals agree (or in many cases, never agree). The visuals should always come first and be consistent with the rest of the game. Visually pulling the survivor and killer closer together after successful hits doesn't really work, especially because most of these hit complaints arise near pallets and windows. This "trick" also makes survivors teleport backwards at times, giving the sense to players that it was the teleport that caused the hit while it was actually the hit that caused the teleport.

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