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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • I would like that (once other balance is done,) if the totem was cleansed, the speed bonus was not lost.

  • I'm a fan of Thanatophobia on Huntress due to how much I can keep my survivors injured. If you're looking for game-stopping slowdown, try Devour Hope or lullaby. If left for too long, those hexes can make games stagnate for a long while.

  • Killer music, terror radii, and lullabies are non-directional. Huntress' lullaby (not the perk) used to be directional due to the danger of her long range, but the developers decided to remove that aspect of her. (I've hated playing against Huntresses on most maps ever since then because of how I cannot discern between 40 meter lullaby and 21 meter lullaby. Perhaps it is my headphones, however, I am unsure.)

  • Lunge lengths are the same for all killers (except for Myers I and III), which I think is silly due to how poorly the visuals (the reason this post was made) often line up with the lunge animation. imo, shorter killers should have shorter lunges just like how our brains expect them to have so that I'm not left reminding myself that the game is playing tricks on my mind after every aggravating and nonsensical-seeming hit .

  • @SunaIIanu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1057921#Comment_1057921

    Is Leader worth running then because it only gives benefits for short actions? (would be 4 seconds less for a door, right?)

    Also, wake up says, that you will open the door faster, does that mean increasing the speed or reducing the time?

    Leader (unless you're planning to be healed by other players frequently) is not worth running ever since its numbers were increased to 15/20/25% from 3/6/9% and stopped applying to generator speed.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065348#Comment_1065348

    The problem is that it's actually in the killer's best interests - some killers more than others, admittedly - for the survivors to stay together in the same area most of the time, because it's easier to catch them and to monitor them so you can keep track of what each survivor is doing at all times. So rewarding the killer for forcing the survivors to split up doesn't make a lot of sense, since the killer actually doesn't necessarily want them to split up unless it's to stop them from healing.

    Yes, which is why my suggestion was to rework that game balance feature rather than retiring offerings. The times in the game at which it is beneficial for survivors to stick together are:

    1. For getting flashlight and pallet stuns
    2. Healing and unhooking
    3. Pumping out the last generator
    4. Taking hits for a survivor once the exit gates are opened

    However, for some strange reason, the main objective, generators, do not follow this convention of survivor gameplay (and to some extent chases depending on the chase location). This is in part due to inefficieny debuffs and in part due to the killer's ability to guard a stationary object to prevent progress.

    Killers benefit extremely from having survivors clumped up around one objective (unless it's a killer like scratched mirror myers on an open map). I think it's much healthier to promote gameplay that encourages survivors to be together and encourages killers to push them apart (on the whole, not in every scenario) due to the importance of interaction between players. I think it's poorly designed that the most efficient way of winning the game as a survivor is to avoid teammates until injured and split up to work on generators to abuse the fact that a killer can't realistically be in both places at the same time.

    In the current state of the game, I've never once waved at a survivor to come over here an work on my gen unless I was dedicating myself to getting a certain generator done to avoid a three gen scenario. I find that strange.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065321#Comment_1065321

    Okay.

    Unless you're also suggesting to remove the timer thingy then this is a nerf.

    And overall even if you did remove it i feel like it would be less worth to run it.

    Ah, sorry, I thought that was a given. My desire from having scarce bloodpools rather than none comes from mainly the hope that I can leave a blood pool in front of an obstacle and run away from it without leaving a bloodpool again for a short while. I'm much more in favor of giving false information (that if not used to make a hasty decision, can be thought through) to the opposing side rather than simply removing information all together. It's the reason I dislike how narrow the scratch mark spawning range is right now.

  • @Fibijean said:

    In my opinion, they don't need to be removed, just switched. The killer should have the power to make survivors start together, and the survivors should have the power to start separately, instead of the other way around, because as you pointed out, the current effect of shrouds is actually detrimental to the role using them most of the time.

    In my opinion, rather than switching the shrouds, it should be made so that survivors working together are more powerful than when split up so that when a killer is efficient at splitting up survivors in chases and such, the killer is rewarded.

  • +1 downvote bc I use them and like using them. Vigo's shroud gives me annoyance sometimes because of spawning options for the killer (eg. center of map), and other than it should hide the furthest generator's aura until the killer comes within 24 meters, it's a perfectly acceptable uncommon offering.

  • Latency and hitbox detection zones ill-fitted to the appropriate visuals.

  • @Milo said:

    It also makes little sense that an injured survivor doesn't bleed at all for a duration without a med-kit, which is how the perk works currently.

    You're saying in a game where you can get hatcheded, chainsawed, maimed and a couple of back rubs heal you up.

    This is a video game. It doesn't have to follow sense 100%.

    This game is most certainly not a logic zone, but there's a clear difference between appropriate suspension of disbelief as the world supports it and the removal of feasibility through nonsensical mechanisms.

    My argument is based on usefulness much more than logic, but it seems you've fixated on the portion of my post simply there to sand the edges of a change.

  • @Fenrir93 said:

    Just had a match with 4 survive with friends noobs running OOO. Couldn't mindgame one single time and they all escaped, most boring trash match of all times. Going to play facecamp bubba now. Nice perk by the way LUL

    it's not the OoO you should be complaining about tho... it's the swf

  • @Kind_Lemon said:

    yes. any inkling is better than what we have right now.

    also, if this is the case...

    #oldpalerose

  • yes. any inkling is better than what we have right now.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1056468#Comment_1056468

    I do hope you know that no one is going to notice this simply because it's a two month old sub-forum.

    yeah, but making new threads all the time clogs feedback, which I may end up doing anyway because of the reason you stated :/

  • @Peanits said:

    Balanced Landing could be used to turn some loops into infinites, which is something we want to avoid. Typically you wouldn't use the stagger reduction from Balanced Landing more than once in a chase unless you were taking advantage of one of those loops.

    As for Decisive Strike, if you have to wait a full 60 seconds, that's because you're tunneling someone immediately off the hook. The perk is designed to prevent that, so of course it's going to be very punishing. If you had chased someone else and returned, their timer will be almost up and you'll be able to wait it out in under 10 seconds. It's fairly easy to avoid.

    Borrowed Time, I'll let y'all debate that all you want. Again, it can be mostly avoided by not going for the same guy and instead hitting the unhooker. If you hit them before they get the unhook, you can hit them again right after they finish the unhook and you'll still have someone on the hook in the end.

    Are you looking into killer movement when falling and landing near objects to correct the amount of jostling and unwanted velocities that result? This would be one way to prevent loops such as those from being "infinites" even with a stagger reduction and would also give killer players the feeling of more control over the character when dealing with heights.

  • Yes. I hate dealing with the sprint burst on Balanced Landing. I'd much rather face survivors who have a stagger reduction. It gives me so much frustration to just see survivors zoom away to a non-trap zone when I'm playing Hag.

    I would push this change above most issues in the game.

  • @Oicimau said:

    I found it no fun, very easy, impossible for the Nurse to have a chance to get me. I just stopped running and let her hook and kill me, for the sake of the player.

    Just... no fun to play with her (was my main) and no fun to play against (back then i used to feel thrilled against her).

    Its just... sad, very, very, very sad. All Nurses players now looks like a rank 20 Nurse player.

    When she finishes the blinks, i feel "now im safe". Back then, "now i have to think fast" cause another blink was coming.

    Devs, look at all the feedbacks against, they are majoriry. The cooldown is much more a "let then down".

    Haha, were you playing against me, perhaps? The only games I've gotten kills in as Nurse since the changes was when a team decided to sabo and then proceeded to suicide rather than play the game, do gens, and escape.

  • I am not overly precise with The Nurse, and I tend to have a hard time tracking survivors post-blink. The previous no-blink-charges Nurse made up for that and allowed me to have fun. As of right now, I do not have fun playing Nurse, and I am regretting putting all of those bloodpoints into her to prestige and max out.

    The following post describes in more detail:

    https://forum.deadbydaylight.com/en/discussion/123474/about-nurse#latest

  • Nothing against your ideas, I'll give more of a proper response later, but for now:

    I detest the EGC's current implementation, and I don't like to support ideas that make it more present without scaling back the number of times it occurs.

  • Chase, hook, sabotage, and time efficiency mechanics as well as sounds, visibility, and atmosphere. Do that and then touch the killers if really needed.

  • for dailies, yes.

  • Where's Ghostface? He and Freddy are joint number 1. Pig, Oni, and Hag come in close second.

  • A good Nurse on a non-open map can terrify me to bits.

    Edit: Don't see these anymore, and her nerf made it so that my answer is now "no". A shame, really.

  • I would not mind camping at all if killers would occasionally say, "Oh, wait. What's that over there? That seems more important than camping. I feel safe leaving the hook."

    Killers who camp do not feel safe about leaving the survivor on the hook to die because of the issues posed if the survivor is unhooked. Survivors NEVER (rarely) get left on the hook to die if there are four survivors and the killer isn't applying insane pressure to all of them.

    Either that should change or how the sacrifice process works should change.

    (eg. struggle and attempt escape phases both start at full bar and decrease until empty, at which point the survivor proceeds directly to 3rd phase. Theoretically, a survivor could die within 60 seconds of being hooked if he or she is not saved.)

  • Most often, my "good" games consist of me just applying so much pressure or annoyance (through perks, add-ons, w/e) that the survivors break.

    I only ever feel good about my games when I

    A. don't think too hard about what kinds of actions I'm limiting survivors into doing

    B. I am given powerful tools and incredible agency, but am surprised by an action or play and fail to use my brain to capitalize on it fully in the moment. Additionally, I manage to catch survivors who have powerful tools off guard and force them into making stupid or bad decisions that stay with them for the rest of the game. These games usually are 4ks or 3ks with an intense end (no thanks to the EGC).

    I have only once felt truly pleased by a 0k, and there was top notch trash talk from the solo survivors afterwards.

    In either role, a war of attrition is never fun, and I am constantly displeased by the limited options I have in terms of beneficial stealth and non-altruism.

  • In chases, it can be very frustrating if you don't have enough experience to predict what the survivors are thinking or properly gauge how long chasing any particular survivor should last.

    The game is very harsh on any sort of hesitation, mistake, or moment to thought-process, and paired with matchmaking that pits red ranks against green ranks and lower, it can make the experience frustrating and unrewarding.

    The most aggravating thing for me is knowing when a survivor sees me or not, which is why I would love a reverse Spine Chill, but I've not seen anything announced or in the works as of yet.

    Suggestions:

    1. You could always try running Insidious + map offerings and try to jump scare people for whatever fun that gives you.
    2. Think of the scenarios that make you feel satisfied. What can you do to make situations where those events happen? Does it require a certain killer? A certain map? A certain perk/add-on load-out?
    3. Vent and give valuable feedback to the developers through the forums or twitter, if that's your jam.

    Best wishes to your experience,

    Kind_Lemon

  • I've just realized... that without skill-check based hex ruin...I can now use my toolboxes again during early game :D. That regression penalty with higher chances for skill checks to spawn made me not use toolboxes, but oh boy! Goodbye uncompleted generators~

  • @MysterTal said:

    Killers I hate facing as Survivor: As a small note before I get into it, I never really "hate" facing any of the Killers in the game. There may be aspects of some Killers that I find annoying but I always have fun.
    The only exceptions are just things that annoy me.

    Hag: the Hag forces me to spend most of my time holding down the crouch button and if I don't have Urban Evasion equipped I just can't be bothered. This change to the way I move is really grating since Dead by Daylight is not paced for a "take it nice and easy, slow and cautious" kind of playstyle - it's a fast-paced "only one gen left!? Hooow!?" nightmare for all and goddamit I have got to double-time it if I want to have a chance at a pip here...

    Doctor: No need to go too much into it, but let's just say that 3 gens + Doctor = 40 minute game with 0 kills until the Doctor finally has enough and decides to just commit to a single chase, at which point he loses and we all get to sit in the after-game chat and agree never to discuss this again.

    Hillbilly: "Noooo, I brought Dead Hard instead of Sprint Burst!" (instantly gets taken down) "GAWDDAMMIT! I couldn't even-! There was nothing-! I couldn't even-! Who the hell desig-!?"

    Huntress: "lol, ez hatchet dodge! Who the hell designed these things? She not only has to take an hour to ready them, but she announces that she's doing it with that silly sound effect and at the end, there's a slow projectile moving towards you at snail-speed, which you can dodge by turning slightly to the left and it might even get intercepted by invisible walls and the debris that's lying everywhere. She really needs a buff, this g-- WHAT THE #########!? SHE HAS IRIDESCENT! Oh, that is some buuuullshit right here... Oh, please don't camp me as well. You're gonna camp me as well, aren't you? GAWDDAMMIT! I couldn't even-! There was nothing-! I couldn't even-! Who the hell desig-!?"

    Wraith: "LOL, it's Wraith! AHAHAHAHA!" (he turns out to be actually good) "Oh god, I'm losing to a Wraith. I hope no one sees this. Please don't be a streamer. Oh thank god, a pallet! I'm just gonna heal he-- WHAT!? Oh he has Windstorm! GAWDDAMMIT! I couldn't even-! There was nothing-! I couldn't even-! Who the hell desig-!?"

    I 100% agree XD.

  • Freddy. Or Pig. Or Ghostface. Ghostface really bugs me on smaller maps. Trapper also gets on my nerves. Playing super aggressively against Plague also bothers me, but it's the only way I'm going to live if most other survivors are alive.

    I haven't decided how I feel playing against new Hag. Playing as her is just too easy now...

  • #bringback215PaleRose or just #215

    Map size isn't an issue: the amount of information survivors can obtain at any moment is. (also swf issue). The only reason a survivor gets off of a generator is if it's finished, he/she sees a hex totem, or the survivor feels that by being on the generator, he/she has placed him/herself in too much danger by being there at that moment.

    I had terrific games on the old swamp, and now my games on new swamp are less than stellar. I'm not even referring just to kills here. I'm simply talking about the fun of the trial both as survivor and as killer. Those hills leading up to the edges of the map were not meant for such a small location.

  • +1 downvote

    The ruin changes only make the game more tedious and frustrating for any stealth players. I honestly consider the change mildly insulting.

    Please see this in the meantime before my creation of a discussion thread: https://forum.deadbydaylight.com/en/discussion/comment/977299#Comment_977299

  • I've only seen myself suggest this, but I hope there are others:

    create an SWF-specific perk (without tiers and named something like voices from beyond, idk), and force the perk into the first perk slot of every player in an SWF group to compensate for the perks SWF replaces.

  • I'm miffed by the perk combo because I've loved PWYF ever since its release, and now I see all of these killers running it carelessly because of how easy it is to get stacks whereas I have had it do wonders while going through the effort.

    I think it would be better if PWYF lost stacks only on downs and if it didn't combo so well with Nemesis (a perk I dislike in general).

  • @Slaughterhouse3 said:

    And I say this with sadness :/ I really do not ever feel like playing lately. As a killer main even though killers all have different abilities, the game now feels repetitive. As survivor? Even worse....this is not a go at the devs or anything because I understand that they want to keep the game the way they wanna keep it, but I wish they would at least change up survivor objectives a little.

    -No I am not a salty killer main lol I loved to play SWF with my pals but even they feel the same lately.

    I feel you. Most of my boredom (and frustration) as killer comes from

    A. Survivors knowing where I am all the time

    1. Preventing me from jumpscaring survivors in unexpected places

    B. Me knowing where survivors are all the time

    These two aspects create gameplay that involves a feeling of lack of agency, and it often reduces the entire match to a computer's calculation of movement speed and hitbox size.

    Chance encounters with survivors are practically zero, and those chases often last so short to be a viable source of variation in chase.

    For survivor, my frustration comes as a result of the lack of variety in chases. I'm not an expert, so I know that no matter what I do, even against a killer of my own skill level, I will go down after some time. Knowing that really sucks the tension out of a chase.

    Additionally, I am constantly pressured by the game to perform at maximum efficiency as a survivor, and that often means pressuring generators I don't want to in order to avoid a 3 gen or taking a down or an injury just to finish a gen before a killer can come over with PGTW. It can be hellish and unfun. I feel like my only chance to finish the gens and escape the trial forces me to rely on luck and abuse the lack of map pressure a killer can apply.

    Some of my favorite gameplay came around when there was only the killer and me left on the trial with a number of gens to go and a potential option for hatch. The EGC removed that for me. I wouldn't have minded as much if the killer could just close the hatch or if I had to complete a gen after everyone was dead in order for the hatch to open. What the devs implemented was more of this same feeling of not being able to take my survival into my own hands and use my skill and tools to escape.

    All of this eventually made me stop playing for a month. I came back because of my obsession with completing things (The Archive), and this was mainly for Putrid Serum. I'm doing my best next time to not even start it so that I don't feel bound to finish it.

    I hope my explanation of some of the causes behind my frustration helps someone else out.

    Best wishes into the New Year,

    Kind Lemon

  • I think you should take a look at the mechanic of skill checks, which can add substantial time to the completion of a generator. Survivors used to fail more skill checks per match in past years and months, and having that interaction factor makes for healthier gameplay than the survivors who can hit every skill check perfectly right now. It's an overlooked, critical part of the DbD experience.

  • The only QoL I want is: reduces the bonus wiggle given to survivors upon a drop by 60/75/90 %

  • while yes, I too hate bamboo (and corn bc #cornblindness, but also why is the corn so whitish-yellow now? I thought I liked the change, but the novelty wore off and now I'm missing the old textures), the biggest issue with the map is the lack of proper light sources. The MacMillan estate has light fixtures around almost every place of chase, which alleviate the issues darkness brings to chasing survivors (except in Shelter Woods which is now too bright and gives to much vision of the map to all players). The Yamaoka estate does not have those thought out light fixtures. It's almost as if the devs forgot the importance of lighting in a horror game... cough. If light sources were added to the common looping areas to illuminate certain parts, the map would be better.

    On a slightly different note, I despise the height of the rocks on this map. They are just high enough so that killers can't see clearly over them but low enough so that survivors have perfect vision of the killer. Additionally, it always seems to me that survivors have better vision on the map than do killers, most likely because the third person perspective does not force the camera into facing the problem props.

  • I just feel frustrated now when I have used up my blinks to attack a survivor but miss. I then have to wait as the survivor runs to and out of the exit gate whereas before, I would have had the ability to challenge that survivor's confidence.

    I'm repeating myself from other posts, but I'm disappointed about the add-on changes especially her speed add-ons which were my favorite add-ons to use on The Nurse.

  • I feel like this thread has deviated from its original, intended purpose, which was to highlight the unclear and dubious design decision to release every character with one Rare perk, one very rare perk, and one would-be Ultra Rare. This clouds the reasoning behind why a perk is a given rarity and causes confusion in the new player base when some of their go-to strongest perks are green. It was especially important for me to use Hex: The Third Seal because it was an example of the devs going back to revert a decision about design without ever providing any reasoning to the community. Additionally, the perk is powerful enough to warrant a Very Rare final tier, and the avatar on the forum is not aligned with what is in game. Humor is an effective way of drawing attention to an issue, so that's why I decided to not make this an excessively serious post. But, the forums seemed to have deflated my argument.

    TLDR; No! not the spoon! How did you know my ONE weakness?!

  • @thrawn3054 said:

    I really hope this is a joke.

    Are you implying...that I am not serious about the importance of breaking a needless, harmful pattern in perk rarity application? I...don't know what to say to you. You've broken my heart. Look at what you've done to my face: @Kind_Lemon

  • @Boss said:

    (even though there are plenty of Ultra Rare posers mixed in already)

    Yo. 😊

    I have my eye on your pinkness, Boss. Sibling perk, sir, please throw some love @Hex: The Third Seal's way. Can you not see how distressed I am? Just look at my face and that strange eye-like growth on my forehead! They're signs of stress from being undervalued and sidelined.

  • I was just looking through my discussions and noting the ones that I had left unattended. Responding to someone who speaks about an issue you hold passionately is always better late than never. And the post is still relevant because Hex: Third Seal is still green cough.

  • So you say. I've had it do terrific work for Scratched Mirror Myers, creating much more interesting responses from survivors than Ruin or Devour Hope.

    But that's partially beside the point. Third Seal deserves its rightful purple color here on the forums due to its Hex nature and its potency in various scenarios.

  • I hate Freddy. I think, Why should I not just make my grave on the ground right now? Dream snares can be spammed to prevent any kind of minor looping, and since the snares make sound, there is no way to stealth over them. Also PGTW and/or Surge. That really makes for an unfun, can't do anything game.

    Mainly, I despise his lunge animation, successful hit animation, walking animation, and any associated sound.

  • @DevourOfSalt said:

    https://forum.deadbydaylight.com/en/discussion/comment/886929#Comment_886929

    Your lucky lol, iv had few games on it now and its horrible map to play as killer, nearly impossible to find people and when you do, if they manage to get to middle temple area of map lol, just walk away the moment they drop into that grass it like they rang wraith bell n disappeared 😂

    https://forum.deadbydaylight.com/en/discussion/comment/886933#Comment_886933

    Yeh i didn't want say it was survivor side or you know the horde would come rushing into this post crying lol.

    But yh so far 100% survivor side dont even need pallet when u can just run into the darkness n disappear like the wind

    You may decide to completely ignore what I have to say, but that's out of my control. The map is not objectively survivor sided. It's the smallest or at least one of the smallest maps in the game, and small maps are incredibly easy to manage as killer. No killer should have any issue getting to survivor positions. If anything, the map is too bright, like all the other maps, in which any player can see a Dwight from across the map. The map that comes to mind as most egregious in this aspect is Shelter Woods.

    If any killer is having trouble against survivors who may or may not be using stealth perks, consider using the tools at your disposal such as Sloppy Butcher and Bloodhound, or Stridor, or any other close-range tracking perk. I would suggest Spies from the Shadows, but I cannot because of the cooldown on the perk.

    Try some stuff out before making bold claims! I, for one, may change my mind in the future, but this is my stance as of right now.


  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/108341/alright-im-tired-of-this

    There are lots of community members, and newer ones joining regularly. We’re all competing for attention. It’s inevitable many ideas get lost as quickly as they are posted.

    I will direct you to the following post for the suggestion to add more ways to sort feedback on these forums.

    https://forum.deadbydaylight.com/en/discussion/47254/sort-by-upvoted

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