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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • I love the drawings, but I'd be much more in favor of a simpler change: gas clouds last 350% of their current length (35 seconds total), have less (-5%) of a movement penalty to survivors, and reduce the action speed of all survivors in the cloud (-9%). Additionally, survivors do not scream when crouch-walking into the cloud.

  • @Ghouled_Mojo said:

    Sounds like some perks for new players. I personally want the red stain gone from the game. Give the survivors a perk to cause the red stain to appear if they need to see where the killer is looking

    I would agree that there are several aspects of the game such as the red stain that could use tweaking.

    Counter suggestion: red stain is simply smaller and dimmer only to increase in intensity and range when within 4 meters of a survivor and/or when performing a lunge.

  • @DaKnight said:

    Trash tier. If you were winning with it, you could have won without it. It barely does anything until the game is almost won, doesn't effect the obsession, and gives the obsession free botany knowledge.

    I miss the old dying light + remember me. That was such a toxic build yet hilarious at the same time.

    There was only one game where I remember going against Dying Light in its true form. It was on MacMillan against a Huntress with Iridescent Head and Infantry Belt. The Obsession died at 2.5 gens left, and it was an amazing experience. We all died, but I had a blast with how tense it had gotten.

    Miss those days.

  • I've always disliked aggressive bt usage, which only stems from the fact that it's mend-based and not healing-based like old bt (and the fact that it doesn't go down in chase, which imo it should).

    But in the meantime, play Huntress and down survivors from a distance or play Hag with agitation and always get your prey into the basement (hit the survivor twice after being unhooked; once at the bottom and once at the top of the stairs with STBFL)

  • If I meet a pallet peggy, I'm just going to let her throw them all down.

    There was a great moment I had in the past several months where a Claudette was hook farming a Nea, so since I had tombstone piece Myers, I stalked off the Nea and tombstoned Claudette at the hook. It was a fun game overall.

  • people usually get annoyed at me for not taking chases personally i.e. being opportunistic and slugging everyone without remorse if I get a chance.

    I've never really been bothered as a survivor by killers nodding at me or camping my hook, so I'm not really sure what to say about your experience.

  • no, it's just that if I saw a David doing that, I would want him dead. Only really cocky people or really stupid people would do that, and that's such a clear indicator compared to the almost all of the rest of the actions in this game.

  • used to include dead people. Then it was too powerful of a snowball perk on top of the in-built efficiency decrease of losing a survivor.

  • @Mooks said:

    I still want survivor specific emotes:

    David punching his fist into the other hands palm

    Quentin almost falling asleep and waking himself

    Dwight biting nails and looking around scared

    huh. this would cause me to bring an ebony memento mori more frequently.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1777824#Comment_1777824

    The point is the Perk, as it is built now, is either not taken or taken by Survivors whose entire purpose is to screw over the rest of their own team. It is a problematic design for a game wherein the Survivors have to work together to win. The purpose of the Player (is also not in the spirit of the films) when they are actively benefitting form the death of their peers. It creates a situation wherein someone actively wants to sandbag the others so they can get the Hatch.

    Consider the combination of OoO and Sole Survivor. The Player can use their aura (which is visible to the Killer) to lead him/her directly to the other Survivors every time. They are a literal beacon if they have ill-intent. Then as each person dies, they get more powerful until the end where they can always see the Killer but he/she cannot see them. I've seen it done.

    and I don't see that as a big problem.

    As killer, if a survivor gets stronger as the ratio of survivors to killer lessens, I'm okay with that. As survivor, I'm cool with survivors having a reason not to hook bomb and suicide for a chance of maybe having the killer mess up along the way.

    It's neat game design that allows DbD to be more diverse in survivor tactics and approaches.

    This was a short comment, but I'll get back to you.

  • @Moundshroud said:

    Personally, I think they designed Sole Survivor BACKWARDS. I think it should start the Survivor with the maximum range at which their Aura cannot be detected, and have that range decrease until the ability vanishes when they are the last Survivor standing. This would encourage said Player to be invested in using their stealth advantage to keep to keep the other Survivor's alive, rather than only making bank off their deaths.

    but that's not in the spirit of sole survivor. Have you watched this?:

    [I'll embed it when I find it XD; it's too good!]

    Edit: I may not be able to find it... :,( It's a clip of the 1978 movie with Sole Survivor on Laurie equipped.

  • self care already makes survivors' arms buff. Have you seen all of those reps they do?

  • hell no free to play. That's the model we're seeing develop, and that suuuuuucks.

    Should be cheaper for the base game tho

  • @Reptile said:

    At the risk of necroing this thread.. though it better then starting a new one?

    I have heard that they ditched the killer based "match making".. not that it ever seemed to work and I have both a new killer and killers I am terrible at match to red/purple SWFs.... so why are we still locked in??

    always better to necro than start a new one for reasons disclosed in several forum feedback posts. The whole issue stems from there not being a way for the forum to sort by anything but date. It's a bad system to sort feedback, and it's a bad system for preventing bumping threads (which sometimes happens without the user wanting to push the thread to the front).

    The devs have basically said that they don't want to have to release a patch to change killer locking when MMR releases even though locking killers is annoying to many people when there's not active reason behind it other than BHVR not wanting to send out an update just for that. There are plenty of reasons a player might want to switch killers in a lobby, and limiting that often feels like a giant finger from the devs.

  • @CorneliusCloud said:

    Took me 2 matches ^^

    Luckely i had a few Elementary scool offerings. There isn't much space to duke.

    The only special thing i did was to not hook anyone. I camped downed survivors but also let them heal when i got a new one.

    I did what you did and just went around downing people and not hooking them. It was hard playing with headphones unplugged tho...

  • Tapps are rarely seen, so there is little data.

  • @Yamaoka said:

    Before his rework you had to switch between treatment and punishment (hitting) mode. This action took around 1 second (can't remember the exact value).

    You were unable to hit survivors while in treatment (shocking) mode. As a result his anti loop was meh to say the least.

    He also didn't have static blast before his rework. Instead every survivor gained madness over time while standing inside his terror radius. So his tracking was good but still nothing compared to static blast.

    Thought op was talking about the original adjustments, but seeing your post, maybe I was misinterpreting.

    Still, @Chilli_man2400 , Doctor came out between Hag and Huntress, and Doctor originally had a slowdown (I believe) when switching back to punishment mode from treatment mode. Doctor illusions were purple, and there were several other visual differences.

    More importantly, however, after his first QoL adjustments he was more fun to play as and against, and he had terror radius music that wasn't deceptive, unintuitive, composed out-of-place for the game, and annoying to hear. He was my first killer (not at his release but some time after, when I bought the game) and one I played quite often, so feel free to ask any questions you may have.

  • @tehshadowman33 said:

    Weren't they going to do some audio tweaks for this perk?

    Make survivor footsteps louder?
    Make Killer footsteps softer?

    I forget.

    @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/198285/stridor-change-idea

    I feel like this would work much better as a buff to predator.

    @Yogerman1997 said:

    SURVIVOR PERKS:

    Lightweight:
    • Scratch Marks stay visible 1/2/3 seconds less than normal.
    • Your Footsteps noises are reduced by 50/75/100 %.
    Iron Will:
    • Grunts of pain caused by injuries are reduced by 50/75/100 %.
    • Overcome the urge to scream.
    Calm Spirit:
    • Reduces chances of alerting Woodland Creatures by 80/90/100 %.
    • Crows cawing by the killer reveal the killer aura to you for 3/4/5 seconds.
    • Calm Spirit has a cool-down of 5 seconds.
    Hope:
    • When completing a Generator you gain a 2/3/4 % Haste Status Effect for 10 seconds.
    • As soon as the Exit Gates are powered, you gain a 5/6/7 % Haste Status Effect for 120 seconds.
    No One Left Behind:
    • For each Generator completed, gain a stack-able 6/8/10 % buff to the Altruism actions speed.
    • Once at least one Exit Gate has been opened, gain 50/75/100 % more Bloodpoints for actions in the Altruism Category and the Auras of all other Survivors are revealed to you.
    Lithe:
    • Your first rushed vault become into a fast vault no matter what, after performing the rushed vault, break into a sprint at 150 % of your normal running speed for a maximum of 3 seconds.
    • Causes the Exhausted Status Effect for 60/50/40 seconds.
    • Lithe cannot be used when Exhausted.
    Alert:
    • The killer noises are 25/25/50 % louder to you (Footsteps/Breathing/Vaulting/Breaking/Opening Lockers/Placing Traps/Charging Powers/Etc.)
    • When the Killer performs a break action, their Aura is revealed to you for 3/4/5 seconds.
    Vigil:
    • You and your Allies within 8 metres of range recover from Exhaustion, Hemorrhage, Mangled, Hindered and Blindness Status Effects 20/35/50 % faster.
    • And suffer 10/15/20% less from their effects.
    • Once out of range, this effect persists for 15 seconds.
    Diversion:
    • Standing within the Killer's Terror Radius while not in a Chase for 45 seconds, you gain a Token up to a maximum of 1/2/3 Tokens.
    • Press the Active Ability button while crouched and motionless to throw a pebble, which creates a loud noise notification for the Killer at a distance of 20 metres.
    Inner Strength:
    • Each time you cleanse a totem gain a Token up to a maximum of 5 Tokens.
    • While hiding inside a locker for 14/12/10 seconds when in the injured state or afflicted by Deep Wound status effect will automatically heal you one Health state.
    • Inner Strength does not activate if you are afflicted by the Broken status effect.
    Fixated:
    • You can see your own Scratch Marks at all times.
    • You walk 10/15/20 % faster at all times.
    Poised:
    • After a Generator is completed, you leave no Scratch Marks for 6/8/10 seconds.
    • When completing a Generator it don't create the "Generator Fixed Bubble" to the killer

    KILLER PERKS:

    Thanatophobia:
    • For each injured, Dying, Hooked, Dead, Sacrificed survivor, all survivors receive a stack-able penalty of 3/4/5 % to their Repair, Healing and Sabotage speed up to a maximum of 12/16/20 %.
    Predator:
    • Scratch Marks left by Survivors will spawn slightly/moderately/considerably closer together.
    • Survivors Step noises are 25/25/50% louder.
    Hex: The Third Seal:
    • Hitting a Survivor with a Basic Attack while the Hex Totem is active applies the Blindness and the Oblivious Status Effects.
    • These effects applies to the last 2/3/4 Survivors hit.
    • The Hex effects persist as long as the related Hex Totem is standing.
    Hex: Huntress Lullaby:

    Survivors receive a 2/4/6 % regression penalty when missing any Skill Check.

    • Survivors had to do 2/3/4 Skill Checks to clease a Totem, fail them reset the cleanse bar completely.
    • Each time a Survivor is hooked, Huntress Lullaby grows in power.
    • 1 to 4 Tokens: Time between the Skill Check warning sound and the Skill Check becomes shorter.
    • 5 Tokens: No Skill Check warning
    • The Hex effects persist as long as the related Hex Totem is standing.
    Hex: Thrill of the Hunt:

    For each Dull Totem and Hex Totem remaining on the Map gain a Token.

    • Gain 10 % more Bloodpoints for actions in the Hunter Category for each Token.
    • Survivors' cleansing speed is reduced by 4/5/6 % for each Token.
    • Gain a notification when someone starts working on a Hex Totem.
    • See cleanse progress on the related Hex Totem Perk icon "Like how Perks cooldowns/recharge looks".
    • The Hex effects persist as long as the related Hex Totem is standing.
    Knock Out:
    • Dying Survivors Auras are not revealed to other Survivors when they are standing outside of a range of 32/24/16 metres.
    • Reduces the Dying State recovery speed by 25/30/35 %.
    • Reduces the Crawl Speed by 30/40/50 %.
    Remember Me:
    • Each time you hit your Obsession, you increase the Exit Gate Opening time by 4 seconds up to a maximum of 12 additional/16 additional/20 additional seconds.
    • Auras of no-obession Survivors opening Exit Gates are revealed to you.
    • The Obsession is not affected by Remember Me.
    • You can only be obsessed with one Survivor at a time.
    Overcharge:

    Overcharge a Generator by performing the Damage Generator action:

    • Increases Generator regression speed by 15/20/25 %.
    • The next Survivor interacting with that Generator is faced with a moderately/considerably/tremendously difficult Skill Check Failing the Skill Check results in an additional 3/4/5 % Generator regression.
    Surge:
    • Putting a Survivor into the Dying State causes all Generators within a radius of 32 metres to instantly explode and regress.
    • Surge applies an immediate Regression penalty of 8 % and any active perk related by kick generators (Pop Goes / Overcharge).
    • Surge can only be triggered once every 60/50/40 seconds.
    • Surge can explode gens who are already regressing.
    Mindbreaker:
    • While repairing Generators with less than 70 % Repair progression, Survivors are afflicted by the Exhausted Status Effect.
    • Any existing Exhaustion Status Effect timers are paused while the Survivor is repairing a Generator.
    • After ending the Repair action, the Survivor is afflicted by the Exhausted Status Effect for 1/2/3 second(s).
    Cruel Limits:

    Each time a Generator is repaired:

    • All dropped pallets within a radius of 24 metres from the completed Generator instantally breaks.
    • All non-dropped pallets within a radius of 24 metres from the completed Generator instantally fall.
    • All Windows and vault locations within a radius of 24 metres from the completed Generator are blocked for all Survivors for the next 20/25/30 seconds.
    Hex: Ruin:
    • Whenever a Generator is not being repaired by a Survivor, it will immediately and automatically regress its Repair progress at 100/150/200 % of the normal Regression speed and applies any active perk related by kick generators (Pop Goes / Overcharge).
    • No Great Skill Check zones.
    • Hex: Ruin affects all Generators.
    • The Hex effects persist as long as the related Hex Totem is standing.
    Zanshin Tactics:
    • The Auras of all Pallets, Windows, Exit Doors and Hatch are revealed to you within a range of 24 metres.
    • When a Survivor is damaged, Zanshin Tactics becomes inactive for 40/35/30 seconds.
    Blood Echo:
    • When hooking a Survivor, all other injured Survivors suffer from the Broken Status Effect and the Exhausted Status Effect for 45 seconds.
    • Blood Echo can only be triggered once every 80/70/60 seconds.
    Hex: Retribution:
    • Any Survivor who start cleanse Any Totem will suffer from the Oblivious Status Effect, This effect persists on the survivor for 35/40/45 seconds after leave or cleanse the Totem.
    • If Any Totem is cleansed, including this one, the Auras of all Survivors are revealed to you for 10 seconds.
    • The Hex effects persist as long as the related Hex Totem is standing.
    Trail Of Torment:
    • After kicking a Generator, you become Undetectable for 16/18/20 seconds. During this time, the Generator's Aura is revealed in yellow to all Survivors. Trail of Torment can only be triggered once every 60/50/40 seconds.

    @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1353574#Comment_1353574

    I do think Lightweight at least needs buffed by a minimum of 1 second. But I would be okay if they at least added the reduced footstep noises. I also like making them louder with Predator.

    and others

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1774957#Comment_1774957

    I play on console and started playing dead by daylight when it was year 2 or 3,( I don't remember exactly) the best I can say is before Freddys rework. It may look different to me because i played on console but even so it doesn't change the fact that I found the tint on MacMillan to look really bad in my opinion.

    huh, I started playing around the release of the Pig patch too. I'm surprised you never liked the blue tint if you're from that far back :/

    I was asking mainly because if this (below) was your first encounter with DbD graphics, I can understand (bc it's ugly), but if it wasn't...I guess we'll just agree to disagree.

    Screenshot (166).png


  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1774119#Comment_1774119

    This is why I actually like Visionary.

    Been playing for 3.5 years, but none of that experience helps on maps like Midwich, Lery’s, or Hawkins.

    but Lery's tells you where unfinished gens are with signs and lights (and so does Hawkins in the gen's connected to a shut door). Midwich does nothing of the sort.

  • @ceeroover said:

    I feel the same on the graphics thing, but maybe it's just because I'm used to the old graphics for years. For me, the objects and ground merged better together in the old version. Now the gras and the rocks don't really melt together with the ground, but ofc the textures on the trees and rocks are much better now. Also the lighting was different and I also liked that the realms had a characteristic color scheme.

    https://imgur.com/a/W31iwJi

    something to point out is that the "old" image isn't that old and isn't what many players remember as being the best look for Macmillan.

    The following is:

    Untitled Image Screenshot (181).png

    the in-between (my screenshot):

    Screenshot (166).png

    which is gosh darn ugly.


    and the comparison:

    Screenshot (548).png

    There are many questions such as "why does the grass look so plastic?" and "why are all these unimportant things so detailed for a game largely about the interactions between the killer and survivor and not so much the walls?" and "why is it so lacking in the distinctive art style DbD had developed over the years?".

  • @dspaceman20 said:

    I guess it comes down to different opinions. Personally I like the new maps. And I'm especially glad that awful blue tint is gone from MacMillan. Like seriously everytime I'm on that map it feels like a blue glass panel is on my TV screen, it just doesn't look good.

    I'm just curious, but did you start playing the game after the maps began to look like garbage when on low graphics (sometime these past two years or so?) or back when it was the Unity Engine?

    Because I have no idea how you could say the blue tint is awful if you're talking about how the maps were originally designed to look for launch. If you're talking about how they degraded over time and lost a lot of what was nice about them, then I can kind of understand, but your viewpoint in that case is very shallow.

    @BabyCameron10 I absolutely despise the maps for many reasons, but mainly because of the excessive clutter and the downgrade in aesthetics from the atmospheric to the mundane. Badham is the least worst of them all, but I'm still not a fan of it because of all the particle effects and sounds of transformers popping on wires overhead unnecessarily forced on all players regardless of performance concerns.

  • DbD has given strange rules to many hits, many of which I disagree with, but chainsaws no longer applying the NOED effect and feral frenzy not applying any m1 effects are some of the results.

  • @Zender said:

    Are you saying that DCs and hook suicides should be a tactic adopted by the community in order to get the changes they want?

    I think what the OP is saying is that nobody playing the game wants to dc or forcefully die on first hook because that's not fun. However, when the distaste for a trial is so great that it overcomes the desire to not dc, then the OP is saying that there's an issue. There is no situation where someone will dc purposefully because of something in the match if he/she is enjoying the match, so regardless of whether changes happen or not due to patterns of dcs, dcs will not become more common if players want a killer to be changed. Players who don't dc already won't start dcing because they have no reason to do so, since the immediate result of a dc will always be a transient effect on the player who dcd, and future changes don't affect that.

    Personally, I don't dislike playing against Spirit for any reason particular to The Spirit, but I understand others do not feel that way.

  • @Pulsar said:

    :( why people hate Legion?

    He isn't even good

    people generally don't hate killers or survivors because the killer/survivor is effective or skilled. It usually comes from not liking an aspect of how the experience happens.

    @OP if you really want to know what's disgusting, ask anyone who used to play Hillbilly but now doesn't.

  • you need:

    @Kind_Lemon said:

    Counter suggestion:

    Chase resources are no longer given for free to survivors (except vault locations). All pallets must be untethered (from the obstacle they are leaning against) before they can be used, so survivors must be extra careful at the start of matches to not get caught out too early. Additionally, this prevents some survivors from wasting all the pallets in one area if the survivor hadn't already put in the work to prepare the pallets for use.

    Endgame collapse only starts after both exit gates have been opened. When one exit gate is opened, an invisible timer for 3 minutes is started, and this timer halts at 1 minute if the other exit gate hasn't yet been opened. Once both exit gates are opened at any point during the timer, the timer at the top then becomes visible 30 seconds after that with the remaining time. No ground visuals occur until the timer appears (30 seconds after the second exit gate is opened). Exit gates will enter a closing animation at 15 seconds left, and any survivors in the exit gate zone at that point will enter into the escape animation instantly.

    (the first part)

  • @gatsby said:

    The reason there are so many gen perks is because the strongest Killers don't need chases to go faster, they need the gens to slow down. Against the top tier Killers, the Survivors only real option is to gen rush because they can't loop for very long or mess around with stuff like sabo or flashlight saves.

    Think about Killers like Freddy, Nurse, Spirit, Pyramid Head, Deathslinger and Blight. They don't need stuff like Bamboozle, Enduring, Spirit Fury, Save the Best for Last or Brutal Strength. Those perks are just band aids for Killers with a weak chase.

    I have to completely disagree. Perks like Enduring, Brutal Strength, and STBFL are far from band-aids. They are just perks to make certain aspects of the game feel a little bit better and don't serve to make up for a lack in core game design.

    Firstly, Brutal Strength feels wonderful on Spirit, and secondly, 8 stacks of STBFL on Huntress is another great feeling. I do not feel as if I could not perform significantly less well if I did not have the perks, and I don't feel lacking when I do not equip them.

    If anything, all of the more recent gen perks are band-aids far more than enduring or brutal strength, as the gen perks serve to cover up underlying issues that should be addressed without perks.

    Furthermore, in all of the instances where I've felt like gens are going by too quickly, I've always felt like I've been wandering and wasting my time while survivors are allowed to all of their chase resources for me. So, gen speed has never been an issue in my games but rather the lack of my ability to know when I'm generally in the area of survivors (sometimes even with Whispers) and the lack of any required effort from survivors to prepare resources for themselves has been.

  • @Eleghost said:

    I don't dodge lobbies ever.

    I typically just don't care what the survivors bring or if they're swf.

    No point in penalties as it doesn't hurt anyone anymore if you dodge. if anything it would hurt you for dodging because you have to requeue.

    used to be a never dodger, but then the killer option got locked, and I am unwilling to play against survivors that are named "mori me Myers" when I am not Myers.

  • omg Hag with a Chainsaw has just become my new favorite thing to imagine.

  • Yes, I do agree that there is much work that was done, and I appreciate that dedication.

    But I'm still having major issues with why BHVR made kicking a [REDACTED] a goal (an action that I can't say I don't find satisfying).

  • @Orion said:

    Graphics in this case are about atmosphere. DbD wouldn't be the same if every character looked like it was straight out of Deiland (it's a game on Steam, look it up).

    I'd be elated if the next killer was a straight up black rectangle with a knife that looked menacing enough as long as it felt good to go against in terms of gameplay.

    The new graphics decrease performance while not adding much of anything that wasn't in 2016 DbD in terms of atmosphere. The amount of intricacy in the minutia is unnecessary and leads to a lack of attention to a more complex, overall, mysterious feel.

  • I get Badham reasonably frequently in my opinion, but I have Yamaoka trouble instead.

  • @CustomerService said:

    I can only remark every word of yours. This game is like that toxic friendship in which you get constantly insulted and bullied, but from time to time they can be nice and you get invited to some parties.

    interesting and eye-opening analogy. +1 upvote

  • huh.

    Hag is bae.

    and so is playing against her when she's not using the perks I hate facing.

    I really do wonder why so many people don't agree.

  • I'm glued to the deck of the "Die on first hook when facing Doctor" boat, and the forum's not changing that for me :/

  • Seeing a direct comparison like this is cool.

    The latter textures and graphics have waaaaay too much intricacies for a game that's largely about the atmosphere of the interaction between killer and survivor, and making rocks and grass be that detailed (latter half pictures) is a mistake that leads to an unnecessary decrease in performance for most players while not improving the experience in any significant manner.

    What are your thoughts, @mellonjoy9994 , and why have you shared this with us ? 😁

  • Tombstone Myers is one of the only killers that still makes survivors be worried about being found and caught once. As a survivor, I play like every one of my downs is my last hook, and I really don't enjoy matches that have me getting hooked multiple times and then escaping.

    Most survivors currently expect themselves to be downed three different times and hooked three different times, and that's mainly because the survivor meta stretches the killer's ability to do that almost to the breaking point, and I don't find that scary.

    I play killer like how I'd want to have a killer play against me (there are always exceptions), and that generally means I find infinite tombstone Myers to be a-okay. It also means that I like to use my Tier III as a Tombstone piece Myers to down survivors first and then surprise tombstone one of them when the game's reaching a final point (ending with four slugs or with four survivors at the exit gates). Because I don't like to use the Tombstone right away and survivors love trying to 360 me when I'm trying to just lunge and down them, I often end up accidentally tomstoning a significant number of survivors because DbD's M1 mechanics really aren't that precise (and they probably should be a little more precise).

    But to directly answer your question:

    it isn't.

  • If the gens are progressing too quickly in a match with a key, I tend to resort to slugging everyone and trying to manage them all so that the hatch can't spawn even if that's to the point of a bleedout.

    I really dislike the design of the current Franklin's Demise 😠

  • Yamaoka gives me so much stress as Huntress. But overall, she's one of the killers I'm enjoying most right now. She has the capability to do well without slowdown perks, and since I've trained myself to use M1s effectively, she feels like one of the smoothest killers to play.

  • Counter suggestion:

    Chase resources are no longer given for free to survivors (except vault locations). All pallets must be untethered (from the obstacle they are leaning against) before they can be used, so survivors must be extra careful at the start of matches to not get caught out too early. Additionally, this prevents some survivors from wasting all the pallets in one area if the survivor hadn't already put in the work to prepare the pallets for use.

    Endgame collapse only starts after both exit gates have been opened. When one exit gate is opened, an invisible timer for 3 minutes is started, and this timer halts at 1 minute if the other exit gate hasn't yet been opened. Once both exit gates are opened at any point during the timer, the timer at the top then becomes visible 30 seconds after that with the remaining time. No ground visuals occur until the timer appears (30 seconds after the second exit gate is opened). Exit gates will enter a closing animation at 15 seconds left, and any survivors in the exit gate zone at that point will enter into the escape animation instantly.

  • I have no argument against "muh infinite heals" XD

    Keep at it, unnamed friend!


    The best thing to keep in mind though, is that you won't be using Self-Care if you never get injured until your escape or until you're one-hooked.

  • Legion. I bought the gang with Iridescent Shards so I could see what it was like to play them before they received their most recent adjustments, and now I'm getting killer dailies for them, and I absolutely hate playing them now (because I comfortably am accustomed to missing on other killers and doing just fine otherwise). Same goes for Plague.

    Edit: I would say Doctor, but I don't regret the time I had with him before he was made unenjoyable for me.

  • I am simply avoiding the Hillbilly challenge because playing the current Hillbilly actively reduces my enjoyment of this game, and I'd rather not make that a reality.

    But more to the point, I did try to farm with survivors for the breaking tome challenge. Still didn't get it, but I got lucky with a three gen in a different match and got it there.


  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767142#Comment_1767142

    yes, this ^

    @ReverseVelocity , Doctor was my first ever killer, and I loved playing him until his rework, and one of the main reasons I dropped him like a hot iron after that was because of the atrocious music change.

    I really enjoy the way Myers' music is different. It fits in with the already established aesthetic, and it gives the same amount of information that the original terror radii music give i.e. it's not strangely and unintentionally deceptive or lacking in finesse. Moreover, it feels like his terror radius is still one piece of music rather than a bunch of little ones haphazardly pieced together because it was composed without thinking of how it sounds in-game (looking at you, Deathslinger).

    Compromise:

    Every killer has a potential unique track to play but still maintains the originals. i.e. One out of every X times the terror radius music begins, the unique killer track is chosen rather than the generic. This would be something probably easy to implement and would certainly be something to which many people who dislike much of the newer chase music would be amenable.

  • I mean, that's what skill checks are supposed to do, but...you know.


    I'm in favor of having skill checks pop up on the subject of the interaction so that survivors have to move their cameras to face the interact-able when the skill check appears. There are several additional ways to go about this, but I doubt the devs are going to do any of it, so I'm not bothering to bring them up.

  • But some people like constantly testing the other side's skill level and ability to plan.

  • \ (o_o) / that's quite a lot.

    have a hug

  • used to be wooden horses on Nurse until she had a large bulk of the enjoyment of playing her sucked out of her, so now it's 350+ of the common necklet add-ons on Hag.

  • @shyguyy said:

    None of them.

    I hate the Hillbilly chase music and the awful grunt he makes every time he takes off is enough to make me never want to play him again.

    yes, this ^

    @ReverseVelocity , Doctor was my first ever killer, and I loved playing him until his rework, and one of the main reasons I dropped him like a hot iron after that was because of the atrocious music change.

    I really enjoy the way Myers' music is different. It fits in with the already established aesthetic, and it gives the same amount of information that the original terror radii music give i.e. it's not strangely and unintentionally deceptive or lacking in finesse. Moreover, it feels like his terror radius is still one piece of music rather than a bunch of little ones haphazardly pieced together because it was composed without thinking of how it sounds in-game (looking at you, Deathslinger).

  • no; this is not good design.

    What you should be promoting is a decrease in killer hitbox size. Then, rounding corners at loops would at be equally effective for both sides in terms of movement speed.

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