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LALYTHIA

LALYTHIA

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LALYTHIA
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  • @JustCats said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331651#Comment_1331651

    Those chases seriously favor the killer only if you try to loop the unsafe pallets like they're safe. Don't... do that and you should be fine. They still work to delay the killer. They still stun the killer. They just can't be cheesed - sorry, looped - the same way.

    Hawkins is definitely harder as a survivor. That, again, is why it's one of my favorite maps to play as a survivor. I lose more there than I do on other maps, but it's 100 times more fun. Still plenty possible to win, just have to play smarter and utilize more than just the environmental advantage survivors get to do it.

    "Those chases seriously favor the killer only if you try to loop the unsafe pallets like they're safe. Don't... do that and you should be fine. They still work to delay the killer. They still stun the killer. They just can't be cheesed - sorry, looped - the same way."

    Just don't loop an unsafe palette and you're fine? Hello? Are we playing the same game? They provide almost zero killer delay - since the killer can quickly make up any time they spent having to go around a small rock or bush or box at a much faster pace than the survivor...if they even approached the palette to begin with and weren't already taking that action because we all know how unsafe palettes work. You might get a stun off on a killer...a generous figure would be 50% of the time...because latency and killer hit priority ensure you take a hit even though your timing was accurate on your end and they were stunned. No palettes can be cheesed. Palettes can be looped and mind gamed. That's it.

    Unsafe palettes were meant to be used to stun the killer, but as I previously mentioned that doesn't happen at least half the time because of how the game functions at a server level for the killer vs. the survivor. How is it fair that 1/2 or more of resources on a map meant to help survivors gain distance from the killer don't actually work appropriately because of other in game functionalities? It's really not.

    You can claim you love the most killer sided map in the game and provide a vapid, vague description of how you think people can win on it...but it's not really adding anything constructive to this conversation. If you want to validate your stance that unsafe palettes are a perfectly fine resource as-is and there is nothing wrong with the Hawkins map...the least you could do is provide some actual valid strategy, game play footage, etc. Otherwise you really sound like a killer main disguised as a survivor giving people the old "git gud" argument. Quite boring.

  • I asked the same thing. I didn't realize he had the squared off look in the original games. Just remember the pointy look from the movies. He is 'authentic'. LOL

  • Usually its when I escape the killer and can resume my other objectives.

    Sometimes its when I get chased long enough for my team to get us better positioned in the match - whether it be popping gens, getting all healed, getting a pesky totem, etc.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331507#Comment_1331507

    ...You know the point of bloodlust was to stop infinite loops as survivors being caught IS PART OF THE GAMEPLAY.

    Looping is meant to waste the killer's time not make you untouchable.

    Look up old game play of when nearly all pallets could be mind gamed. Unless the survivor messes up its a 5 gen chase and a 0k.

    Also no matter how much you might deny it its a team game for survivors or else survivors would be allowed to turn on each other/sandbag without penalty which is not the case.

    Ps. There are video series of survivors in 4 man SWF with the old pallets of them getting over 100 4 man escapes in a row!

    Just because individual solo survivors have to engage in teamwork as their best means for escape A) does not make them a 'team' and B) does not mean they find penalty in punishing their fellow survivors via any number of methods...sand bagging, fast vaulting near them, pointing them out to the killer, refusing to help with objectives, leaving them on the hook for the hatch, etc. Yes, it is a "team" of 4 people vs. the Killer...but those 4 people are not a traditional team unless they entered into a lobby together as a SWF. Your 'teammate' can easily be your enemy, just as much as the killer is.

    I am primarily a solo survivors. I am not responsible for the actions or lack of skill of the three people I am randomly stuck with. Does it advantage me to try and keep them alive until the end of the match? Yes. Will I do it? Yes - because it is my personal best chance of survival. But when it stops being my best chance...its a solo game all the way.

  • Yes. This.

    Unsafe palettes are a joke, especially since Killers have hit priority. Survivors were told these palettes were meant specifically for a stun, not a loop option...yet if you let a killer get close enough to stun them, latency and hit priority usually dictate that you get hit anyway - making them nothing more than useless destruction points for the killer after you're downed.

    My hope is that they actually come through with their proposed fix for hit priority issues and that this makes these resources more viable. I don't mind having unsafe palettes - but when you can't even use them in the limited way you're told you're supposed to it seems like total horseshit.

  • I love this game.

    I love the killers/survivors.

    The issue is not the game. The issue is the players and their behavior.

    Every time a new killer/survivors/perk comes out and people say they are toxic, I have to refute it. A Killer or Survivor character is not toxic. The player playing them can choose to be toxic. It's unfortunate that I think a lot of that behavior ruins and sucks the fun out of this game a lot of the time.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1329745#Comment_1329745

    I concede that I may be wrong because I'm only describing it off the top of my head, but did they not say that was the specific design intent, when they reworked it?

    The devs clarified that DS was not introduced specifically to be an "anti-tunnel perk" here in the forums a month or so ago.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1329734#Comment_1329734

    DS now activates when you get unhooked, and stays active for 60 seconds. Its design purpose is as an anti-tunneling perk, but a lot of people just run it with Unbreakable so that the killer has a no-win decision.

    Its purpose is actually not an anti-tunneling perk, and people use it as it was intended to be used...but the functionality described is correct. 😂

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1329697#Comment_1329697

    Another suicide option would be bad for the game, because it just amounts to another penalty-free DC. The downside of this is far worse than any upside of some minor convenience factor.

    Four minutes is not that long. If they meaningfully reduced it, everyone would just complain that it's too short. The timer is there to give teammates a chance to save you, while also providing a short enough window that the game isn't being held hostage by a serial slugger.

    I disagree. If they can insta kill you end game to save time, you should be able to insta ######### to save yourself time. :) #fairisfair

    We all know you're SoOoOoOOoOooOo against any form of suicide. I couldn't care less. LOL

    4-minutes isn't that long in comparison to a lifetime...but in a DBD match, it's a long time. And if Killers shouldn't have their time wasted, neither should survivors. They shouldn't shorten the 4-minute timer, they should give you the option to slit your wrists and be gone. Period.

  • Well, most recently most legacy maps had all of their infinite loops "balanced" meaning there are now doors next to strong windows, less 'safe' palettes, less palette/window combos, etc.

    They also introduced larger dead space areas (areas of debri but no windows/palettes) and made bigger maps slightly smaller

    Gens got slowed slightly (although the difference is negligible)

    Hex: Ruin got reworked - instead of requiring great skill checks it now regresses the gen exponentially when you pull off of it instead

    Toolboxes got nerfed and now provide a quicker repair, but for a much smaller percentage of the gen

    As a result, hook sabo was also changed...it now only takes 2-3 seconds to sabo a hook, but you cannot 99 a hook anymore and with the lower charges on toolboxes you wont be able to sabo many at optimal quickness

    Deathslinger was introduced - ranged killer with an undodgeable quick scope. So that's fun. He's not very fast but he has a tiny terror radius so he can creep up on yo ass. His perks are meh.

    New DLC is Silent Hill. Pyramid Head is gonna be a tunnel/camp master that can avoid DS and BT altogether. So excited for that [/sarcasm]

    They smoothed out window vaulting, which is nice. And are working on hit priority issues currently (yay!)

    Rank/match making is hella broken. They are also reworking that (also yay!)

  • How long were you gone?

  • Yeah, I would definitely like to see a basekit ability or even an item you can use to ######### faster when slugged if you want. Killer's can't be bothered to chill for 60 seconds of a struggle phase at end game, but it's cool for them to bleed survivors out for 4 minutes. Not really cool. If you're dead anyway, you should be able to 'let go', so to speak. LOL And yeah, recovering should provide something - since it's essentially healing, as would evading the killer if they leave you slugged and cant find you. 🤷

  • Is this just like a vent post? Because it just sounds like their perk worked as intended and you're mad about it. So?

  • @JustCats said:

    If you play well as a group (or the killer plays badly) and finish last gen with someone on a hook and no current chases going on, that hook is getting camped. There is no other option for the killer but a total forfeit. Take the less than complete win and move on. If you get over altruistic and your rescue goes badly and someone else gets hooked, they're also getting camped. Again, there is no other option but surrender for the killer.

    Don't get toxic in postgame about camping when that's the only time it happens. There is literally nothing else for the killer to do at that point.

    Just a PSA since it seems like there's some confusion. Thanks and good luck out there.

    I mean, it's end game...what else is there to do except secure your kill. It sucks when its your first hook and your teammates cant/wont save you, but its understandable. Doesn't mean people arent going to complain about it.

  • Gonna pass on the killer being able to disconnect the cable.

    Im down with there being a secondary objective needed to connect the power between the gen and the exit gate, but I'm not playing musical generators with the ######### killer. Hard pass.

  • A few things I try and remember when playing killer is:

    Often killers get stronger as the match progresses as people are hooked and injured. So if a gen or two pops while I'm still setting up or in a chase at the beginning, I don't let it defeat me.

    Pig especially can get stronger in mid to end game. Save your party hats for mid to late game (but before the last gen is done, obvs) to ensure that even if survivors get those gens done, they have to take their helmets off to escape. It buys you more time and in end game you have nothing to do but hunt them down.

    Don't fear palettes. Making people pull safe palettes early removes resources from them and their teammates later in the match.

    Whispers is a generic killer perk and very helpful in locating survivors right out of the gate. I don't main pig, so I don't know what a meta pig build is, but I've found this perk helpful in getting that first hook under way quickly. The more survivors hooked or injured the less people doing gens.

    The last thing I do if I really need to buy some time is slug. Down someone and immediately find and down someone else. If I get to a gen where multi people are on it, don't blindly commit to a chase while the second person finishes the gen uninterrupted. Injure them both, kick the gen, then chase. Slug one, return and down the other.

    Survivors are also creatures of habit. They will likely return to the same gen they were working on before they got hooked, especially if it had decent progress. If they get unhooked and healed, that's a good place to go look for them vs. a gen on the opposite end of the map that wasn't being worked on last time you patrolled it.

    Sometimes you just get stomped. But don't let their initial progress discourage you. The survivor side gets harder for every hook and exponentially so after every sacrifice. Its a delicate game so its not uncommon for it to snowball into a win.

  • Probably the same way I calm down from being blatantly face camped to death for the 5th time in a row. Go play a different game for a while.

  • @CreepyB4by said:

    Is playing survivor harder than playing killer? No. It's not as hard and you don't have to put up with nearly as much BM and immature bullshit as killers do.

    I'm Rank 1 surv and, currently, Rank 6 killer. Rank 1 surv is really, really easy to get, you just have to keep playing. It's almost a guarantee. When it comes to killer, you're going to be facing red ranks almost exclusively if you go any higher than rank 10.

    This brings up a good point. What's considered 'harder'? Because if you are basing it solely on ranking up, you are correct. The rank system is a known broken issue.

    If you are talking about meeting objectives or "winning" in any of the multitude of ways people classify that - its highly situational.

  • I get that apprehension. I'm really looking forward to ranks and matchmaking being fixed up. It's no fun to realize you got paired with a killer way below your skill level.

  • I am never happy to see a pig for the same reason others have mentioned. People tend to tunnel jig saw boxes for ppl with helmets on and it's not remotely fun.

  • @CJ46 said:

    i'm so sick of getting dc time outs, when my actual game disconnects and i don't want it to and for things like farming killers, as soon as you get off the hook you get knocked again, all i want to do if that happens is leave and move onto another game.

    If you get off-hooked and knocked down again, just don't struggle. Take the L and die on hook.

    I would like to see a bleed out option for when you get slugged for the full duration of the timer. But typically if you get tunnel slugged either your teammate will get you up or the killer will eventually hook you.

    I pretty much save my DCs for extreme ######### that I would never play a game with. Ive only had my internet drop and mess up and cause a DC timer once. If I am DCing, it's because someone was an egregious dick and I don't feel any obligation to play with ppl like that. 🤷‍♀️ If it's bad enough to make me leave a match, I'm probably done with the game for a while anyway. I go play 7 days and merk zombies. 😂

  • The only communication I accept or follow as a solo survivor is that arm waving = the killer is camping.


    I refuse to acknowledge different degrees of arm waving. I am not going to try and determine from 100m away if that's a 90 degree arm flap or a 60 degree arm flap.


    If you are on hook and waving your arms, I assume ur being camped and I will finish my gen. You wanna be saved, be still.


    I do the same. I also run Kindered most of the time.

  • I would agree with several issues you mentioned.

    Actual bugs and shortcomings in the game due to servers, etc. and behavior that sucks the fun out seems all-time-high. I took a month+ long break from the game not too long ago and now play It considerably less than I used to, as do most of my friends who used to main this game. I used to stream and this was my main game, but since it's devolved I havent resumed streaming because I can typically only play 3-4 games at a time before it becomes too frustrating. Not enough time to really justify a stream and not really a good vibe for stream anyway.

    Outside of DLC content, I don't buy anything anymore...and recently I haven't even done that. I acquire my DLC characters through shards. No cosmetic purchases and no tome purchases.

    I love DBD. The game is beautifully designed. I love the concept. I think the game can be extremely fun when everyone plays well and stays positive, which is what keeps me playing. But I would be lying if I said these issues haven't effected my desire to reach for this game as often as I used to. And I have the same fear that continued trending in this direction will eventually render this a dead game.

  • It's not really a cut and dry answer. It depends on the killer selected, the play style employed, the status of the survivor team, and the skill level of each individual in the match.

  • @gatsby said:

    Decisive Strike is completely unnecessary with a coordinated and thought through hook rescue, however, solo queue teammates sometimes pick bad timings for saves, don't bring BT and/or don't take hits.

    Realistically, DBD has enough counterplay to tunneling without Decisive, however, that counterplay diminishes with low quality teammates. A Killer usually doesn't intentionally tunnel unless the Survivors leave a recent unhook as the easiest target and make no attempt to protect them.

    If Meg bodyblocks a hit for an unhook, she'll get chased and the teammate will never need Decisive. But half the time Meg will 99 sprint burst and bail the second she unhooks. That's why Decisive is necessary

    You lost me in the first sentence.

    I definitely agree that survivors make questionable saves...however killers often intentionally tunnel. This hot take is simply not true. Both are prevalent. Both are valid reasons why DS is a necessity.

  • @Victor_hensley said:

    I can hear everyone saying "wow, you entitled killer main" while yes, i am a killer main, but I am not entitled (just stating the facts, it's your choice to believe it)

    I think most of the problems in this game go back to SWFs. Solo and killer experiences will improve if they just nerf SWF groups. Every part of the game has some sort of downside gameplay wise, but not SWFs. They have all of the same powers except they have voice coms to almost guarantee a win. They already have all the tools to tell whoever is part of a SWF group, why is it taking this long for a change about them?

    I don't have a problem with friends playing with eachother, unless it hurts a game drastically for everyone else. Killers have downsides, solos have downsides, why not SWFs how inherently have a huge advantage that can't always be countered. SWFs can also easily sandbag solos, ruining the game experience.

    I just don't want SWF balance to be put on the devs, "lets not do anything about it for 3-4 years" board.

    The devs themselves stated that the gap between SWF and random teams is not that large.

  • That would be so incredibly broken. Its laughable you would even suggest it.

  • OMGERD, so many 😂

    Survivors who expect an under hook heal when the killer has come back to every single off hook and/or there is heartbeat

    Survivors who crouch walk away from the hook in front of you because they hear heartbeat, even tho the killer is in LOS of the hook and incoming

    Survivors who farm you without BT

    Survivors who get caught coming in for an off hook and chase around the hook instead of taking the killer away

    Survivors who waste palettes you are slugged under because they aren't sneaky

    Survivors who self care before coming to off hook when the killer is busy, causing you to second stage

    Sandbagging almost completed gens, especially the last gen

    Survivors who teabag the hatch in a 2 v 1 when it's your first hook

    Survivors who rush off hooks back and forth vs. letting the killer leave the area, causing several hook trades in a row

    Looping and getting hooked in end game (especially a first hook) while your teammate opens the door, only to have them linger in the exit gate until the killers comes, instead of stealthing and saving you, so they can claim they were "pushed out". You know I can see you, right?

    When you go on a long chase and finally get hooked only to see your 3 teammates urban evading around the map, not doing any gens

    When an injured survivor refuses to finish a gen with you until you heal them, especially when the killer is obviously chasing someone else

    People who leave a gen at 90% because they get the tiniest bit of heart beat when both people could have knocked it out before the killer got there

    When I do 2-3 totems and still get hit with NOED. Every survivor should endeavor to get 1 totem per match minimum, always

    I'm sure there are more. Teammates can be the worst 😂

  • A-#########-men. I swear this game tracks mouse decompression and prompts these skill checks on purpose with the frequency at which this happens and its super annoying.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1323582#Comment_1323582

    That doesnt mean theres any reason to rat out Myers for example before the guy can get out of EW1. Its one thing to be aware of your surroundings to see killer specific gear, but the map itself doesnt need to be giving that information.

    I just think the impact would be negligible. Especially since the only circumstance in which one survivor could tell another is SWF. As a solo, this wouldn't really effect me much. I wouldn't run to the shack just to find out who the killer was before I see them. And idk about other ranks but in red, Myers rarely gets out of EW1 before everyone already knows who the killer is. At least IME, unless you have a potato. 😂 I get it. You don't want anything added that could be remotely a disadvantage for killers or an advantage for survivors, but I just don't see this as having a significant impact. Like I said originally, I understand wanting to secure your anonymity as long as possible...but this would be pretty awesome to see.

  • That sounds like balls. No thank you.

  • @Peanits said:

    I would argue that they would be too much, yes. Having the ability to instantly recover from exhaustion in the middle of a chase is huge. Use it with Sprint Burst and you have an on-demand SB whenever you mess up and run into a deadzone. Use it with Dead Hard and you essentially have the ability to avoid a mistake that would have downed you not once, but twice in one chase.

    Beyond that, you'd also be able to combine it with a Syringe, which would be extra nutty. You'd zoom off into the distance and then automatically heal just because you brought good stuff and pressed a button.

    I would argue the contrary. You used to be able run your exhaustion out while still in a chase for as long and as many times as you could loop the killer. And that was obviously long before infinite were fixed. That was drastically changed by only starting the exhaustion depletion when outside a chase. Swinging the pendulum more toward the mid point between those two extremes by adding an ultra rare add on you can only use once seems reasonable. You could easily slap a condition that it depletes the medkit on use, making it pointless to stack with other rare add-ons. Survivors have had pretty much every iri add on nerfed over the last 2 years. It would be nice to see something new and viable introduced. Even with this ultra rare add on, it's not as powerful as basekit survivor used to be in regards to exhaustion if you were adept at chases, especially combined with recent map changes.

  • I definitely don't like the game, but from a palette perspective (and most others), Hawkins is worse.

  • @MadLordJack said:

    Why do some people get annoyed when I flip them off or tell them to go ######### themselves?

    😂😂😂

  • @Perelie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324596#Comment_1324596

    Hey that's how the devs treat us. Constant killer nerfs and only ever responding to complains from survivors.

    This is low key the most bullshit thing I've seen said on here today.

  • @Sadsnacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324518#Comment_1324518

    And red rank survivors have an extremely high escape rate. And from what I understand they "cucked" red rank killers recently so why not the survivors?

    How did they cuck red rank killers specifically?

    And where do you have statistics to back up your claim that red rank survivors have a high escape rate?

  • @Sadsnacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324508#Comment_1324508

    Judging from the matchmaking I would have thought there weren't any red rank killers.

    Plus most red rank killers all say the match depends entirely on whether the survivors make a mistake or not, which from the sounds of it they rarely do, when playing against red rank survivors.

    This doesn't change the fact that red rank killers have an extremely high kill rate, so doing something to specifically cuck red rank survivors would be completely inappropriate.

  • I'm a red rank PC survivor...I wait maybe a minute or two...however on Killer my wait is usually around 10-15 minutes. So idk what the disparity is. Maybe local. 🤷

  • Red rank killers have a very high kill rate. You do not need to introduce anything to cuck red rank survivors in any way.

  • Really? I like corn maps on Huntress. Less actual environment obstacles that can stop a hatchet, making long-shot hatchets more viable, especially on corn gens.

    I wouldn't change these maps. Not every map is meant to be great for every killer/player.

  • Because it's usually meant as an insult. Like incessant nodding, teabagging, etc.

  • This sucks. :/ I'm sorry your match making was so gross. This isn't fun and these survivors acted like #########. On a good note, at least we have confirmation that devs are actively working hard to fix this.

  • I'm NA - West :)

  • I'm gonna screenshot this, just to remember it in the future as we're arguing. 💗

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324060#Comment_1324060

    I'm on pc, rank 5-8 killer and my queues are roughly 10 seconds, unless something has changed in the last week.

    I played killer a couple days ago...two rounds of huntress...mid-rank...I could only get 2 matches in an hour. And they didn't last 30 minutes each. 😂 Red rank survivor, my queue times are quick AF.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1323861#Comment_1323861

    It's certainly not an isolated incident. I stopped playing for the same reasons. A lot of people feel this way. It's probably why killer que times are so fast and survivor que times take forever.

    Deranking doesn't do anything anymore. If a swf of r1's are waiting long enough it will throw any rank killer at them just so they have a game. Before I could play until I got to a certain rank, wait for reset and play again. Now no matter the rank I will likely run into reds.

    This must be a platform difference, because as survivor my queue time is about 60 seconds...as Killer my queue time is about 15 minutes on PC.

    Its completely unbelievable that someone would say survivors always escape (or that they personally always escape) and Killers just get stomped by survivors who have it totally easy....when kill rates in this game tell a very different story - especially in red ranks.

    I'm not saying it never happens that a survivor has a good win streak and as killer has a bad streak...but this is not the reality of the overall game right now. Its just not. 🤷

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1323518#Comment_1323518

    Killers need to be power role bottom line yes there are lack of resources but thats rng sabo was too powerful before this was needed killers stopped playing because of swf devs favor survivors so much before and That's why they need to give killers advantages so as to keep a healthy player base and insta heals were broken as all hell we should give killers an add-on to instadown one person per game then without hitting them then of insta heals were so fair they weren't they were just broken. I used to be a surv main now I play both and I mever thought insta heals were fair the game right now is actually balanced more than it ever has been

    In a 1v1 situation, killers ARE the power role. There is no disputing that. They have every advantage.

    Sabo was not remotely too powerful before. Especially since the devs had already patched in more/closer hooks long before the sabo changes.

    I won't argue the game used to be more survivor-centric in its release, but it has been scaling killer-centric for the better part of two years now.

    Lots of Killers have built-in insta down - they dont even need an item to do 50% of their job... in addition to slew of very useful/valuable iri addons they have for their powers. Comparatively, Killers have MASSIVELY better iri addons than survivors. By a HUGE margin.

    Insta heals were fine and an ultra-rare addon, meaning they weren't all that frequent. Not any more frequent than a tombstone.

    Im not saying some of the changes weren't needed/warranted to improve the game for Killers, but tbh - massive changes have been made over the last 2 years to make SWF vs. Killers more competitive, that have really been a detriment to solo survivors and random teams, and Killers aren't even remotely satisfied despite having the superior win rate even before the latest patch. Idk about your platform, but I play on PC. I wait about 60 seconds for a survivor queue. I wait 15ish minutes for a Killer queue. Continuing to alienate the largest group of people on your biggest platform is not the answer to improving your game.

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