Avatar

LapisInfernalis

LapisInfernalis

About

Username
LapisInfernalis
Joined
Visits
5,139
Last Active

Comments

  • It is more annoying that if a Chain Hunt is active, and you try to solve the box, the chains always interrupt you. Which messes with your timings.

    Usually I try to do the box when the killer is occupied (f.e. carrying someone) but if I have to try 5 times until I can do it because of the chains, the killer might be able to teleport in time.

  • @AresRevanche said:

    https://forum.deadbydaylight.com/en/discussion/comment/2479226#Comment_2479226

    Only sorry killers have to tunnel, slug, or camp. I never have and have 4ks without it. I can 4k any team with any killer with those tactics. So don't tell me to get better. Killers need to. Don't mind dying if earned, have even messaged killers saying good job when I died. It is PATHETIC that the crap killers get away with ruining the game for so many

    I understand this, but somethimes slugging, tunneling or camping is the smart thing to do. would you leave the hook if they unhooked right after you were 20m away multiple times? Would you not proxy camp someone in the basement if your 3gen is in the same area? Would you not slug if you always see 2 people with flashlights in the proximity of a downed survivor? Would you not tunnel a survivor hoping they have no DS, when you only have a few hooks and only 1-2 gens are left?

    Yes all these strategies SUCK, when killers use them without reason or at the beginning of the match, but they should be punished otherwise.

  • @Gladonos said:

    What are you talking about?

    The upcoming Boon Totems. There will be perks where a survivor can bless a dull totem and the killer has to destroy it to remove the boon. Pretty much like Hex perks but for survivor.

    @Snowbawlzzz said:

    In a game where the killer experience is a sweaty race against the clock

    In a game where people have been suggesting a secondary survivor objective for years

    In a game where gens regress at a quarter of their repair speed

    You decide to give the KILLER a secondary objective? Because you think we can actually spend the time searching around rocks to find some overpowered (Of course they will be, otherwise there's no need for a totem) perk? BHVR, you truly have no idea what you're doing.

    If it's OP, maybe killers will start using full Hex builds just to deny these.

  • This is what happened:

    1. You played a lot of nurse, who is a strong killer and newer players/midranks (what silver IV previously would have been aka rank 12) are not so familiar with her.
    2. You seemed to be sucessful before = higher MMR
    3. You got more stronger opponents than before because of 2.
    4. You have to sweat a lot more.

    I am currently Gold I and I have to sweat insanely on my main (more than before). But I think it will settle itself soon.

  • @Ruscelli said:

    I think the new rank system is horrible, I'm Silver 2 and it's been putting me against killers who are iridescent 1, that's 2 whole ranks of difference. I rather have the old ranking system.

    https://us.v-cdn.net/6030815/uploads/Z0GB2CC1I468/20210908-133947.jpg

    These ranks/grades dont have ANYTHING to do with matchmaking now. What you see is just the leftovers from the old ranking system. What this shown in the pic means: either the Killer player doesn't play that particular killer often/well (and therefore has lower MMR) and/or you seem to be better than your previous rank might have suggested. Although looking at the overall grades, i would guess the killer used a more unfamiliar character.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2480601#Comment_2480601

    I know this was the case in the last testphase but was it confirmed to be this way once SBMM goes live?

    I have to correct myself, they still show it but it isn't used for Matchmaking anymore. I noticed that because when I played Pinhead (as gold I / rank 5) I got silver grades (green ranks).

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2480601#Comment_2480601

    I know this was the case in the last testphase but was it confirmed to be this way once SBMM goes live?

    They said it multiple times that you won't see anything.

  • It is shown because the SBMM won't activate until 11am (or whatever time it is you get the updates in your zone). From then you will only see a white Survivor/Killer crest without ranks.

  • If I assume correctly his strongest add-ons are the Torture Pillar and Impaling Wire. Correct me if I'm wrong.

    What I noticed (beside his bugged lunge that cost me a LOT of hits) is, that long range chain hits are not rewarding enough (chains break too quickly) and that chain hunts need too much time to activate. His power is hard to aim and, if not used point blank, easily dodgable. And you still can use pallets while being chained (why though?).

    What I suppose is this:

    1.Reduce the inactive chain hunt timer (until the box respawnes) to 20s (from 30-40 I think).

    2. Reduce the chain hunt timer to 60s (and change the add-ons a bit number wise).

    3. Make the Box's aura invisible until 3/4 of the timer is up. (change the ultra rare to something else like exposed while carrying the box and 30s after or similar)

    4. Make the chains harder to break the further away the gateway is from you/the further the chain travels. Especially if it's someone on another floor (Hawkins, the Game, Midwich etc). People should be rewarded for sick hits. Now they actually lose distance.

    5. If chained you should not be able to drop pallets.

    6. FIX HIS LUNGE!

  • @Ohnoes said:

    The real question is why was it released to begin with in an unfinished state. Over and over. Meeting deadlines don't mean anything if you're getting to it with shoddy work.

    My guess is that they were too occupied with the Realm Beyond (map reworks, animations and character reworks). Ever since they started it the chapters were buggy as hell.

  • @yummymarshy said:

    First it was pyramid heads ass now this.

    Don't forget that it still might be too flat.

  • @whereismykebab said:

    https://forum.deadbydaylight.com/en/discussion/comment/2480267#Comment_2480267

    Yes, you can't lose a grade, but you can depip within the grade. I'm aware that it serves no matchmaking purpose, but I still think that getting the top reward should be possible with a more reasonable monthly playtime.

    As it is now, the players who will get the 250k BP won't really need it with the BPs they'll get from the time they'd have to sink into the grind.

    That is true. The 250k are not enough for rank 1. I can get that in 5 matches with BBQ on Freddy.

    I think that rank 1 should give at least 1M BP+ 1k shards.

    Rank 2: 750k + 500

    Rank 3: 600k +250

    Rank 4: 450k

    Rank 5/6: 250k

    Rank 7/8: 100k

    Rank 9-12: 75k

    Rank 13-16: 50k

    Rank 17-20: 25k

  • @Chilli_man2400 said:

    Dude it’s the first day try harder and practice and you’ll find a gameplay style for pinhead. People said deathslinger and twins were weak. Now there the most annoying killers to go against cause they have great strengths.

    I remember what they said about Slinger. That he'd be a worse Huntress and anyone who'd play a ranged killer would play Huntress.

    And Twins are the most annoying camping/slugging killers out there.

    And if I remember correctly they said the same about PTB spirit.

  • They haven't enabled the penalty right now (as far as I know).

    And even if you like to DC vs an unfun playstyle (I don't like being slugged at 4 gens left as well) it is still a dick move against your team.

    Easy solution: use Unbreakable, DS etc if you can't stand it. But please don't be sad if you can't use any of these perks then.

  • Grades will only show what a dbd addict you are and how well you know the emblem system.

    At least you can't depip down to a lower grade anymore.

    I will wait how it works out.

  • @Rescultir said:

    https://forum.deadbydaylight.com/en/discussion/277840/why-did-you-remove-the-cenobites-voice-lines

    Theory 1: Some TTV people were complaining about chat doing a gatchiBASS emoji every time pinhead said "I Came" and found it annoying.

    Theory 2: It might have been a teaser for putting voice line(s) in the store as part of cosmetic costumes, not 100% sure if that's true but if it is I draw the line there and probably won't buy the killer if that's the case.

    Theory 3: Might have somehow glitched when fixing... whatever they were fixing after the PTB and I have no idea what that is because everything just seems worse... again.

    Theory 4: Licensing issue which would be odd since I doubt they would have put the voice line in the PTB if that was the case.

    Theory 5: Devs hate fun

    Theory 6: They were annoyed by a meme that was going around

    I honestly wouldn't be surprised if it's the first one and that is the one I lean to the most especially if they're not going to give a reason why they removed it. They better put it back in the game without needing to spend money to get it and I am not going to buy it until they do because the killer isn't as enjoyable to play and with MMR coming out tomorrow, it's going to be a nightmare for me anyway. I honestly don't think the devs even changed anything since the PTB because it all looks the same with more bugs

    If it's #1 I would bang my head on my desk for this, but since I love my head, it's not worth it.

    It would be a shame to lose this because of a bunch of children with dirty minds and TTVs that can't handle it.

  • @Sabraiz said:

    https://youtu.be/xhwNcvYp6vQ

    Don't know what you are talking about. Range?

    Try standing point blank and having your swing go straight through the survivors.

    But yeah, the lunge is a lot shorter than others.

    Yeah, I mean his lunge range. The normal range seems fine.

    I am used to just lunge at everything (don't know why lol). So I often miss, because the lunge is so tiny.

  • I just got DC'ed as Cenobite after hooking someone and going for another survivor.

  • You CAN do it but it takes many tries. The killer was occupied when I tried it, but when I finally could do it, because the chains didn't let me, he teleported.

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458393#Comment_2458393

    Well doing instadowns with this should obviously be à big nono

    But having such à tech thag allows Legion one play over à pallet with his power is cool

    Otherwise its almost useless to vault à pallet against an injured survivor to be franck (haha)

    Legion is pretty much a killer without power when all stay injured.

  • @Mandy said:

    I've actually brought this up to the team to look into, so can't confirm if it's a bug or not as yet. But can assure you that it will be looked at.

    Thank you.

    @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2456732#Comment_2456732

    Well already like à fiew monthes after legion was out we could see the tech be done, like Otz had shown it in a vid that someone found the legion tech

    Yet it IS skillfull, because if you fail your timing you loose your frenzy and you are on the wrong side of the pallet, beside it requires a survivor with à flashy to work

    Its à good punisher for cocky survivors and to countee it you just gotta...not flash light blind him while hes in frenzy

    I found Otz's video about that. I just forgot it existed. The Tech may be old, but some techs like the unhook tech that existed not so long ago, were patched for a reason. I also found a video about Legion being able to insta down people from a year ago, that uses the same glitch. You can't tell me that this is intended.

    If I remember correctly, there were some dumb double fatigue issues on the PTB back then (pallet stun+fatigue etc). So maybe they glitched it by fixing this.

  • @[Deleted User] said:

    Not a bug. That's called a Legion Tech. Blinding Legion out of Feral Frenzy ends their power, and does not apply a fatigue state. If the Legion is blinded out of their power while vaulting, they will exit the vault and be out of their power.

    @ObscurityDragon said:

    Just like Tatariu said, its à tech that is quite hard to get actually

    And i hope it never gets nerfed cause you dont see many do it and its easy to.counter and to miss

    I started playing 3 years ago and and I have never seen this once in my 4k hrs before.

    I am not sure that this is intended though. There is a reason why Legion has a cooldown after using Frenzy. It exists that something like this does not happen, because it would be kinda OP. And being blind does nothing, because you can always hear where people are going. Even if they have Iron Will.

    And only because it's rare it doesn't mean it's skillful. And it would explain why 99.9% have never seen this in 1000s of hrs.

  • @milwaukee354 said:

    Can somebody please explain to me, why Michael Myers has no terror radius, no sound, no nothing, I mean, I didn't hear him breathing, he didn't make a sound, no footsteps, no anything why lol. I mean we still beat him but still, I thought that was a survivors advantage having some sound as a warning, the killers near by. I got hit and grabbed off a gen because I had no clue where he was, how is that fair, I mean I had no clue. And I think he had wall hack Myers

    Use Spine Chill. Works against every Killer, even if they are undetectable. No more Myers, Ghost Face, Pig etc getting you without warning. Using this perk since 2.5 years. It works.

    Alternatively: Use your camera and LOOK AROUND.

  • @Aven_Fallen said:

    Myers is an old Killer, some of his Add Ons would not exist anymore if he would be created nowadays. I guess you can expect the Infinite Tier 3 and the Tombstone Piece (Purple Add On) to be reworked at some point in the future.

    In general, Myers will hopefully get an Update in the future, he is powercreeped and some of his Add Ons should not exist anymore and others are in need of a Buff or Rework.

    i agree except the Fragrant Tunft of Hair is most likely so stay, since it is needed for the Evil Incarnate achievement.

    Here is what I proposed for a Myers update. It's almost a year old but most things are still valid.

    @LapisInfernalis said:

    Since Myers is one of the 2 remaining Killers, who don't conform with the add-on rules (the other being Huntress), I thought of how I would do a little add-on rework for our Stalky Boi. This also includes some buffs to him as well since he's a bit outdated/ powercreeped. I tried to keep the original idea of the add-ons in mind while making them a bit more interesting.

    These are just examples. Please give me constructive criticism and don't kill me, ok?

    BUFFS

    Evil Within I:

    • Grants the Undetectable Status Effect
    • Grants Detection Immunity <- The same as before the addition of the Undetectable Effect. To hinder Spine Chill, Object & Premonition to give any information on Myers. Makes early stalking somewhat easier.
    • Slightly decreased Movement speed (110 %). <- (was 105%) To give him some extra mobility at the beginning and to get Stalk a bit easier
    • Slightly decreased Lunge range (open time: 0.4 s). <- (was 0.2 s) I don't know the exact value Boyfriend's Memo adds, but I thought of this. i.e. Gives room for another add-on with Scratched Mirror.
    • Regular Vaulting speed (1.7 seconds)

    Why? Myers' EWI is more a hindrance than anything else. Good Survivors or a ######### map (looking at you Coldwind Farm!) can starve you of stalk, making it extremely hard to get to EWII. The slow MS and no bloodlust make it even harder. Therefore the MS buff to 110%. Detection Perks are quite problematic in EWI as well. Even if the Survivors can't hear you (except they hear your Darth Vader like breathing), they still get notified by Spine Chill, a very commonly used perk, even in red ranks. That survivor is GONE, before you have the chance to stalk. Same goes for Premonition or Object. Object still lights up, when you are looking at the killer, giving you a direction where he is.

    But wouldn't that be too strong? No. You want this game to be a bit scarier, don't you? I loved the dread at the beginning of the match when you didn't know what killer it was. I was always on the lookout for a Myers sneaking around. I would like to have that back. By chosing a good positioning, you can make it really hard to grab you from the gen.

    Evil Within II:

    No changes.

    Evil Within III:

    • Regular Terror Radius (32 metres).
    • Regular Movement speed (115 %).
    • Slightly increased Lunge range (open time: 0.6 s).
    • Moderately reduced Pallet (and Breakable Wall) breaking time (15%) <- Make him more dangerous. Like a litte Brutal Strength.
    • Moderately increasing Pallet stun recovery (25%) <- Same as above. Like a little Enduring.
    • Moderately increased Vaulting speed (1.275 seconds).
    • When triggered, all Survivors suffer from the Exposed Status Effect.
    • Evil Within III lasts for 60 seconds, after which it regresses to Evil Within II.

    Why? Myers has little in-build ways of shortening the chase and he needs to build up his insta down every time. Oni i.e. can do this by hitting survivors during a chase and gets a lot of mobility during his Dash. I thought of making Myers a bit more dangerous, so that everyone should watch out and don't let him get his stalk! And for myself, nothing was more scary than Myers with BS, Spirit Fury & Enduring a long time ago. But now with the gen speeds and his insanely slow early game he needs gen regression or slow down perks like Pop or Sloppy. This is why I decided to buff EWIII with these effects. I'm not sure if they should stack with the perks or not though.

    Stalking:

    • The default Stalk Point requirement for each Tier is 5 Stalk Points. <- (was 6) easier to calculate :)
      • Stalk Points are obtained by stalking Survivors.
    • Each Trial features a reservoir of 40.4 Stalk Points distributed evenly amongst all four Survivors for 10.1 Stalk Points each.
    • When a Survivor disconnects, the remaining Stalk Points of that Survivor are distributed equally to the other remaining survivors. <- So that a DC doesn't screw you over when needing a lot of Stalk (i.e. when doing the Evil Incarnate Achievement).
    • Default Stalk range is 40 metres from The Shape. <- (was 2.5m to 39.85m) same as Ghost Face
      • The Stalk efficiency decreases slightly with distance, ranging from 1 SP/s (100 % efficiency) to 0.33 SP/s) (33 % efficiency). <- (was 0.8333 SP/s at 100% and 0.08333 at 10%) It would be a bit hard to get "99ed" from 40m away in 5s so I thought buffing the numers would do something at least.
        • This means that the Stalk Time requirement for one Tier of Evil Within ranges from 5 seconds (100 % efficiency) to 15 seconds) (33 % efficiency). <- (was 6s up to 60s) lessens the pain of stalking someone in the distance, without making it too strong.
    • Once The Shape reaches Evil Within II, he has no means to return back to Evil Within I.
    • The colour of a Survivor's outline while being stalked determines how many Stalk Points or evil is left in them, ranging from white (Evil available) to red (Evil depleted).
    • Use the Active Ability Button (CTRL) to unleash EWIII. <- You will never accidentally use EWIII again while trying to 99 it. No need to stalk the last bit. [Edit: This needs some audio cue (like that from Oni). I thought of that eerie tone that indicated him staking you when he came out in 2016. In the Wiki it's the tune which is listed at the Evil Within I section of Myers' page]

    Why? His salking mechanic is outdated and inferior to that of GF. I can understand that it would be too strong to give him the same stalk speed at 40m like right in front of him. By tweaking the numbers, I think that his stalking will be better but not OP.

    ADD-ON REWORK

    Judith's Tombstone (Ultra Rare)

    A large and heavy granite tombstone stolen from Mt. Sinclair cemetery, belonging to Judith Myers.

    • Kill healthy or injured Survivors with Evil Within III.
    • Kill the last remaining Survior in a Locker with Evil Within III. <- No more locker hopping to deny the Evil Incarnate Achievement. At least for the last survivor. Maybe make this standard with a new nice Mori animation where Myers pins the Survivor to the locker. Like in the movie.
    • Disables the ability to Stalk with Evil Within III.
    • Tremendously increases the amount of Evil required to reach Evil Within III for the first time.
    • Slightly decreases (110% ms) The Shape's Movement speed in Evil Within II and III. <- (was -9% = 95% in EWI and 105% in EWII&III) Nothing is worse than being a slug in EWI with this. Still slower than normal, but better around large loops. PWYF would be nice to have but not a necessity. If this would be too strong with PWYF, make it 105% in EWII&III but not EWI.

    "Here lies our beloved daughter."

    Lock of Hair (Very Rare)

    A cut lock of blond hair bunched with a black elastic.

    • Tremendously increases (+40s) Evil Within III duration.
    • Slightly increases (+2.5 SP) the amount of Evil required to reach Evil Within III for the first time. <- (was +5) Makes this add-on more viable. The Hair Bow was just better, because it added 30s for +2.5 SP.

    Scratched Mirror (Very Rare)

    A standing portable vanity mirror which has been violently scratched with a sharp metallic object.

    • When Stalking, Evil Within I reveals the Aura of Survivors within 32 metres.
    • Evil Within cannot progress past Evil Within I.
    • Slightly reduces (105%) The Shape's Movement Speed. <- (was 105%) Yes, this is not a nerf or a buff, but since i buffed EWI MS to 110% I needed to adjust this. 110% with a 32m wallhack would be too much. Pretty much old Jumpscare Myers before the introduction of Undetectable without M&A being a necessity.
    • Each Hit Score Event grants 100 % Bonus Bloodpoints in the Brutality Category and additional 200 % Bonus Bloodpoints in the Deviousness Category.

    Mirror Shard (Very Rare) <- (was Rare)

    A large and sharp piece of a broken mirror.

    • Stalking a Survivor for 1 second in Evil Within II reveals the Aura of other Survivors within 16 metres around you for 4 seconds. <- Maybe a bit too strong, but hey: I changed the rarity.

    Vanity Mirror (Rare) <- (was Very Rare) Is still not as strong as Scratched Mirror.

    A standing portable vanity mirror in perfect condition except for a fine layer of dust and face powder covering it.

    • When Stalking, Evil Within II reveals the Aura of Survivors within 16 metres.
    • Evil Within cannot progress past Evil Within II.
    • Moderately reduces (8m) the Terror Radius. <- Makes Dead Rabbit or M&A a nice to have, but not a necessity. I would say it should stack. You will still be vulnerable to Object etc though (no Undetectable!).
    • Each Hit Score Event grants 100 % Bonus Bloodpoints in the Brutality Category and additional 150 % Bonus Bloodpoints in the Deviousness Category.
    • Slightly decreases (110% ) The Shape's Movement speed in Evil Within II. <- (was -6% = 97% in EWI and 107% in EWII) This was a worse Scratched Mirror with only a little MS bonus.

    Reflective Fragment (Rare) <- (was Uncommon)

    A tiny piece of a highly reflective material most probably from a broken mirror.

    • When putting a Survivor into the Dying State, reveal the Aura of Survivors within 8 metres.

    J. Myers Memorial (Rare)

    A glossy page ripped from the 1965 Haddonfield High School yearbook, one dedicated to the memory of Judith Myers.

    • Moderately increases (20%) Evil Gain rate when Stalking. <- (was 25%) A slight nerf since stalking is overall easier.

    Glass Fragment (Uncommon)

    A tiny piece of tinted glass, probably from a broken object. It is impossible to determine its origin.

    • Stalking a Survivor for 1 second reveals their Aura for 3 Seconds. <- (was only usable in EWI) i made it usable in all tiers.

    Judith's Journal (Uncommon) <- (was Rare)

    A journal identified as owned by Judith M. Myers. Most of the pages are defaced with frightening and disturbing drawings.

    • You become obsessed with one Survivor.
    • Considerably increases (40%) the amount of Evil gained when Stalking your Obsession. <- (was 65%) A slight nerf, because stalking is easier. I think the Obsession requirement makes it less strong without Nemesis and DS or For The People is not allways triggered, so is will be Uncommon instead of Rare.

    You can only be obsessed with one Survivor at a time.

    Memorial Flower (Common) <- (was Uncommon)

    A partially faded and dried pink larkspur picked up from a gravestone.

    • Slightly increases (10%) Evil Gain rate when Stalking. <- (was 15%) A slight nerf since stalking is overall easier.

    Boyfriend's Memo (Common)

    A "romantic", if slightly sleazy, note left around to draw the attention of a female lover.

    • Outlines a Survivor when you are able to gain Evil. <- I thought of something like Feddy's outlining of a sleeping Survivor (from his POV). This is mostly to help newer players to understand when you can stalk and when an onject hinders you to do it. Sometimes you think you can stalk through that piece of junk but you can't. This is meant to help with that by adding some visual effect.

    "The note is signed: D."

    [Edit: Memorial Flower & J. Myers Memorial could both be changed to "Slightly/Moderately increases (+1.25/+2.5 SP) available Stalk Points per Survivor." If the increased stalking rate is too strong. This would give you 1 or 2 extra Evil Within III and would make stalking for some add-ons (i.e. Tombstone) easier if one survivor decides to hide all the time.]

    Sorry for the long post.

    Edit: I corrected the math with the stalking points. Hopfully.....

    @milwaukee354 said:

    I mean why, is having tier three for 60 seconds not good enough, it seems like devs cater to players complaints, instead of making the game fun

    I can understand that it might be a bit opressive if you are a newer player and actually don't know how to play against him well. Beginners or even mediocre players often let him stalk freely which is a great disadvantage for you and your team in the long run.

    The opression you might feel with Perma EWIII, might be because you and/or your teammates heal up or hide all the time. Don't heal during EWIII, because if he gets you, the 16s (or 32s with Self Care) are totally wasted. Just stay alert and do gens. He has nothing really except an insta down, a longer lunge and a slightly faster vault speed during EWIII. You can still loop him quite well tbh. And Myers has the WORST early game of all killers. Even worse than Hag or Trapper.

    If he gets to EWIII (especially with perma EWIII) before a gen is finished, that's your problem and not a balance issue.

  • yes, so that i have something on every slot for every character.

  • Before that you could get hit through an obviously predropped pallet. You can't see what ping the killer has, therefore you can't plan ahead as survivor, whereas as killer you can check the Survivors' pings before the match (during the 360). You can plan ahead. It is still very frustrating for survivor to get hit through windows even if you are clearly through.

    And even if survivors are preferred, the killer is still preferred when closing the hatch. that is, because it looks really stupid if a survivor glides through the closing hatch.

  • Totem spawns: pls add that you cannot spawn right next to a Hex. It is implemented that it can't be in your LOS but it happened multiple times that I just turned around and it was 5m away. Once I was so close I could hear it during the 360 in the beginning! Reduce the glow and burning sound. I find most Hexes because I hear them. Remove lighthouse totems on Ormond and Autoheaven, remove tree totems from MacMillan and Autoheaven. Which maps have imo balanced spots? f.e. Saloon, Yamaoka, Springwood, Hawkins. It should not be too easy nor too difficult (RPD, Midwich)

    Buff certain perks: Since totems should be very strong perks to justify they can be destroyed, some of them need buffs.

    Crowd Control: Since the survivor can use the tile once it is just not as good as Bamboozle. Yes it blocks multiple windows but LT walls are fine and except Lèry's there is only one window per tile. And for the rare double window you get on some maps it is not worth it. Imo it should not be a Hex at all but be a normal perk. Not even with a cooldown or anything.

    Blood Favor: Either remove the cooldown or leave it but make it a non Hex perk. Just not both.

    3rd seal: too weak vs swf or people who pay attention. expand it to the bauble when someone gets hooked. Do live tests with it affecting Freddy's clocks, Jigsawboxes, fountains and vaccine chests. For it not to be op with f.e. the Pig, just make these objects' auras invisible outside of a certain radius (like knock out).

    Huntress Lullaby: buff the numbers. Maybe to - 10%

  • @MrPeanutbutter said:

    Let’s hope Midwich is next

    Why? It might be plain shift+w for Survivors but there are maps which are definitely worse (RPD, Haddonfield, swamp, the Game (for m1 killers), red forest or Ormond.

  • Since they will make their perks generic, I think they will be able to balance them without issue.

    We will just get new icons. They did the same when Bill, Freddy and Quentin were not available everywhere. f.e. Vigil had a generic boy on it instead of Quentin.

  • @GannTM said:

    I hate playing on this map as survivor and killer but I must say, I don’t know how I feel about the map getting removed. I have a lot of memories on the map. I remember it being the first map I’ve ever gotten mori’d on and it was one of the scarier maps in my opinion when I was new to the game.

    I can’t believe I’m saying this but I might actually miss Hawkins.

    Well... I guess I will play a ton of Jumpscare Myers until then. HNL is the best map for this, since they messed up Lery's with the rework and other indoor maps are either too large and/or have too many good pallets.

    I never really had problems with the map except in the beginning. It has good totem spots, some interesting loops and a nice feel to it. It's maybe a bad map if you main Billy, Nurse, Oni etc.


    I will definitely miss it.

  • I'd still bet they change it or use the concept of a lab to add to Lery's. But because that isn't the HNL map anymore, it "doesn't exist".

  • @UseTheValve said:

    https://forum.deadbydaylight.com/en/discussion/comment/2433273#Comment_2433273

    Never happened before that. I don't like the fact that we are losing map.

    I guess we will get it without all the vines as a lery's map

  • No. Why?

    HNL was the only true option for Jumpscare Myers after the rework removed Lery's from that place. That map got too many good pallets and the gens moved away from the doors.

  • @Phasmamain said:

    Tbf the only thing that’s completely lost is Hawkins and that’s a good change

    Not if you want to do Jumpscare Myers properly. Lery's was good before the rework, but after that it got too many good pallets and the gens moved away from doors, so grabs were a lot harder. HNL is good for that build, because it has more balanced pallets and only a few windows.

  • So if they would do what you propose, no killer, who isn't try harding anyways would still want to face swf. I wouldn't. Therefore every queue time exect solo would be astronomic. even for duos.


    and 4man swf would just queue as solo and then switch lobbies until they get in the same one.

  • Solution:

    • use Franklin's. Everytime, everywhere. (doesn't for for Adepts obviously)
    • implement an opening animation that takes f.e. 5-10s
    • 1 key = one person out. No more, no less. therefore: 2 people = 2 keys etc.
  • I had OK matches as survivor and killer so far. and the times i had a bad game was because i was dumb or the killer loved to slugg at 4 gens left.

    I just have the problem that I don't pip (red ranks), but that's my constant bad luck.

  • It's similar to what Blight players could do a while ago. They could find hatch by bouncing against it because it had collision.

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404098#Comment_2404098

    Shifting a problem from side A to side B instead of properly fixing it is not an acceptable solution. I don't care how it is from the perspective of survivors or who has priority over what situation, those are both bad faith arguments.

    So, like I said: they need to fix the sounds and animation feedback and the problem is solved.

  • I had the same once with Alert and on Midwich.

  • @Alionis said:

    It's fine if they want to validate that stuff, but the way it's done now, when even people who have great connections to servers regularly experience cases of survivors going down, then miraculously standing back up because the server denies the hit, is unacceptable.

    but now look at it froum the survivors perspective: you think you'll make it to the pallet but since you don't know the killer's ping you have to guess when to drop it. often enough you got the stun while being hit or even worse: dropped the pallet early but still got hit.


    I can understand that this is frustrating, but the only thing they have to fix are the sounds. And no more VPN hits through pallets!

    And btw: Killers still have priority concerning the hatch. although I can understand that. Survivors phasing through the closed lid was more than strange,

  • This is intended and part of the new hit validation at pallets. If the server gets "stun" from the survivor, before it get's "hit" from the killer, it will reject the hit.

    The only thing that is confusing are the sounds.

  • In general both ideas are not bad. Although I will modify them a bit.

    Spirit:

    Getting any indication that she phases while being in her TR, destroys her ability to mindgame. I would rather eliminate the no-Iron-Will issue while changing said perk as well. For that, Iron Will should not make you 100% silent, just convert your groans into normal breathing while injured. The spirit would also not be able to hear groans of pain during phasing, but would only hear breathing (like that person would have Iron Will). This way Spirit can still hear you, but both sides have an equal chance to evade/find the other without the help of a perk. In addition some of her addons need to be fixed because they do stuff they shouldn't (=not in the description). For example: Yakuyoke Amulet should either be fixed (the shadow buffed recharge rate) or made an Ultra Rare addon. (Father's Glasses would be purple then.)

    Deathslinger:

    All killers with a strong 1v1 have a great weakness. Deathslinger is 110% (standard: 115%) and needs a lot of time to reel the survivor in which results in poor map pressure. Although I also think that he should get a short wind-up animation like huntress with a little sould cue. It doesn't need to be long. Just some time to reakt like against Huntress' Hatchets. They also did it for PH, so it is no problem to do it.

  • Same goes for Nurse's recolor outfit: Head and Weapon are taken from the Phantom of the Opera skin, and the dress is a red version of one of the wedding dresses. Although i don't remember if it was free or not.

  • @Apollos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2386945#Comment_2386945

    https://us.v-cdn.net/6030815/uploads/UV19LUE33FKI/capture-png.png

    David's hair is still blonde. It's just that the lobby lighting adds a pale blue rimlight to survivors and the lighter texture absorbs it like a sponge, making it look silvery gray.

    That being said however, his red hair now looks more like a strawberry blonde. It's a lot lighter than it used to be.

    https://us.v-cdn.net/6030815/uploads/TSDUNY4G9IZ8/capture-png.png

    EDIT: I didn't mention it either, but his hand wraps are gone on the tank tops now. Not sure how I feel about it.


    @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2386945#Comment_2386945

    It actually IS gold, if you're looking from the back. (David)

    I also noticed some of the hair issues (like David's hair issue) depends on the graphics' quality. And you are totally right, that the red hair is almost blonde now. At least during the match.

  • @Rogue11 said:

    I'd like to mention Kate's rework as well. Her expression changed so much from her original. It doesn't fit her backstory or the devs stated goal to keep the reworks as close as possible to the originals.

    Original:

    https://us.v-cdn.net/6030815/uploads/MCI1XBZKIDJ3/image.png

    Live:

    https://us.v-cdn.net/6030815/uploads/3GBACKRRBTSQ/image.png

    Why are her nostrils flared, eyes narrowed, and eyebrows angled down. It changes her expression from her calm, slightly smiling demeanor, to various degrees of annoyed/angry.

    Not only that. They opened her mouth so she's got rabbit's teeth now.

    The looks more like the arrogant school ######### now.

  • jane.PNG

    Jane now stares into your soul, regardless of her head cosmetic.

    david.PNG

    This is the Anniversary Head. It should be gold-blonde btw.

    jeff.PNG

    His hair looks really wet/oily and like it is stuck to the head.

    All on Ultra settings.

  • Have you played Spirit with Stridor? If the answer is Yes, then you should not have relied on a perk in the first place. Spirit is fine without Stridor.

  • I get why for Killer head + body and for most Survivors body + feet are linked. but why not seperate f.e. kates head from the set? or a killer's weapon? I would buy more stuff if I could get the weapon/head seperately.

1 … 41 42 43 44 45 … 64