LapisInfernalis
LapisInfernalis
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@SkeletalElite said:
There is one thing that really grinds my gears on this map and it's the unsmooth loop collision that makes tightly hugging loops difficult as survivor and also has a tendency to cause you to erroneously bump as blight
Oh yes. Same as Dvarka. Those are the 2 maps I cannot hug-tech gym walls as Wesker because they are round and blobby. I also get stuck on them frequently.
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This map is meh? Idk.... On one side the map is large, making defense difficult. On the other hand you can get 3 gens in the ship where nothing is to loop.
The easter-eggs are well done though.
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I can't see pallets on this map, because it is too colorful. Also the weird bubble texture for the gym walls is really confusing. I often have a hard time to recognize the type of loop I am at.
Also too much (visual) clutter.
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Design-wise, the map is great. Gameplay-wise not so much. The redness is still a problem for seeing scratchmarks properly. Also it can spawn those "Imposter Gyms" which miss a window, making the loops very unsafe when you expecting something different. This seems to be a bug though as the same issue was resolved for other maps.
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I know it sounds silly, but could you please add Rebecca's basketball photo from RE2 as an Easter-egg to Wesker's office (the small office space in the STARS office)? Maybe when you finish the Gen or break the totem the drawer falls out and reveals it or something? I always liked that detail about Wesker and Rebecca.
I also generally think Raccoon City needs some more maps for variety (the city itself, The Nest, Spencer Mansion). It is a shame that there is no Umbrella focused map.
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I only have 2 problems on this map:
1. Exit gates where the killer does not need to move to check both of them.
2. Finding gens sometimes (it's a lot harder for new players). We need the flickering lights please.
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There can be some really nasty 3gens (both gens in the hall, one in the Chief's office and one in the interrogation room/hallway) but else it is fine. I really enjoy the RPD maps after they got changed.
True sometimes there are scenarios where you can be easily camped (outside area at the front or a hook next to the art room) but it is OK.
It would benefit from a locker on the front outside though.
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The map has some core issues but as they bother both sides I think it's balanced. (I still know it from when it released)
1. Navigation is really bad depending on RNG.
You see a hook right next to you in one of the large rooms, but you can't get to it because all doors next to it are closed. The other hooks are too far because they are in rooms too. Same goes for survivor when trying to unhook. It has a similar problem in that regard as old RPD but not as bad.
2. The ceiling lights indicating unfinished gens are not flickering anymore. They are just turned off. Make them flicker again to help survivors find gens.
3. The glass-wall window in the Upside-down room is an infinite for 90% of killers as you cannot get into chase, which means the window will never be blocked.
4. The Isolation Cell Gen and Upside Down Gen are almost impossible to defend because they are so far up and on opposite sides of the map.
5. Hooking people on the 2nd floor can be tideous and very hard if survivors bring certain perks.
6. The 2nd floor is "empty" besides the Gen. There is no real loop, so nobody ever goes there except for the Gen and maybe a chest/totem
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Whatever you do, please keep the breakable walls. I like this map for challenges where you have to break walls/pallets. I know there is also The Game, but I prefer this one as it's not pallet heaven.
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@Marc_123 said:
I like this map.
Don´t understand all the hate for the indoor maps. I think they are sometimes more interesting than the usual outdoor maps.
I also don´t get this map super often to play on.
And - this is a great map for a lot of tome challenges.
Break pallets and walls? Yes. I also like to go there for challenges but then I am prepared and don't expect to win.
The normal gameplay is immensely survivor sided.
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@jonifire said:
It‘s my favorite map. It‘s easy for killers and for survivors, so I think it‘s fair. Killers can just burn through pallets and then create huge deadzones and survivors have good pallets but not many windows.
Overall this map is unique and it should stay like it is.
Are you playing a good pallet shredder by any chance? Or do you play killers who benefit from hit and run? Are you only 3-genning? Are you playing Nurse? If the answer is yes to any of those, then you are lucky. But all other M1 killers struggle on this map. Have you ever played as Clown, Pig or Myers on this map? Good luck getting anyone.
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Short critique: Too many very safe pallets
Long critique:
@LapisInfernalis said:
Before you think I am a killer main: I am not.
The problem on this map is that it is small on the one hand, but has an incredible amount of safe pallets back to back. Even Midwich (which spawns roughly the same amount of pallets) is less of a pain because there are not many easy ways to switch between floors.
Even unexperienced survivors can easily loop here because everything is so safe.
Examples:
1) Controll room & Bath/Basement. Here are 4 God pallets on 2 tiles. Why? One on each floor should suffice. Add maybe a window on the top instead (like a mini LT tile). This tile also often connects to at least one other strong pallet on either floor which makes this area too safe for the location with the basement.
2) The safe drop down through the shredder which connects to the freezer. This has a god window on top with a god pallet connecting to another good window and probably a god pallet on the bottom. Why?
3) The pallets between the shelves are unmindgameable because you can see everything that is taller than a crouching Pig or Ghosty. This is relatively easy fixed by shorten the shelves and/or making the boxes a bit higher.
4) Corner stairs pallets (bottom) are unmindgameable and often have another safe pallet on top of the stairs. Remove one.
There were just some examples. The map would benefit from the removal of 5-8 safe pallets in general with the addition of some windows on the top floor similar to the one on one of the Midwich exit gates. A lot of loops need to be shortened and maybe some stairs removed. If I am correct there are 6 stairs (+3 drop downs). 3 or 4 stairs should be enough.
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I think she would probably like bands like Arch Enemy more. But I would still buy either shirt for her.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674373#Comment_3674373
I really do feel like people read way too much into this and look for problems that do not exist. If people look at the unknown killer and think anything other than scary monster then thats on them and not a problem with the character.
I can understand concern like with the Jeff shirt with the angry looking Rottweiler, which got changed to counter the stereotype. Or that one hook charm where the Entity claws looked too similar to a swastika.
But I do not understand why people interpreted into these cosmetics that they are transphobic or promote transphobia.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674995#Comment_3674995
BHVR apologising would simply affirm what the bigots were saying. That these skins were akin to anti-trans stereotypes, which they are not. They've taken a monster that hides inside a person's skin and tranformed it into something bigoted. Again, you are giving ground to the bigots.
I haven't had the opportunity to ask my trans friends how they feel about this (I'm not even sure I want to, as they don't really like being essentialized by their trans status), but I'm certain that they would see those skins and just think they look cool.
Stand by trans people and remind them that you support them. But don't let bigots take something that is fine and turn it into something grotesque.
Well said.
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@Kaethela said:
Speaking as a trans person, the skins are fine. I've seen a lot of transphobic stuff out there across a lot of media and this doesn't even come close. The unknown is some sort of abomination piloting around a skin suit while not really understanding how human proportions work. Don't give in to the bigots and the people trying to sensationalize everything. There's nothing wrong with these cosmetics.
Thank you!
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674804#Comment_3674804
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674809#Comment_3674809
In the face of bullying, it's essential to acknowledge the emotional impact it can have on individuals, recognizing that everyone has feelings and that it's normal to be affected by hurtful comments. The idea that "not caring" about what people say may not be an effective response is rooted in an understanding of the potential consequences of sustained exposure to bullying on mental health.
Instead of dismissing these emotions and encouraging isolation from the online world, its crucial to be fostering open communication, encouraging individuals to discuss their feelings with trusted friends, family, or support networks to gain emotional relief and potentially find constructive solutions. It's important to convey that setting boundaries and standing up against bullying is not about being overly reactive but rather asserting one's right to be treated respectfully and promoting a positive, inclusive environment for everyone.
By empowering individuals to respond assertively, seek support, and contribute to a culture where bullying is not tolerated, we can collectively work towards creating a healthier and more empathetic community. It wont happen tomorrow, but things are better these days than earlier.
So to return to the topic, it becomes a problem when bHVR's new Dead by Daylight Killer becomes the catalyst that causes bullying and its worth it for bHVR to consider what they enable. I'm not blind to seeing that everyone who responded to OP is basically saying they are wrong, but that's really up to bHVR anyway and I think we should encourage bHVR considering that.
I don't bully anyone (I am a very friendly and respectful person). Those who bully, don't need a cosmetic, they already did it for years. I got bullied in school. They did not need a reason, let me tell you that. Same with the Twitter idiots. They just want to lift their tiny egos.
Instead of restricting or forbidding everything we should better just ignore the idiots. People like you contribute to those horrible people by giving them a platform. Just stop creating problems which don't exist.
Transphobes already used Flag Charms to determine whom to tunnel, BM etc. They already make posts and twisted stuff. They don't start just because a cosmetic got added.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674639#Comment_3674639
You can go look at what is taking place on Twitter, I'm not posting them here, the mods would delete me. Its mainly a combination of claiming the Unknown is trans representation, claiming that at or in earshot transwomen community members and claiming those community members ARE those cheerleader skins. Its frankly horrid and its a matter of time before they pull worse things off.
The problem isn't with the Lore, the lore is fine, the problem is those skins look like transphobic caricatures, which makes them ripe tools for transphobic bullying. A similar problem to 'that Bubba Mask', but a different marginalized group in our society
I understand that it might seem like these issues are being blown out of proportion, but it's crucial to recognize that the impact of certain content can vary for different individuals. Video games are a shared space where people from various backgrounds come together to have fun and enjoy a hobby.
When content in games perpetuates stereotypes or mocks certain groups, even by accident, it can inadvertently contribute to a negative environment for those players. It's not about creating problems where none exist but rather fostering an inclusive and welcoming space for everyone.
Consider that some players may face discrimination and stereotyping in their daily lives, and the gaming community can either be a supportive escape or an additional source of distress. By addressing these concerns, we can work towards creating a more positive and inclusive gaming culture that respects the diverse experiences of its players.
Why are you on Twitter in the first place? It is nothing more than a school backyard 2.0 where bullies have the time of their life.
What those idiots claim does not matter in the slightest. The Devs themselves said that the Unknown is an unknown being without specific gender. Therefore is is not trans and therefore it cannot represent or mock trans people.
Some people are always #########, don't give them attention.
If think that those skins do anything bad, than those idiots already won as you give them what they want.
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@Emeal said:
I share the concern regarding the cheerleader skins for the Unknown in Dead by Daylight. Ignoring the Lore, the appearance of these skins seems to resemble a transphobic caricature. While I understand the company's perspective on using the same model rig for both male and female skins, the cheerleader skins may unintentionally perpetuate harmful stereotypes. I've already witnessed instances where these skins were used for transphobic bullying. I appreciate the effort of the talented artists at bHVR, and I hope they can address this issue to ensure a positive and inclusive gaming experience.
I do not believe bHVR means any ill here, its just a skin walked too close to line, its worth it to recognize that, retract them and change them to look less like a caricature and more like an Unknown Alien taking host inside of a highschool cheerleader.
How can you bully someone with the Unknown skins in a transphobe way?
Mori people with flag charms? That's old. People having stupid names? Old. And mixing the "male" head with the "female" body is not what I would call bullying.
And I say it again: THE UNKNOWN HAS NO GENDER AND THEREFORE CANNOT BE TRANS OR ANYING ELSE.
To be precise it is AGENDER.
So stop creating problems where none exist.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674407#Comment_3674407
That is a good point i didnt even thought about that.
I m not super into lore reading in dbd but i thought the unknown is like either changing his flesh to look like his victims after consuming them or just outright taking over there body and twisting it to fit like that roach in the first men in black movie
In the lore it says that they are not sure if it is an alien, a bioweapon or something else entirely.
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@[Deleted User] said:
I'm going to post this now and never come back because I just know what this will turn into.
On the subject. The Unknown doesn't have a gender or sex that we know of. In this case it's wearing the clothing of its victims. It's not representing or mocking trans people. Nor is it a guy in drag.
I'm not trans so I don't want to speak on the subject too much but I don't see many seeing this as problematic.
I'm curious why you see it as masculine?
Probably because the female skin still has broad shoulders.
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@ChrisPyre said:
Let me just start off by saying, because I know some players will take this thread uncharitably: I don’t think the devs or designers were intentionally being transphobic when they made these skins, and I understand the concept they were going for. HOWEVER: The decision to launch the Unknown with femme coded cosmetics was extremely irresponsible, and is already enabling transphobia amongst the more hateful members of the playerbase.
The cheerleader outfit in particular evokes a rather harmful stereotype of trans women, a masculinized body in feminine clothing that’s depicted as dangerous and grotesque. The fact The Unknown happens to be voiced by a trans woman (which otherwise would be a such a great excited piece of trivia) makes the choice to launch with these cosmetics feel particularly egregious. If there were other, more positive pieces of trans rep in DBD this wouldn’t feel like such a blunder. But with all the combined factors, and the political climate that these skins are being released under, I’m really am shocked no one on the team thought that maybe these skins were inappropriate.
What are you talking about? The Unknown has no gender because we don't know what they actually are.
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1. Invocation:
I have used it multiple times so far and I have to admit that it was kinda meh using it. You are holding M1 for 2min for 7 BNPs at max. From my experience 2 Gens pop before you are done. Any disturbance makes the perk useless. I got interrupted by Friends till the End, BBQ, Darkness Revealed or UW multiple times. I also tried different builds with it as interruption was one of the main issues. But if you equip Distortion/Calm Spirit, you will get tunneled. If you try to counter that you will get found. If you want to build around being injured (Resilience, DH, IW or No Mither) you can get found and will be tunneled. Because that is what happens once you get found once you are broken.
For now the reward is too small to be injured all the time and just asking to get tunneled.
Suggestion: Instead of being broken for the rest of the match either remove a health state or make you broken until you are hooked once. Reduce the time a bit to make it more worthwhile. You are basically completing 7/9 of a Gen max, so the time should fit that (which is about 70s). Maybe people finishing gens could speed up the Invocation, because there are less BNPs you create basically. I understand that there has to be a bit of a time loss because it is irreversible. So I guess 90s for 7 BNP equivalent would do. Every finished gen could reduce this time by 15s each. So you could even consider doing it at the end of the game and just sit in the basement for 30s to BNP 3 gens.
2. Strength in Shadows:
The speed buff is nice although it could still be a bit higher because you potentially need to run across the map to use it. But it doesn't need much.
3. Wicked:
A nice perk, but as the unhooking is only guaranteed in the basement, I would suggest to also be able to unhook yourself in the basement during the 2nd stage to make it worthwhile.
Although I see the problem with anti-hook builds and swf.
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As I play Wesker most times I use this time to practise some techs. Sometimes survivors get bored and they sneak up to you and you can 180 them and kill them.
Usually they are mad then, but I always say "just leave".
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@FunkadelicPeach said:
Survivors vs Killer. 4v1. always 4x more people than killer experiencing any given match. THESE are the players you should be catering to. The people who experience MORE of the game should be getting the 60% escape rate. The justification I have seen around the 40/60 killrate-vs-escaperate is laughable, at best. "We want the killer to seem powerful and scary"... Then make the game more scary and fun? Don't balance the game to be less than 50/50? Why is it that the majority of the player base is experiencing losses more often than wins? This makes no sense to me. This is the only game I've ever experienced where I have put in 1000 hours and my win rate is still below 50% (and will remain so, because the developers coddle the killer player base). Please consider balancing for your majority player base and get those numbers closer to 60/40. If that is unacceptable and you still need to coddle to solo-players with a power complex, then at least make it 50/50.
This game has gotten exponentially less fun for survivors, unless you are coordinated and playing with a team. I have been playing for roughly 2 years and I am so sick of each update making killers more and more powerful with no addressing issues that have been plaguing the game forever. Gen rushing, tunneling, map balance, vault speed, heal speed, slugging, etc etc etc. Not addressing core issues like slugging and tunneling (and even hook camping, still (proxy)) seems to be blatant disregard for the fun and majority of the player base. These are issues that could be at least temporarily resolved with simply adjusting some numbers (such as base kit BT, Base kit unbreakable, and base kit kindred).
These issues are annoying enough for seasoned players, but the fact that perks like bond, unbreakable, and windows of opportunity are not base kit is horrible for new players as well. The amount of times I have tried to introduce a friend to this game only to play for OVER an hour and not get a single escape is not acceptable.
The game has gotten so unbelievably frustrating to play for survivors (but even killers, from some community members, I hear), especially with this new update. Weaving spiders is a joke and a horrible perk design, the double pallets and main building on the new map are horrible, and the new killer is incredibly overpowered (speed, teleporting, etc).
I know for a fact this post will be called out by a bunch of mid-ladder killers who feel the need to "win" every game. 1 kill and 2 kills isn't enough. Gotta get all 4 and then leave the last guy to bleed out on the ground while tea-bagging him... That's the thing, right??? Look - When the killer gets to "win", it's dynamic. It's subjective. You could feel good about getting 1 kill if it was a guy who was really good in chase. But with survivors, every person who doesn't get to escape is a real player who is experiencing a "loss".
The inability to guarantee yourself an escape no matter how good you are vs the ability to get at least 1 kill no matter how BAD you are, is stark and easily observed.
The easiest thing to speak to this is how decent killer players can get 50+ 3k/4k streaks in a row, but there is no way to guarantee a 50 (or even 10) streak with 3+ survivors escaping, even with SWF.
Fix this! Most killer players seem to have an ego and power complex issue. I feel as though they are likely being coddled simply because they are the "powerful" presence in the community. They are the ones who have (more of) the ability to be toxic, dictate the sportsmanship of the game, and be a demanding, loud, and uncooperative presence on the forums.
I totally understand this post has a lot of "us vs them" language, and a lot of visible frustration. While some of this may be me just venting my feelings and frustration as someone who has devoted a ton of time to this game, I do believe some of it is also a fair critique. I hope readers can pick and choose what they believe to be a valid critique rather than writing off the whole post/discussion simply because I've been the victim of some really horrible games tonight, and I'm frustrated with the game, lol.
And what about those who play both sides?
Maybe you should play some killer until the good players are going against you. Then tell me again if survivor is hard or not.
I have 7k hrs and have played for 5.5 years. True tunneling and camping were getting more popular over the time (I guess also some famous content creators are to blame for that). And it is also true that if you are the one who is geiing tunneled it is frustrating as it is almost a guaranteed loss unless your team is good. But on the other hand 3 gens pop as you get your first hook, because you spent 30s looking for someone, 40s chasing, 10s hooking and then walking to a Gen. If you encounter this you want to tunnel to even have a chance at getting anything done. So most killers just default to tunneling.
Tbh I think you should take a break from the game if you are this frustrated. It will only get worse if you continue because you are focusing on your anger.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664798#Comment_3664798
huntress hitboxes are balanced around encouraging the survivor to wiggle and strafe. Trickster and Deathslinger are balanced around side-stepping the shot at very last second, flick dodging.
I would consider huntress hatchet hitbox as part of her core identity. Although I like vsing ranged killer, huntress is probably my least favourite ranged killer to go against because she has most artificial zoning potencial with her hatchets. When the PTB changes get pushed to live, people are going to understand what i mean by artificial zoning in her kit. all that is by product of her hatchet hitbox.
Maybe. But I still think that updating the hitbox would be worth a try. We don't need a killer who throws whales at you.
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Can spawn nasty window combinations on main (e.g. that window window where the Gen is), but else it's fine
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@WhoSoup said:
Usually has a really strong gen spread for survivors unless you get a lucky rng 3gen. Tons of strong fillers connecting strong tiles. Main building is usually very annoying to play with a mandatory breakable wall and strong filler loops next to it. Typically very boring gameplay (like most autohaven maps). Not really sure what the best way to fix this map would be, I just know that it's not fun to play.
It seems they fixed the awful 5gen you always had when the rework dropped.
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The middle is dead and with the amount of gens spawning there it is pretty easy for killers to patrol these. The houses can be nasty though and favor survivors. The rest is fine.
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If you finally would fix the corn for Myers I would be fine.
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It it doesn't spawn Cow Tree that area is dead. Can have nasty 3-gens at main but OK for the main part.
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Tbh, the old version felt better as there were not as much good pallets as of today.
I like that the map is unique with the amount of windows but the addition of string loops make it difficult to deal with sometimes. Especially as you loose bloodlust frequently due to LOS blockers.
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This is THE 3(or 4 or even 5)gen map. Even with the anti 3-gen mechanic this map is very awful to play against a trapping or area denial killer (e.g. SM, Trapper, Hag, Demo) because they just sit at one side. Combine that with the fact that for some reason both gates can spawn on the same pocket.....
Also killers can camp the small bridge in the middle to hinder any survivor coming for a rescue in one of the pockets. This is so bad.
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This map is weird. On one hand I really like it on both sides, but on the other had I hate how big it is and how many strong and combinable loops there are. I once looped a Legion for 4 min at 1 Gen left on this map with 3 pallets left standing all over it. True WoO and Adre helped, but this should not be possible with a map of this size. There should be deadzones so the killer can catch me at that stage of the match.
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@Nebula said:
This one’s just rather obvious I feel. It’s way too big and main building can spawn the dirtiest windows in the game.
Nah, the dirtiest window is still on Hawkins where you don't get bloodlust and therefore it gets never blocked.
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@bjorksnas said:
Latency and the hitbox of the survivor lingers behind them while they are running around where their back foot is not where their front foot is
Yes, but the hatchet hitbox is sill way too large. Slinger's and Tricksters ranged weapons have smaller hitboxes as well, so huntress should get hers be smaller too.
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Just a little bit too large, but not much. I think it would be better to leave it as it is (or maybe only move some loops around), before it ends up, like we Germans say, "kaputtgefixt" (lit. "broken-repaired").
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@Emeal said:
This map is balanced, but all Yamaoka Estate Maps need a better themed wall surrounding it and a better looking gate.
Example:
Maybe with a japanese word for Escape or Campfire or something.
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The map has a 3-1-3 gen layout for 80% of the matches (the other is 4-1-2 which is even worse) which heavily favour killer and a 3 gen strategy. The temple in the middle is 2 weak pallets, 2 weak and one decent window. There is nothing really there which makes it basically No Man's Land. The map is also prone to deadzones and very visible gens in the middle of the map, which make it even harder for the survivors to prevent a 3gen. The temple in the middle also favours ranges killers like Huntress, Slinger or Trickster, who have it way easier to camp from far away and still manage to hit because if the elevation.
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If you get bad RNG then it is a nightmare because of connecting loops (especially around shack), but else it is fine.
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4 out of 5 variations are a killer's nightmare, and one is not as bad, but still bad. If the basement is not in the school, the large room there becomes a heaven for Boil Over gamers as there is no hook close enough. Even if you break the walls. And if you do that just to be safe in that regard.... then you open up very strong loops (fence and car) to the school.
In general the loops are often too well connected and the gens not well to defend.
The 2 story building could use some variation on where the gen may spawn. Before the rework years ago it could spawn downstairs (left of the stairs) or upstairs (single room or at the top of the stairs next to the window).
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Very similar problems to Grim Pantry, as the middle is often empty and the map still follows the old spawn logic from before its size was rediced in Sep 2018. I think this one is slightly worse for killer, because the ship is a very strong loop.
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The map can be pain or a blessing for both sides depending on the RNG. It likes to spawn very difficult to break 3gen setups (basically the whole shack side) and also still follows over 5 year old spawn logic for gens, totems and the hatch from when it was the larger version.
It also has very bad hitboxes and the middle often is literally empty (at least now there are some trees) loop wise, making it a complete dead zone.
I like the hilly terrain though.
I hope for a rework soon.
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@Adrien said:
While I'm happy gen tapping got nerfed because it was time consuming for killer and easy for survivors to counter the kick, there is still a major problem :
When a survivor leaves a generator, if a skill check event starts, it makes you automatically fail and you got a 10 % penalty.
Suggestion : when you stop repairing a generator, the skill check event is cancelled if it's not due to a killer related perk (opression, overcharge, etc.).
This would be a great QoL for all survivors. They shouldn't get a huge penalty like this just because of RNG.
I would just give the chance to still hit the skillcheck. Similar if you tap a Gen with Overcharge, the skillcheck remains visible so you can hit it.
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648026#Comment_3648026
But medkits were nerfed now to be used pretty limited times compared to before, so I think it wouldn't be problem unlike before
That was changed in the same patch if I remember correctly.
Because the speed of Botany also applies to medkits, you could heal yourself too fast too many times without the debuff. That's why.
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I really love it to play chill killer matches again, without getting 4 outed every time. It is the perfect game mode for someone like me who does not like to tunnel.
Survivor is a lot harder, not because of the absence of perks, but because the vision is limited. Even with 7k hrs of experience, I don't always know the exact layout of a map, making it quite hard to find everything. Also killers like to camp and tunnel a lot, as there are no perks that help against that.
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@Astel said:
Idk whether dev team will read this or not, but I think Botany Knowledge's penalty about medkit efficieny needs to go. This is pretty pointless downside, and I am pretty sure that this will not cause balance issue at all.
Actually it was added, because it was very strong while using medkits. It made healing times very short.
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@Orthane said:
I think it really goes to show how busted Survivor and Regression perks are in all honesty. Without their precious "Windows! I can't loop without my Windows!" or "Pain Res! I can't win games without my Pain Res!" it really shows who is and isn't good at the core game.
I don't even have a problem not to use Windows, but not seeing anything really is the main problem. Even with 7k hrs.
"Hey, I'm in a jungle gym! But where on the map?"
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@MikeStev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645044#Comment_3645044
If that's the case, then I don't know what the solution is.
One way would be to reward the opposite. If swapping targets is strategically better than tunneling, then the tactic will change.
A really dumb, but simple solution would be to make it that if a survivor is hooked again without someone different being hooked, they don't loose a hook state. This way the killer can still pressure that way, but it doesn't advance your progress to get kills. Whereas hooking different people will bring you to your goal faster.
In addition all anti tunnel perks would need to be reworked as they would not be necessary anymore. There would also be a Gen overhaul be needed, as they are too fast.
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If I also put the issues you mentioned aside, this mode is fun. Especially on killer. I don't need to sweat, to think of perks and what not and still do well. I really enjoyed playing killer for the first time in.... a very long time.
Even if survivor is a lot harder, I like it too. I have 7k hrs of experience and having to rely on that alone is a lot of fun. If you know the details of the game (like how long heals take, recovering, exit gate etc) you are rewarded, because you are more efficient. Map knowledge is rewarded and especially if you know how it looks from above as you need to picture it in your head.
Also I was never happier to find a green map inside a chest, as this item has so much value if you can't see your surroundings that we'll.