Avatar

LordRegal

LordRegal

About

Username
LordRegal
Joined
Visits
1,829
Last Active

Comments

  • There's a dearth of killers in purple/red ranks, so high ranked survivors have to wait a while to get lobbies, so they go to the full 6 down. It's almost like people don't want to subject themselves to the stress that is high rank killing...

  • Shy of 1k hours but I’ve completed the achievements so I’ve played a ton of both sides - I can’t loop for #########. I can not comprehend how people run in circles so efficiently. Fortunately I find that kind of gameplay boring as ######### so it’s forced me to git gud at jukes/mindgames/losing the killer/getting the drop on the survivor, but if there’s no way to do that in a given area, I’m doomed.

  • Achievement Hunter for me. Seemed like a great game to play with friends more than anything. Which is humorous because the only one I can get to play with me on a regular basis is my wife, despite having plenty of friends who own the game so...

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/905522#Comment_905522

    I hate this argument so much. It seems like you've never read the response to this ludicrous argument before: You can't "spam blinks" or just "wiffing a blink" You have always had to aim, time, and predict correctly to land hits with blinks. There are never free hits unless they are literally running into your open arms. So stop trying to pass that off as some sort of intelligent argument with depth because it is neither of those.

    And she only requires more thinking because you have to factor in how punishing and useless her power has become now. You are essentially just a demogorogon that can shred through walls. Think about it, you aren't rewarded for using it to traverse the map anymore, and you CAN'T do mindgames anymore because you immediately lose them every time because of the recharge. So what does this leave you with? The same exact mechanic Demo uses with shred but you can do it through walls. That's what she's become, a shell of another killer that is more specialized... Not her own unique and powerful killer.

    She may still be powerful and more than capable of 4k, but who want's to play a killer where you are constantly receiving negative feedback and are artificially limited not by your SKILL but by her new kit mechanic?

    Honestly you just clarified to me why I like Demo, despite still learning him. His shred is a shorter blink that can’t go through walls and less punishment for missing, I agree. Plus he’s got more global map pressure than Nurse with his portals, and isn’t actively punished for using his power like Nurse is. AND he’s a normal movespeed. Seems like three reasons to play him over Nurse now to me...

  • @AChaoticKiller said:

    but DS is timed based, why should you not get punished for tunneling someone with an anti tunnel perk just because you have a stunt reduction one. Was enduring balanced for reducing the DS stun post nerf yes since DS was not restricted by time. However if it worked now with current DS it would turn one of the few anti tunneling perks survivors got into a near useless tool against tunnelers using this perk.

    If I find and down player 2 as player 3 saves player 1, then after hooking player 2 go wander back towards the hook player 1 was unhooked from since I know there’s 2 people over there, it’s not my fault if I find player 1 and not player 3. I wasn’t waiting for them to get unhooked, I was actively working on player 2, and just happened to find the one unhooked instead of the unhooker. Can’t tunnel if you’re literally spreading your hooks across multiple people, but DS doesn’t make that distinction.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/895203#Comment_895203

    I'm probably the only person who enjoyed being chased by a great Nurse and being able to evade her.

    I miss that feeling.

    Nurse was always my favorite killer to face because of how unique she was to extend chases with. I can’t loop for #########, you can’t loop a Nurse...despite people claiming they couldn’t get a chase to last against a Nurse, I always had the longest chases against her. Now though it’s just sad.

    @Jigsaw_pprentice1993 said:

    A lot of people hate her.

    im a player who played old nurse and new nurse without add ons.

    And still 4k in red ranks the power recharge isnt that bad.

    people just miss their pinecone and boy treasure play where she became ridiculously easy to play.

    i do agree that her basekit was not needed but in a sense without the recharge she would have been still nurse with meme add ons

    You’re carefully ignoring the multiple people in this thread, myself included, who have stressed half the reason we liked her was she wasn’t reliant on add ons. I couldn’t even tell you what the add ons you mentioned used to do because I never opened her add on select. Doesn’t change the fact she’s a Dead killer to me due to not being fun anymore. If I play her it’s no blink no add on Nurse, because SOMEHOW that’s more entertaining than actually using her power now. Especially when I get a kill out of it.

  • The thing that gets me about her at this point is every time a thread saying how unfun Nurse is now (and I wholeheartedly agree), people inevitably come in and say “Nurse is fine, she’s still OP and breaks the game”...but I also note that no one makes threads about that anymore. If something is complain-worthy, someone will make a thread about it...right now we see threads on Spirit, Freddy, and Oni since those are the current killers deemed to be strong (though Oni I’d argue is more because he’s new than anything else). No one complains about Nurse being OP anymore unless it’s to counterbalance those of us saying she’s not fun to play anymore. That more than anything I think showcases just how far she’s fallen.

  • Hehehe, the wording is fairly specific and I really like their reasoning for it so it’s stuck in my head.

  • @humanbeing1704 said:

    I've yet to get alot of the killer adepts some killers just suck with their 3 base perks

    Honestly, the better you are with killer fundamentals, the better you'll be with the adepts. I say this because a LOT of killers suffer more from their powers for the purpose of adept than their perks. Anyone with an instadown is going to suffer in chaser and the one that suffers in regards to healing, since you hit once, but they can heal twice, potentially (assuming a slug). My Adept Oni game I didn't use his power once until I used it to dash around the map to find and close the hatch before the final person got there, since I wasn't getting iridescent chaser, and since Oni suffers early his Gatekeeper being Gold was a stretch, let alone iridescent.

  • image.png

    And with that, back to 100% completion post Oni. Bodyguard was definitely the most annoying of the new ones - I hate playing in a way that just frustrates everyone else in the game.

  • It's always interesting to see how often programmers don't start with that as their focus...you going the physics route, a lot of my colleagues went math...makes me wonder if maybe I should've done something other than a CS degree and tried branching out later on down the road!

    Question on the coding front, if you don't mind - I played mostly during 2017, and I remember the devs at the time referred to a lot of the underlying code as spaghetti code, using that as an explanation for why at the time they couldn't make the Doctor hallucinations the same skin as the player, among others. Since you work on existing content, I'm assuming you run into working on that code, and I'm curious how you handle that, where one thing could impact something else in a potentially not well-documented way, or collapse something seemingly unrelated. My work is documented to the point I do more documentation than coding specifically to avoid those kinds of situations, so it's really not something I've come across. I'm not planning on being at my current company for my whole career so I figure odds are good I'll run into something less well-documented down the road and if I can be prepared...

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/900553#Comment_900553

    Not really. The onky swf groups who benefit a lot from that are potatoes. But since they are potatoes, it's not a big deal. And even IF it would buff even the best swf groups (and it's a big IF), the buff will be very slightly compared to the buff solos get from that. Both scenarios allow to close the gap more, and both allow future buffs for killers. It's simple, but I feel like here is some heavy killer bias going on and some want to keep solos as ez wins.

    You still haven't answered my question from yesterday, and you reinforced my belief in this response: what four perks do you believe to be so strong that it is 100% disadvantageous to trade one off for Kindred? I'm struggling to think of four perks that makes an automatic "EZ win" for killers if you remove even one of them, I really am.

    Also, it's rather telling to me that you need to attack my character by calling me biased towards killers without proof of this, rather than actually work against my argument. In fact you supported it by saying that yes, even optimized SWF groups could benefit from it. It's an amazing perk, I cannot come up with four perks that are so strong you can't bear to swap one off for Kindred.

  • It's amazing regardless of situation now, I love it. Been in my loadout since 2017 so it's a buff to what I've already been running. Completely worth the perk slot.

  • @Desolate_Sands said:

    https://forum.deadbydaylight.com/en/discussion/comment/900161#Comment_900161

    Do you have a problem getting bloodpoints or something? I don't think I have ever run a game without add-ons on any killer in YEARS because you can get like 12-15 of them per match......

    The game should be balanced around people using them.

    I prefer playing killer to survivor, the only killer I run add ons on consistently is Trapper since you're nerfing your number of traps without a bag. Otherwise I hate running add ons on anyone because they're one use only. Hoard and never use, that's the RPG player's way, and it's what I do. Nurse being so add on reliant now is just one of a few reasons I've dropped the character. Main reason being it's not fun to blink-wait-wait the whole game.

  • @Bill_I_Am__Overbeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/899576#Comment_899576

    Anyone that's already good with nurse before the changes isn't as affected by the nerfs, because you're still able to place your blinks well while in a chase. Basically, most people are complaining about the barrier of entry to the nurse (if you miss a blink and aren't running addons, RIP) as well as the extra cool down. A pain if you miss, but fine if you still land your blinks.

    A lot of veteran nurses, like myself, are complaining about how unfun she feels more than anything. I straight up don't enjoy playing her post nerf and have dropped her despite her being my main before this. Blink-Wait-Wait gameplay is extremely unfun, and I enjoy playing any killer other than Leatherface more than her now.

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/897541#Comment_897541

    It isn't much to ask for, the problem is that swf don't need to give up a perk slot for the benefits that kindred would give a solo player.

    Why are people scared to buff solo players to swf level? According to many in this forum, swf are fine.

    Because it buffs swf as well, that's been my whole point. I run kindred when I'm in a swf because it's a fuckload quicker to spin my camera to see where everyone is than wait for everyone to say where they are and see if I need to be the one saving. If we're in Coal Tower and the killer's coming out of the tower basement and is heading towards one of the two remaining gens on the far side of the map, the basemented one can't tell us which of the two they're going towards, but Kindred can, which allows for heightened coordination.

    It's a buff to ALL survivors if Kindred is basekit. It's an amazing perk and is deserving of its role as a perk. Take it or don't complain you don't get the benefits.

  • This is why I laugh when people say it should be basekit. People don't automatically make good decisions just because Kindred is in effect. It won't stop a solo survivor from getting screwed by potato teammates. I love the perk, it was great before the changes and absolutely stellar after, but don't pretend you can't get an idiot group of teammates (or a 3 man swf who don't care about you) while running it.

  • @Alaina said:

    I'm need to add that this thread was mostly about spirit. I don't play nurse much so I think I've missed something. Did her fatigue get extended or her speed slowed even more?

    She gets a 3 second waiting period to get her blinks back. So before it would be 1 Blink + 2 second fatigue and she'd be good to go, or 2 blinks + 2.5 second fatigue.

    Now it's 1 Blink + 2 second fatigue + 1 second wait to get her blink back or 2 Blinks + 2.5 second fatigue + 0.5 second wait for first blink + 3 MORE seconds for 2nd blink.

    She's become a blink wait wait killer, and while she can still be effective she's just straight up not FUN anymore.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/898606#Comment_898606

    The point people are trying to make is that having Kindred basekit would help only solo survivors because swf on comms is pretty much Kindred no perk slot required. I would agree with you if it wasn't for the fact that Kindred does nothing for swf. This is where we disagree and obviously neither of us can convince the other.

    You haven’t made an argument though, all you’ve done is compared Kindred to vaulting pallets or healing other survivors. I gave two examples of where swf benefits from Kindred and you attempted to refute neither of them. So yeah, forgive me if my mind hasn’t changed.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/898597#Comment_898597

    Maybe I'm talking about base mechanics because that's what the thread is about. You completely missed my point.

    Vaulting pallets is crucial to the game.

    Being able to heal other survivors is crucial to the game.

    being able to recover from exhaustion is crucial to perks that use it to be able to function.

    Please explain to me how the game or any part of it becomes unplayable if you don’t have Kindred.

  • They weren’t asking for advice, they were asking for tweaks. If they were asking for advice I would’ve said what you said, so kudos for the good advice.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/898578#Comment_898578

    That's like saying a perk that allows you to heal downed survivors shouldn't be basekit because it's strong enough to be a perk. Or a perk that allows you to vault dropped pallets. Or a perk that allows you to recover from Exhaustion unless you're sprinting.

    Sorry, if OP can call straw man and then not answer my question, I can call this whataboutism. You’re talking base mechanics. I’m talking free aura reading every time someone’s on a hook. Extremely unbalanced equivalences.

  • Nope. I like BHVR’s usual response for this:

    If you’re at EGC with both doors closed, two things have happened. First, you failed to complete gens, your primary objective. Second, you failed to find the hatch before the killer, failing your secondary objective. At that point, the killer has clearly played better and deserves an advantage.

    Honestly, be glad you get a third chance to escape at all. Plus if you’re on a map like Lery or the Game exits have to spawn far apart, so it’s a lot easier. Should gates be a bit farther apart? Probably. But partially charging the exit gates after you’ve failed two objectives is rewarding poor play.

    When I came back from my 2 year break from this game, EGC was hands down my favorite addition on both sides. It’s an amazing mechanic that forces the game to a close.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/898542#Comment_898542

    You're not getting it. Kindred as basekit doesn't buff swf in any way. The only effect it has is that solo queue will have as much information as swf without wasting a perk slot. Tell me how kindred as basekit will buff swf

    I don’t play SWF to be hyper optimal. Typically there’s a newer friend in our group if we’re a 4 man. Newb Friend won’t know how to callout where they are in relation to the hooked player. This lets us optimize even farther.

    When I do play with all vets, my wife and I still like running Kindred since it makes things smoother for all involved. Yeah I can say where on the map I am, but being able to look around and see me is going to be overall more information than just “I’m by shack.”

    Solo or SWF, I don’t take off Kindred. I strongly dissent with the idea it should be basekit because it’s strong enough to be worth a perk slot.

  • Full P3 Bill since he didn’t have cosmetics. Currently though he’s got a nice sweater on instead of his jacket...

    P3 Trapper with the new machete from the rift

    P3 Wraith with Halloween weapon

    P3 Julie Legion.

    And so on.

  • @mmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/898135#Comment_898135

    Thanks. I don't play killer so I figured there had to be some kind of reason. In other words killers don't have unlimited use of Mori. They have to be obtained in the bloodweb, plus it just doesn't yield the points and rank. Makes sense.

    Yep. I’ll add there’s a couple perks that grant access to Moris as well, but they’re all conditional (hex isn’t destroyed and you’ve let 5 hook saves happen, can only kill the obsession after all gens are done)

  • @Toxicboii said:

    https://forum.deadbydaylight.com/en/discussion/comment/898042#Comment_898042

    Really? It's the opposite for me. Survivor queues are short, but Killer queues are painfully long.

    I gave up on working towards the new protection hit achievement last night like I wanted to since it was taking so long to get survivor matches. So, yeah, being serious.

  • few reasons:

    1. Moris are one time offerings so some people hoard them.
    2. Using an Ebony as efficiently as possible results in less rewards pointwise and rankwise than playing normally.
    3. People love to DC if they think/know there’s a Mori so there’s a risk even bringing one in.
  • Killer queues are instant, survivor queues take a while. Can’t fhink of a time it’s been skewed in that direction so soon after a chapter release...

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/897899#Comment_897899

    You are missing the point. It's about closing the gap, nothing more or less. Obviously, after that killers will get buffed accordingly.

    You missed my point entirely as well. Kindred does not change the hearts of the other players. If they want to farm you from the hook they’ll do it, visible killer near you or no. I can upload a video of a game where a Leatherface camped me hard, the other two could see him, had enough time to finish the gens and leave, but despite Kindred telling them this, they BOTH came for me and killer 4ked. They got their unhook points though so it was ok. Kindred is an excellent perk for the non lemmings though, and with the buff lets you act accordingly.

    Also you didn’t answer my question about what four perks you consider too good to swap in Kindred for if you’re solo - since while you were correct that I strawmanned the word meta, the only interpretation of wanting Kindred as basekit I can come up with is that there are four perks you consider irreplaceable regardless of circumstance to consider swapping Kindred in for.

  • A Wraith bell charm would be amazing. It’s not a persistent part of his model so you don’t really get to admire it in game, I’d love to be able to gaze at it while hanging from a hook.

  • I find it absolutely amazing that a perk gets buffed to a degree that makes it a dream for solo players, and people don’t think it’s enough. Kindred was worth a perk slot before, now it’s worth more because it means you, the solo player, are now always fully informed as to postions when someone’s on a hook. That is worth a perk slot.

    You know what the flaw in the argument of “it needs to be base to bring solos to swf” is? It doesn’t fix the core problem of solos not having people who care about them in game. I ran Kindred almost from the beginning of my player experience in 2017. You know what I saw? Team after team ignore the pink killer right near me and come farm me from the hook. It was beneficial when not with these altruism lemmings, sure, but it was never a guaranteed intelligent save. If you want solos buffed to swf you need to change people’s greedy tendencies, and good luck there. New Kindred at least keeps you the solo from falling into a trap when someone else is hooked. That is a HUGE buff and absolutely worth a perk slot, now more than ever.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/897541#Comment_897541

    Sorry but you completely missed the point of the discussion and now are trying to attack a strawman.

    Ok, then please tell me why you feel Kindred isn’t worth a perk slot. Even swfs get more fluid coordination out of it, so it’s helpful to everyone. And if you believe it’s not worth a perk slot then there must be four things you find better than it, despite liking the effects enough you want it to be basekit. So forgive me if I made a logical conclusion that you’re unwilling to drop your current perks (I admit calling them meta without knowing was an overreach), and instead are asking for what is effectively a fifth perk slot that is always Kindred.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/897527#Comment_897527

    It's not about rank lol. It's about closing the gap between solo and swf for future balancing.

    I mentioned rank because I wanted to stress you don’t need the full meta perks to get to high ranks. People who want Kindred as basekit aren’t willing to give up any of their meta perks to experiment and try something new. Kindred is an amazing perk, now more than ever, and honestly imo it was extremely underrated before the buff. There is no other survivor perk I can think of that is as universally useful as Kindred now. If you aren’t willing to swap a perk for it, that’s your choice. Asking for it to be basekit is needlessly greedy, especially post buff.

  • Nope, hard disagree. I’ve had Kindred as a guaranteed perk slot for 2 years and managed to get to rank 1 multiple times. This being without any exhaustion perk or DS because I don’t use teachables on survivors and the survivor I play has neither. Kindred was buffed to all hell and has gone from being strong for solo survivors to GODLIKE for solo survivors. If that’s not worth a perk slot for you, then I’m sorry but that’s your choice. It’s too strong to be basekit, 100%.

  • @Dr_doom_j2 said:

    They definitely shouldn't have needed her basekit. Look, it doesn't matter what you do to nurse because those God nurse players aren't that affected by this change... This change only further discourages new nurse players, because the nurses that played her at that high level haven't just lost muscle memory. They didn't need 4 blink nurse, they were downing survivors in two perfect blinks anyway. It does take away from her nap pressure, but I'd argue that wasn't ever really the big problem for survivors necessarily anyway, since BBQnC and stridor were already Meta perks that gave her map control info.

    So why not just nerf the add ons if you don't want every scrub to get good with her? Because again, the cool down isn't a strong deterrent for seasoned Nurses at all, she will still end chase's "too fast" in those hands... But newer players of nurse will be turned off because they won't have that mechanical refinement and just see how long it takes to catch up with survivor and determine they might as well have been spirit..

    IDK, in my opinion she was so underplayed as it was that a dramatic need wasn't necessary. 5 blink nurse needed to go, no question, but other than that everything else was just micromanagement and overthinking. K.I.S.S. remember this golden rule

    Nothing you said was wrong except for seasoned nurses won’t care. I got to R1 with Nurse multiple times. I’ve dropped the character post rework because I straight up don’t have fun with her anymore. It’s not fun gluing my eyes to the bottom left of the screen the whole game waiting for my second period of waiting in the blink wait wait mantra to be done. It’s extremely unfun. Can I 4k? Absolutely, but it’s not fun to do it, so why bother?

  • @OMagic_ManO said:

    https://forum.deadbydaylight.com/en/discussion/comment/895756#Comment_895756

    That would suck, having a condition that puts you behind and could get you killed in a game, that would suck not to be able to tell trapper traps or even color in general, i'm lucky, colorblind options is nice but I don't know if they'll have anything for it soon, usually things in mass request are implemented and I don't hear anyone discussing about being color blind, what would you suggest for color blind options?

    Really the only thing I personally would need is an ability to fiddle with the colors of things that generate auras myself (I'm counting scratch marks as an aura for these purposes). Make it so I'm not able to alter the brightness of anything if you're worried about that, but turning all the reds an equally bright shade of orange/blue, and honestly doing the same to the yellow/greens to whichever I didn't use for the reds, and I'd be happy. I'm not grayscale, I can generally identify colors correctly, or at least tell you between two possible colors like I did with the yellow/green Kindred aura, so that would work for me personally. That being said I know others are less fortunate on the color end, so I wouldn't want to be the only one putting in a suggestion either :)


  • @OMagic_ManO said:

    https://forum.deadbydaylight.com/en/discussion/comment/895714#Comment_895714

    So is it mega hard for you with this game? I'm sure you can make out the shapes with the aura but with red/yellow/pink aura, that must be hard on you.

    Never met anyone who's colorblind.

    So, to start things off, I can distinguish the three aura colors shown in the screenshot above. The only thing I couldn't tell you is if the other survivors are green or yellow, it's that middle color between them I think that means I can't tell what it is.

    On a map like Autohaven, the green/yellow aura of Kindred gets hard to distinguish when people are standing still, movement makes it a lot easier. Coldwind farms the red aura of a hooked survivor gets harder to make out against the orange background.

    Killer auras that are dull, like gens, totems, trapper traps...some maps those are fairly hard to make out. I've wandered around knowing a trapper trap was SOMEWHERE near where I was looking for a good while at times (I know the aura disappears when you get close, but I'm talking more of an issue figuring out where it was by the time it disappears.) Scratch marks can blend in really well on trees and some walls/barrels, and blood is completely impossible to track when it's on ground as opposed to manmade floor unless I'm using Bloodhound. That being said my gamesense is pretty good, and my hearing is above average, so I use my ears to figure things out when my eyes are failing me.

    Made a thread in suggestions a few days ago asking if they'd been looking more at colorblind options, didn't get any response - I know they're not willing to do blood since that would become the "preferred" way to play it, since normal vision people would follow blue blood easier than red, but I can't see why the auras of game pieces, scratch marks, and things like Kindred where showing an aura is the whole point, couldn't be different colors to support those of us who can't see dull red well.

  • Yes? Red/green with some blue/yellow on top for added ######### you. Why?

  • @drunky26 said:

    I'll never understand ds complaints. It does what it's supposed to.

    It's a great anti tunnel perk that is literally countered by, get this, not tunneling.

    Just don't play like a douche and you won't be affected by it ¯\_(ツ)_/¯

    There’s two problems with this:

    One, it assumes the unhooked survivor is not going to attempt to bodyblock for the saver, since they have a get out of jail free card. This also includes fast vaulting into a locker to gain attention and distract the killer. The survivor can be as reckless as they want for the next minute with no lasting repercussions, especially in a team since if the killer tries to slug their teammates can pick them back up.

    Two, it doesn’t take into account the killer downing someone else, hooking them, and then finding the last person they hooked immediately after and downing them. I’ve been hit by DS multiple times when I’ve hooked someone else in between. Can’t call it tunneling when I literally found, chased, and downed someone else and happened to find you right after.

  • I’ve been a Kindred addict since 2017. The new strain of the drug has just increased the high. Love it to death more than ever.

  • As someone who Achievement hunts consistently, can you please explain why you come up with achievements that encourage sub-optimal play? The new one that requires you to specifically take hits while the killer is carrying something is frustrating for killers because you’re perceived as being a dick, and is frustrating for survivors since it looks like you’re giving the killer free hits. It’s way better than taking one for the team, especially since it’s only 30, but it still feels scummy to work on it since I know I’m hurting the team and the killer’s experience by doing it.

  • Pretty sure the DC penalties are for everyone, not just one side

  • P3 Bill again and get my loadout back on him, otherwise leave survivors alone since I don’t use teachables on survivors and I have the adept achievements already. Get all the killer teachables and P3 Trapper and Wraith again, probably take Nurse’s P3 and give it to a different killer, probably Hag and Legion since they’re P2 right now...

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/894481#Comment_894481

    I tend to find everyone in this map at some point. I have yet to see gens get done and most of the time there are 3 or more left. They hide pretty well, but bright colored clothes show fairly easily in the grass. I don't see why people are saying it's too dark. I mean it is dark but there's pretty much nothing they can do except hide.

    I’ve admittedly only played the map twice as a survivor, but the second game we went 2/2 on survive/escape and most of the reason it was that bad was the basement glitch coming in right at the end of the game. First game was a shitshow and I’m disinclined to count it as average. My killer games there have had short chases in general, either from me losing them in all the grass everywhere, or them making a bad play and getting caught. Doesn’t seem to hold itself well to long loops

  • Oh. Oh no...I was going to attempt that tonight...

  • The map heavily rewards stealth gameplay and encourages losing the killer over extended chases. That being said I, someone who cannot loop to save his virtual life, kept a Myers busy long enough through periodic LoS drop and creative movement he left me to go find someone else. So my assessment is it sucks for looping but my preferred style of actually trying to lose the killer it’s great.

  • When a survivor is hooked in the basement, there is a (fairly good) chance their camera will glitch. They see outside the map (kinda dull really) and after a short time their character appears in the void, falling endlessly. In truth, they’re on the hook normally. When saved, the survivor doesn’t see it happen, so to them they’re still falling in the void, but they now can move around like normal if they try.

    There’s a few ways people have reported regaining their vision, but I’ve yet to see anything that’s worked 100% of the time.

  • Leaving the basement hasn’t fixed me yet. Returning to the basement after leaving it is the only way I’ve been fixed.

  • I somehow managed to unglitch my camera once last night. My savior followed me around for amusement purposes and said I got out of the basement, wandered around for a while, and managed to find the basement again. My camera came back halfway down the stairs to the basement. So, not much of a way to fix for solo players, but team players might be able to guide their friends out of the basement and back in to try to fix their camera (please note, I’m very much not saying the bug is fine, just trying to share how I’ve seen it fixed)

1 … 21 22 23 24 25 … 27