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Maliken

Maliken

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Maliken
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  • An easy solution would be to have the progress of opening exit gates automatically start regressing again when survivors let go of it so keeping it at 99 and then going around the map without any time pressure wouldn’t be possible anymore.

  • Started playing Hunt: Showdown, quite refreshing to play a game that actually has good sound design.

  • I can see potential with using a creature from the Witcher’s bestiary as a new killer, but it would be odd to see a survivor from that universe since all of the current survivors are from a contemporary time period.

  • By not playing Dead by Daylight and moving on to another game.

  • @KayTwoAyy said:

    I think Monstrous Shrine should be turned into a Scourge Hook that makes basement hooks Scourge Hooks--the Undying of Scourge Hooks.

    If you actually crunch the numbers, Monstrous Shrine does nothing.

    It only makes it 15% harder to self-unhook.

    That is .6 of 4 or .006 of 4%. Regardless of whether they calculate the 15% out of the percentage, or just the number 4, Survivors still have a 3.6% chance to unhook themselves AT BEST. Why would anyone equip a perk that negatively effects survivors by only .4%?

    I had 4 of 6 survivors unhook themselves in the basement while I was running Monstrous Shrine. 3 of them escaped on first attempt.

    Basement Hooks should always be Scourge Hooks period.

  • No, but there’s a definite problem with the spawns. I’ve seen numerous circumstances where I could not even beeline right to a totem on the other side of the map at the start of the match to protect it before it got cleansed. Having a Hex totem spawn next to a generator is problematic as well.

    I also have a serious issue with how Boon totems can be relit with impunity when Circle of Healing alone is already stronger and more game changing than a vast majority of Hex totems.

  • Least favorite is definitely the Boon totems, interesting in concept perhaps but they need some serious tweaking.

  • @Ghoste said:

    Been noticing way more face-campers as of late. I just don't get it. It can't possibly be fun to just stand still for half the match. You're not even really playing the game at that point, so why queue up at all? Play something else if you're that frustrated.

    A lot of them did in fact move on to play something else or play survivor. It’s why the queue for survivors has increased and the active player base (on Steam at least) has been declining the last few months.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2724124#Comment_2724124

    oh, only things that don’t negatively affect survivors happen?

    that explains DS nerf, OoO rework, rework of hatch and key mechanics, etc.

    also face camping is just boring and not a good killer strategy to begin with. The devs just said they were working on something in very early stages which might not even make its way to PTB/live at all.

    Oh yes, they addressed a few perks that were broken and changed the hatch/key mechanics a whole year after they nerfed Mori offerings.

    Face camping is perfectly legit in several circumstances, when you see several survivors hovering near the hook to get some altruism instead of doing gens there’s no reason to leave the hooked survivor, or when they’re already close to hitting stage 2 or dying on the hook.

    Is it fun? No, but neither is seeing 2-3 gens pop before you even get the first hook if you’re not running Corrupt or Deadlock.

  • It’s pretty much a trial by fire. You’ll have to accept the fact that you will not perform well and have to invest several hours into playing Nurse to get a feel about blink distances, etc.

  • What’s the point? If they just run to the exit border and you down them there they immediately crawl out while you deal with hit recovery.

  • What do you propose? Have the stun timer increase by 3 seconds when you teabag in front of the killer after a successful DS skill check?

  • These things negatively affect survivor so that’s not gonna happen. But they’ll punish killers that face camp though!

  • Dead Hard rework. Boon perks get disabled for the rest of the game when they get snuffed the same way Hex perks do when they get cleansed.

  • Dead Hard is a problematic perk that needs a complete rework.

  • With the mediocre number changes they gave to a few of his add-ons I’m not expecting much.

  • It’s a bug that only affects killers so BHVR won’t prioritize it. If there was a bug where survivors intermittently can’t hear the killers terror radius, it would get fixed within a week.

  • He takes more skill to play than survivor, that much I can say with confidence.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2679186#Comment_2679186

    Flashlights have limited charges, killer powers are infinite use with cool downs or reloads.

    Yeah, because disarming a Hag trap or Artist crows by flashing them for a nanosecond consumes so much charge. Also cooldowns and reloads cost time, which is a very finite resource for killers.

  • Corrupt, No Way Out, NOED is where it's at.

  • It's no worse than survivors being able to negate certain killer's powers with their flashlight.

  • They’re people that want to win but lack the skill to do so.

  • No, it’s just that most survivors are in fact garbage and don’t like it when they don’t get an escape handed to them on a plate.

  • Seeing how all stealth killers are bottom tier and trap killers likewise don’t fare well with the current meta, I’m not too thrilled to play either of these until the current state of the game gets changed.

  • Should get a complete rework tbh

  • No, unless you really want the bloody cosmetics. The bloodweb improvements are negligible and can be detrimental when you consider the vast amount of bloodpoints you need to invest into prestiging. Especially for certain killers in which their rare add ons are worse than the more common ones.

  • Iconic characters from horror. When another horror game with a decent roster appears, it's going to be an easy switch.

  • Without Engineer's Fang he's straight up garbage.

  • You want to talk about bad design? It's the maps that are littered with brainless loops with 0 mindgame potential, the god pallets and god vaults. People rightfully play Nurse to circumnavigate all of this nonsense.

    If a Nurse can down you repeatedly over and over again, you just straight up got outplayed by someone that's playing a killer that takes significantly more skill than playing survivor ever will.

  • @Zyie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2650520#Comment_2650520

    No, it didn't make you lose the chase. You didn't pay attention, just assumed that your hit did infact land, went and did other things, and only when you came back to pick up the body did you realize that the hit didn't land, lol. How can you blame the game for your complete lack of awareness? You can simply just take a split second to confirm that the survivor was indeed downed, rather than just assume that they were and go kick a gen.

    @Haddix It's not a bug, it's how it has to work if hit validation is going to be a thing. Want that fixed? It's possible, but you won't like the solution. If you don't want the hit animation to play when it shouldn't, the devs could simply make it so that every time you click to swing your weapon, that info needs to be sent to the server, the server checks if that hit will actually land, send that info back to you, and only then does the animation play. That way, you'll never see the animation of you hitting a survivor ever again, when hit validation determined that it wasn't a hit. The downside ofc is that there'll be a noticeable lag every single time you try to swing your weapon. Does that sound better to you? Because that's the only way to fix it, since it's impossible for the server to predic the exact moment you will swing your weapon, and the survivor will trigger their dead hard. The visual/audio feedback as it is right now, is not a bug. It's simply what has to happen when hit validation is a thing. It takes time for information to be sent from the survivor and killers clients, be analyzed to figure out who was first, and send that info back to their respective clients, but animations play instantly when you press your button. The animation will always play what your client thinks will happen, but the outcome will be what the server decides happened, and the server will always make that decision slightly slower than your client does. What can be fixed, is cooldowns can be corrected to reflect what the cooldown of a missed hit should be, after the server decides that it was indeed a miss. They absolutely can and should fix that part.

    I blame the game for giving the indication that the survivor was hit, only to do a rollback when the ideal situation would obviously be not to give that indication in the first place. Imagine if a Call of Duty gave you hit indicators when you shoot at someone, only for nothing to happen.

  • @R1ch4rd_N1x0n said:

    If you ask me, Survivors don't need nerfed. Killers need buffed.

    NOED should be basekit. I'm serious.

    Instead of that, I personally think opening exit gates should start regressing the moment you let go of them so you can't just 99 them and then go around with impunity. Either fully open it and leave immediately, or go around and be altruistic for unhooks with the added tension of the timer. Right now the whole endgame collapse is a joke.

    It would also make perks like No One Left Behind and Blood Warden more viable.

  • @Leatherface1990 said:

    Survivor is 80% default player base, and then you have to account for Survivor MAINS. BHVR is not going to hurt 80+% of the player base for you Killers who are 19% or less. Suffer.

    Then enjoy your ever increasing queue times when that 19% player base drops to single digit numbers.

  • Yeah, it's annoying as hell. It made me lose the chase on some occasions, thinking the survivor was down on the ground so I had time to use PGTW on a nearby gen before hooking them, only to discover the hit didn't connect after all.

  • Would you rather stay on the ground for several minutes until you bleed out?

  • @Marigoria said:

    I hope you also think Boons are fine, just do bones after all.

    I wouldn't mind if snuffing them would permanently disable them the same way Hex totems do. But snuffing Boons isn't 'doing bones'.

  • I’ll do you much better in the long term to master Nurse when you’re getting to higher MMR. It’s obviously not ideal that few killers are viable in the top bracket, but at least with Nurse you’ll get to ignore much of these bad game mechanics.

  • @Terramortius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2649128#Comment_2649128

    You don't read, do you? running 1 min 30 seconds etc is in normal games where there are ethical and fair killers. The 3 killers mentioned in this discussion is the ones I deem unfair and I can't even run them for 20 seconds. Do you think before speaking?

    There’s nothing fair about being able to run a killer for that long, especially if you take the additional time in account to pick a survivor up and carry them to a hook. Assuming there are no flashlight/pallet saves, hook sabotages or other shenanigans that’s just 1 out of 12 hooks.

    Meanwhile an efficient survivor team can easily do 2-3 generators out of 5 in that time frame alone.

    People like you need to get into your thick skulls that it’s a 1v4 and that killers like Trickster being able to down someone out of position quickly in a 1v1 is the only thing he has. He has no map pressure, his 1v4 is abysmal.

  • I’ve not had many survivors be that greedy with pallets when I’m Bubba, especially on maps like The Game where there’s a pallet every 8 meters.

    Survivors complain a lot how Nurse ignores the game mechanics, but when those mechanics are stupidly massive in their favor I’m glad that she does.

  • It’s the killers that are struggling for time with their objective, not the survivors. You just suggested something that wastes their time even more at a loop before you can shift+w out of there.

  • I always disliked the fact that survivors had the chance to unhook themselves on the first stage, no matter how small the base chance. It’s just as ridiculous if killers had a 4% chance to instantly mori upon downing someone.

  • I’ll take Nurse any day over Bubba unless you’re really intent on face camping. Sawing down pallets is good and all, but ignoring them and all the other mindless loops in this game altogether is even better.

  • I’d personally love an add-on that inflicts exhaustion on a survivor after a successful phantasm attack for several seconds.

  • If you can run decent or good killers for up to 1 minute 30 seconds on a chase as you claim, then you’re in no position to call for nerfs for these killers.

  • What the Trickster needs is a complete redesign. His problems are well beyond simple number changes.

  • Honestly, I think Pinhead is an incredibly well designed killer and his Possessed Chain is unique. The problem is his anti-loop is incredibly weak for the a killer of his skill level. I think the chains not breaking so ridiculously fast would already go a long way to help him.

  • I hate Dead Hard because it’s yet another perk that the killer has to respect on whether or not the survivor has it equipped or not. Waiting out a Dead Hard wastes time. In the same vein that you risk a DS if you down someone too quick off a hook and risk Unbreakable if you leave them. It makes you feel cheated by what is a ridiculous second chance perk.

    Killers have a second chance perk too, it’s called NOED and you’ll see plenty of posts on this forum complaining about it,

  • Out of all the Exhaustion perks, Dead Hard is the only one I have a problem with. It’s why I wish killers like Nurse and Hag had add-ons like Huntress that cause Exhaustion on hit. Or if they buffed perks like Blood Echo to affect every survivor, not just injured ones.

  • I love No Way Out, especially when there’s just one survivor and I slam the hatch shut. Just stand between the gates, and the moment one of them gets touched you get an alert and immediately know where they are. Despite that there’s synergy with NOED, I think it works wonderful on its own and definitely helped me secure some kills.

  • @Brokenbones said:

    I find that perks that stall the survivors seem to be quite effective

    Deadlock is probably one of the best perks we've got in a very long time for prolonging the game.

    No Way Out is also an incredible perk.

    Corrupt Intervention, Dead Lock and No Way Out are reliable game delay perks. Should be enough to kill survivors, and perhaps combine with NOED to finish the rest.

  • Unless there’s a line of sight blocker there’s no way in hell you should ever miss Corrupt Purge, you have no idea how quick I can down survivors when there’s no tall object for cover. They’ll go down before the speed burst of the first hit runs off.

    Trust me, it’s better to play safe and be generous with pallet drops before taking a down then it is to have a Plague snowball. Survivors that are running all the way to a corner to cleanse and then go back are wasting time not doing generators which is what they should be doing and can easily do by keeping Plague a m1 killer

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