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Malkhrim

Malkhrim

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Malkhrim
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  • @Ghoste said:

    Not only does it censor the wrong things, but actual profanity slips through occasionally anyway. I wish they never implemented a filter at all, or at least give us an option to turn it off.

    In other languages, most of the profanity still appears. Some people trashtalk a lot and it's still visible. I don't think the chat filter has really done anything against the toxicity in this game.

  • And holding down M2 while standing still in front of a hooked survivor requires mastery over this game.

  • This chat filter does nothing beside making communication harder.

    One of this days I was playing as killer when three survivors escaped from the hook via 4% on the same match. At the end, I was surprised to see none of them had Slippery Meat ( I knew it wasn't Deliverance because no one was broken after the unhook). So, I asked "How did you get 3 unhooks without Slippery Meat?"

    And...

    "How did you get 3 unhooks

    ################ meat?"


    Then I said "I really thought you had the perk, since I couldn't type the perk's name anyway", and then they left. One of the survivors was a t.tv and so I opened their stream just to check their reactions whey they kobe'd, and to see if they understood my comment. They didn't. The streamer thought I was talking about deliverance because he didn't understand the first line.

    And that happened when I was talking in english. But when I'm talking with players in another language, it gets worse. If any word is slightly similar to an english slur, it gets censored.

  • What makes circle of healing so ridiculously strong is that it gives the original self-care to all 4 survivors when a single person brings it. Until some time ago, it would give you an even stronger version of that. Anyway, there's a reason Self-care doesn't allow you to self-heal 80% like it was at release. Now circle of healing is allowing you to heal yourself at the same speed you would heal a mangled survivor, and that is still a lot for an unlimited self-healing ability.

  • And the Best Thread of the Month award goes to...

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2800320#Comment_2800320

    That is gameplay. You have to know when to drop it. Those situations aren't easy for the killer; they have to commit at some point too. And getting the stun resets a whole level of bloodlust, which sets the killer back 15 seconds. And the fact that we're talking about bloodlust at short loops. If the killer has to bloodlust to get you at a weak loop, is it really a weak loop?

    To be fair, there are very few pallets that seem to be in the game just for show. That pallet on the Temple of Purgation's cellar and the one near one of the basement spawns in RPD are quite bad.

    You can literally lunge around the tile in the temple, and RPD... well, that map has some loops that are either ridiculously strong or pathetically weak.

  • @Jukenobi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2799977#Comment_2799977

    He makes comments about unskilled survivors and "god loops" but doesn't break a pallet on chase. I have had a good laugh at that for some time now. A lot of loops can be god loops if you don't break the pallets, good lord these people baffle me.

    Now I'm going to ask if you bought some cheap crystal ball on eBay and it said to you I don't break a pallet on chase, because I never said that AT ALL. What I said is that these are pallets you have no option besides breaking it after the drop. Usually you can mindgame a loop, and after the pallet is dropped you decide if you break it or try to get the survivor through mindgames. On these loops there are no mindgames possible and the play always go one way since there are no choices to be made. Then the survivor get free distance after the time it got from the loop you couldn't mindgame anyway. But go on, have a good laugh and argue about things I never said.

  • @PaulieWalnuts said:

    Im gonna be real, we need MORE god loops. Killers need to be more skilled.

    There is no skill related to god loops. This would only make the game less skill-based. Survivor need less or no skill to run this loops and the killer's skill just doesn't matter as there is only one thing possible that can be done.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2800217#Comment_2800217

    I mean, I wouldnt call needing to break something to remove it "god" in this game. You have to keep in mind that survivors arent always premade, and thus have no clue on what is and isnt available to loop.

    If it's clockwise, it doesnt backfire at all, its barely beneficial for survivors to use either the door or the window to the point they'd have to use the other window if they want to refrain from getting injured.

    And even slowvaulting counts towards window block if you're in chase. You effectively dont want to vault god windows. Either break a wall or predict them going towards the window so you can cut them off.

    Groaning Storehouse is quite fine, its still a powerful loop, but the map in general favors killers who place pressure on generators.

    Mothers Dwelling still needs a rework, Swamp too, and its likely done after Haddonfield. Mothers Dwelling isnt perfect, but that's not exactly the main building being the issue, its mostly the amount of distance both sides need to make before they can do something.

    If you absolutely need to break it to even have a chance of getting that survivor, than they will gain distance for free after the time they already spent on that loop. And of course, that one survivor will know not to return there, other solo survivors won't, but an SWF still will.

    Groaning Storehouse actually favors survivors due to it's gen spread. It's one of those maps your only hope is trying to get a 3 gen, but then there's also that insane building. Vaulting the other window is just an extra option for them after they already spent some time vaulting one and the killer gets close. If they get any headstart it's even worse, they can gain distance while preventing the killer to enter chase. There is no real counter to a survivor running that loop right. Not to mention there are connected jungle gyms if survivors go towards the corners, and a long pallet loop outside the building too. Groaning Storehouse is actually the worst Macmillan State map for killers.


  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2800026#Comment_2800026

    So immediately breaking it and creating a dead tile that decreases time you take on the next chase near there isn't the optimal play? Part of the skill needed in this game imo is recognizing the strength of the tile you are at and what to do about it.

    How is that an optimal play if it's literally the only thing you can do? It doesnt' require skill, only some basic knowledge in the least, and many beginner killers have an habit of breaking every pallet anyway. And by the time you break it, they often will already have looped around it a few times, and now you will lose more distance by breaking it. Once you know how it works, it will go the same every single game unless you're playing a killer who can ignore pallets with its power.

  • @RaSavage42 said:

    I see it as a game mechanic... There should be ONE in every map

    For Survivors to use how they please

    One god pallet on every map wouldn't bother me. I never really had a problem with the shack pallet, for example. What annoys me is the high amount we have today.

    But now, windows... I think the only godwindow that doesn't bother me at all is the one at Gideon's, since you can't loop around it anyway.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2800018#Comment_2800018

    I mean, define "god" window and "god" pallet. In my veteran experience, a god window would be a window that would require the killer to get bloodlust 2-3 to even get a single hit or even a window that consistently loses the chase and thus can be used infinitely, these no longer exist. A god pallet would be one that both gives you like 10 loops before it needs to be dropped. Which, doesnt really exist anymore either.

    Haddonfield is being reworked ATM, so that doesnt matter ATM. But from Haddonfield, the basement window is the only true god window. The rest of the god windows have been blocked or gain the killer distance.

    Groaning Storehouse, you gain distance by breaking the door in the long run. It's basically losing 2 meters more the first time, but gaining 1 meter the more often that window is used. Not exactly a god window as I would define it.

    Mothers Dwelling isnt a god window, you can play survivors around it. It requires thinking outside of the box a bit, but the windows would be blocked super quick. Use window blockers in your favor, instead of them being an eventuality.

    I'm referring to windows and pallets you can do nothing about beside vaulting/breaking, in other words, pallets and windows you have no way to play around unless you killer power has antiloop. That applies to all the windows on Myer's house, that can waste plenty of the killer's time with no real way of playing around them.

    Groaning Storehouse's breakable wall only gives you distance if the loop is counter clockwise. If it's clockwise, using it backfires.

    "Thinking outside the box" on mother's dwelling will only work if the survivor is not even paying atention. If they just look behind them and notice you haven't vaulted the window after them, they can just wait there and vault back if you appear on the other side. Or even slow vault back when they notice you can only be walking around the house. They have a lot of time for it. If you have to just go with it untill the window is blocked, so you don't really have a way of playing around it. I'm talking about the windows at the back of the house, not the one in the small room with the table nor the one on the second floor, those are fine.

  • @th3 said:

    Why wouldn’t you immediately break the pallet if it’s thrown, especially if it’s a strong pallet.

    That's the point. It's the only thing you can do. Plays involving these pallets can only go one way.

    Other pallets, however, can be mindgamed around, and that is often a better option than breaking the pallet and letting the survivor gain distance for free.

  • @Phasmamain said:

    Wait what god windows are left? Only one I can think of is Gideon’s drop down window.

    I agree though map design is still awful even though they had the realm beyond as a chance to fix it

    Groaning Storehouse has a window near a breakable wall... that happens to be useless if the loop is running clockwise. You actually lose more distance for going for the door than just vaulting the window, so it's your only option.

    The first lower floor of Mother's Dwelling can spawn some windows with no other way to go around, as the doors are really far away from it and the path you have to walk around the house is huge.

    And then... well, there are many windows at haddonfield. Myers' house has two on the second floor and can also spawn one right beside the basement entrance. It seems the map will receive a rework soon, however.

  • @xX_DeoxRc_Xx said:

    You could try pretending not going up the stairs, hide your red light, aim the knives and surprise them with some shoots. The point is to use your power as much as possible and be unpredictable. Plus remember you're slower while having your knives in your hand.

    I tried faking it, but she wouldn't fall for it. She would only jump when I was really close. She could also see the bottom of the stairs from the corner up there, so hiding the red stain wouldn't work either.

  • @LeFennecFox said:

    Is this a legit post? It's almost a guaranteed hit since they can't fast vault it just fake it until they drop. Unless they have a mile of distance the vault is pretty awful.

    I believe you are thinking of another balcony on that map, or maybe another way the same window can spawn. This window is facing the lenght of the balcony, and that is enough space to get a fast vault. And she had plenty of vision up there. I tried faking it and didn't work, she had plenty of time to react to my 110% speed. I never had any problem with that loop with any other killer, but with Trickster I tried everything and it didn't work at all.

  • Killer - I'm All Ears, by far. It's the most helpful information perk in chases, helps you in your mindgames, and has amazing sinergy with killer abilities that go trough walls, like Pyramid Head's Punishment of the Damned and the Nurse's blinks.

    Survivor - Detective's Hunch. It delivers A LOT of information. Gens, chests, and of course: totems. It's the ultimate totem hunting perk.

  • @KolbyKolbyKolby said:

    I'm sorry you experienced this, but I have to admit I'm giggling at the thought of someone taking a few extra second to make sure they went down the stairs oriented correctly only for them to be thrust forward on them anyway.

    Well, the way you describe it actually sounds like a comedy movie scene. I guess we can call it "Falling off the stairs - DBD Edition".

  • Pyramid Head. His add-ons barely do anything anyway. Playing a match with most of his add-ons is almost the same as playing with no add-ons at all.

  • I see a lot of people saying that Prove Thyself has to be there to counter the slowdown meta, but the slowdown meta is there because of how gens are anyway. Prove Thyself's frequency of use started increasing long before Scourge Hook was added to the game, and I was already seeing it quite frequently before Pinhead was released. Gens are so fast normally you don't really need toolboxes or perks that increase the speed to complete the gens.

    You can argue that efficient survivors splitting in different gens is faster, but the thing is, they don't even need to split to gen rush with PT. There are also multiple situations where staying on the same gen with another survivor is better than splitting in two: when you find a gen with someone working on and would waste time running around until getting to another, when there are only 3 gens left and you need to complete one as fast as possible, when a gen is almost completed and the killer is near, when you make the mistake of letting the last 3 gens close to each other... and you can also prevent the 3 gen situation quite easily with this perk: the killer is protecting one side of the map more than the other? Gather on a single gen from that side with Prove Thyself and complete it before the killer can even walk to it, EZ PZ. Now it's nearly impossible for the killer to win because there are two gens on each side of a very large map. You might complete less gens than an all-split party would at the same time, but making sure a specific gen gets completed matters A LOT.

    The gen speed are already survivor's greatest strenght. It doesn't need such a big perk increase. Co-op fixing efficiency was nerfed two times in the past because of how fast the gens used to be with multiple survivors... but Prove Thyself got buffed in adjustment both times. Because of that, survivors with Prove Thyself still repair as if the nerf never happened (there is a difference of very few seconds, almost non-existant). The only argument the devs used for not nerfing PT when Ruin was reworked was that it wasn't picked frequently. Well, now the perk has more value due to the buffs/adjustments and the pick-rate is certainly higher.

  • It's because killer is more stressful in general. What is somewhat annoying is how common and frequent is for survivors to be toxic and BM at the end. Seriously, almost everytime that I end up losing to 3 or 4 man escapes, someone is granted to wait at the exit gates with everyone there healed. No one to save nor reason to waste the killer's time. It's really common for them to t-bag while waiting there as well. I don't see killers being toxic on victory (like noding on the hooked survivor and bleeding them out for no reason) for even half the frequency during 4Ks.

  • This doesn't surprise me, considering some people complained about the rework DS received back in 2019. This game always had people crying because their perk wasn't going to be so broken anymore.

  • @Entinaty said:

    Honestly don't think anything is wrong with Ruin and Tinkerer as currently constructed since Ruin is useless on its own in most cases and Tinkerer seems to only be decent if the killer has map mobility. Honestly I wish that they address gen regression as a whole before any of these perks to be honest.

    Yeah, I think base gen regression should be increased and ruin value should be lowered to adjust accordingly. It takes a whole minute to regress what a single survivor does in 15 seconds, reason why kicking a gen is not even worthy most of the time unless you have some perk related to it. However, the devs have refused to ever increase the regression for years, so...

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/308597/so-fractured-cowshed-re-enabled

    I'm actually really curious to see how it was changed.

    The big problem were the two 'cow-tree' loops, which are among the most frustrating, 'there is zero possible counterplay if the survivor knows how to run it' loops.

    I don't think it was changed at all.

    And honestly, I think the whole map is a big problem. Almost everywhere on that map is safe, because not only are many loops safe with little to no possibility of mindgames, they are closely connected to each other as well. Seriously, the shack can spawn with its window facing a very safe loop, which is on the other side connected to a jungle gym. This gym can be close to another safe loop that connects with another jungle gym. It's ridiculous, the map holds your hand as a survivor. Once I couldn't stop an injured survivor from reaching safe pallet after safe pallet while playing Wraith with double Shadow Dance + Brutal Strenght, and she actually wasted a lot of my time just by quickly droping every pallet, even though I was breaking them insanely fast.

    Let's not forget, it's one of the few maps where the jungle gyms are actually among the least safe loops. That's how safe its other loops are.

  • @SomberNokk said:

    Ya know maybe Cowshed should be disabled again. Today Ive gotten a shocoking number of Coldwind offerings and my game keeps crashing while the match is loading. Corrolation?

    Maybe. I'm still downloading today's patch and didn't have the chance to see how things are going yet.

  • What annoys me about Pinhead is that, while his passive is what makes him have such a high kill rate (because the survivors have to deal with it regardless of the killer's skill), his possessed chain ability is quite underwhelming in chases and that has been mentioned on player feedback SINCE HE WAS ON PTB, but devs won't buff it because of his kill rates. If survivors know the right time to do the box, however, your passive doesn't do that much. In other words: while he is really oppresive against most players, he is not a threat against skilled survivors that know how to counter him. And because of his passive, devs won't buff his active ability, which still has ridiculous flaws such as... Pinhead breaking his own chains by walking towards the chained survivor.

  • Either Skilled Huntress or From the Void She Kills.

    Well, Huntress and Nurse are among the killers I'm less skilled with. Getting sniper shots with huntress is not so easy or frequent when you don't play her a lot, and you need to get a hundred of them. From the Void She Kills, on the other hand, requires you to play Nurse with an iridescent add-on until a very specific situation occurs: a survivor makes the mistake of vaulting a window, jumping into a locker, doing a gen or unhooking near you when you have just used your second blink AND you need to get the grab right without getting... dedicated. At some point I will have to just farm with survivors for them to let me get this achievement, something I never did because I hate farming instead of playing.

  • @FellowKillerMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775945#Comment_2775945

    Prior to creating open doorways on the second floor of the houses, I believe they were all windows, which iirc was a lot worse :P

    There was a time the fences were much longer too, without the gaps they have today. It was nearly impossible to catch a survivor there.

  • Considering Cowshed was already the second worst map for killers after Haddonfield, and they managed to make it even worse than before somehow...

    And also how Gideon Meat Plant became one of the most unfun maps in the whole game after its rework, with god pallet after god pallet and no mindgame at all...

    And how Groaning Store House still has one of the strongest and stupidest window loops in the game even after the rework...

    Yeah, I don't see many reasons to have hope. Many map reworks only made things worse.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768656#Comment_2768656

    Oh, I apologize. I misunderstood. I agree that a change would be nice but like I said I don't think the devs will bother

    No problem. Well, achievement changes are indeed rare, what is left for us is hope.

  • @jesterkind said:

    It depends on what the BT basekit thing actually looks like. If it's just something like BT where survivors get no collision for a few seconds, taking a hit for them can still be practical to try and draw some aggro- and sometimes killers go for whoever's unhooking anyway, so you may tick it up without intending to.

    Regardless, it's apparently very hard to change achievements until they're literally impossible to achieve (not functionally impossible- the difference between the Left Behind achievement and the "everyone escape through hatch" achievement), something to do with consoles. It's unlikely it'll be changed, unfortunately.

    Ticking it up without intending to is actually something. What bothers me is that you will usually be trying from preventing that from happening, and it needs to happen 250 times.

    I know it's hard to change achievements, but I can't help but have hopes for it. Left For Dead and From The Void She Kills have been a problem for a long time because of how hard they are to obtain even though technically not impossible (From The Void She Kills has become a little less hard recently, though, thanks to the Nurse Add-on change).

  • @brokedownpalace said:

    Protection hits don't only happen around unhooks tho? Honestly this is such a trivial issue and the devs have already stated many times that it is a big process to change trophies on console (unless they cannot be completed anymore due to a game change) that I wouldn't want devs to waste any time on it.

    They don't happen only around hooks, but the achievement will only progress when the survivor was just unhooked either way.

  • I think the amount you gain per level is fine, but the devs should consider including Shards in the Grade Reward, since you need to play a lot to possibly get to high grades as both killer and survivor.

  • Sometimes the hook at Thompson's House second floor doesn't spawn there either. Not only is a terrible spot to reach other hooks, it will be highly abusable with the new Boil Over too.

  • @emetSdidnothingwrong said:

    Since the devs don't seem to have even the slightest idea why this perk is the single strongest perk they have ever added into the game, even trumping old Mettle of Man I will elaborate (despite knowing this will fall on deaf ears.)

    This perk is to strong because it allows for an infinite self heal for the entire team at the cost of just ONE PERSON bringing the perk. This perk single handedly removes an entire strategy the killer can employ: hit and run, also known as justapplymorepressure! If you abandon a chase they can and will get a free heal without costing their teammates any time at all, it single handedly forces you to commit to every chase and removes your ability to apply pressure to multiple survivors.

    This perk will never EVER be balanced as long as it has infinite uses and lets you heal yourself an infinite amount of times, even if you remove the bonus healing speed entirely it will still be overpowered and oppressive. 25% heal speed nerf is an absolute joke coming from someone who has absolutely no idea what the problems this game has are.

    I really try to be a nice person and I really try hard not to judge but that last Q&A legitimately made me cringe.

    "even trumping old Mettle of Man"?


    No, not in the slightest. Nothing ever came close to old MoM's level of brokeness. That perk punished killers for using hit and run too, giving tons of immunity for anyone using it, and had a very annoying sinergy with BT and the reworked DS.


    I believe CoH will need more changes besides just the 25% nerf, but it still not as ridiculous as old MoM. Nothing is.

  • On the few times I played killer during the day in the middle of the week, I found it harder than night because usually only people with a lot of time to play are active at this time. At weekends, day is more chill than night. However, on any day except for Friday and Saturday, playing hours after after midnight or during the morning are the worst times, only the sweatiest survivors online. However, sometimes you may find easy survivors even during these times. It's really unpredictable, I've faced survivors who had merely 300 hours and others who had, well, 9.000.

  • Haddonfield will be annoying, but my real fear is: is there a chance that the hook on the second floor of Thompson's House doesn't spawn there? Because I'm pretty sure I didn't see it there the last time I played on that map (I know it used to always spawn there pre-rework).

    On that floor, if you don't have that hook available, your only chance is taking the survivor through the balcony, jumping down and going for the nearest hook. I remember I actually had to let a survivor bleed to death there once because another one ended up dying on the only hook and I had no way to reach any other in time from where he was.

  • I just hope CoH doesn't become the new DS. Remember how it took years for the old (2016-2019) Decisive Strike to be changed?

  • @Crowman said:

    The lullaby is non-directional so it is harder to tell where the huntress is off the lullaby alone.

    But undetectable does block aura reading which can be useful to block Kindred showing your aura. There's some other aura reading survivors have that show the killer like OoO, Dark Sense, and the key addon. There's also rancor. It's rather niche, but it is something.

    Don't forget hiding your Starstruck with it. Still, the add-on suffers from another issue: the undetectable effect triggers at the start of the reloading animation, not the end. At least you will have some time now (before, not only the time was short, you wasted a good part of it by reloading), but it's actually still less than 30 seconds because of the time the animation takes.

    By the way, the Terror Radius isn't directional either, but it changes with the distance you have from the killer, while the Lullaby remains unchanged and can actually be a little deceiving sometimes. You can know the huntress is somewhat close early, but hearing her terror radius normally means she is really close. Without that, you might think she is far away. Really niche, but it's something.

  • Pinkie Finger is actually too strong, but honestly, I think Clown deserves it considering he is one of the worst killers in the game. Wanna nerf Pinkie Finger? I'm fine with it, what I don't like is that they didn't give clown some buff in return. I mean, an ACTUAL buff, not just a small number increase on a yellow and a BROWN add-on that is still useless either way. Clown is garbage tier when he isn't using Pinkie Finger or Flask of Bleach. They nerffed both without giving him anything in return.


  • @dugman said:

    Eyrie of Crows isn’t “huge”, it’s the median size a lot of other maps are, 9984 square meters. The maps below are all the same size

    • Groaning Storehouse 
    • Fractured Cowshed
    • Temple of Purgation
    • Both Yamoka Estate maps
    • Ormond
    • Eyrie of Crows

    For comparison there are 14 maps larger than all of those and 15 maps smaller than all of those. It’s literally right in the middle.

    Looks like you didn't read the full text, read it again. After I used the word "huge", I literally said "I mean, the total area isn't that big compared to many maps, but it suffers from a similar issue to Ormond: there are loops, hooks and even generators spread through all the area, even on the edges, which means the area you have to walk is actually ridiculously big". As you can see, I acknowledged the total area isn't that big, but most maps don't have tiles, hooks and gens spread to the very corners of the map. Shelter Woods is huge on it's total area, but there is a huge gap between the edges and the tiles and gens closer to it, wich means a large portion of the map is made of deadzones and the space you actually have to walk is much smaller. This happens in most outdoor maps, the only thing Autohaven maps have near the edges are the Z walls.

    Now look at Ormond and see how far the distance between gens go and how close some of them are to the edges, and how there are jungle gyms and the shack on the corners. Now, look at Eyrie of Crows. The loops are certainly closer to the walls of the edges than in any other outdoor map. That means the part of the map that is actually important is much bigger. That is: the area you need to traverse to reach gens and the distance survivors can run foward without running into a deadzone. Shelter Woods has a larger total area, but a smaller actually useful area.

  • Killer: Dark Devotion, Deathbound, Spies from the Shadows, Overcharge and, of course, MAD GRIT. If I'm playing Doctor, Unnerving Presence and Huntress Lullaby.


    Survivor: Autodidact, Mettle of Man (getting value from it becomes a challenge, it's so fun), Power Struggle, Breakout.

  • @Labrac said:

    Crotus rework was terrible. They added back pallets they had removed before, the windows are still broken af and Chapel can literally spawn an infinite. Not even mentioning that graphically the older versions were better.

    There was only a single rework that was positive: Ormond. Everything else either stayed the same or got worse. And even Ormond is still pretty survivor sided.

    Talking about reworks from 2020, I found Autohaven Wreckers rework positive too. Wretched Shop used to have pretty much an infinite with 2 windows on it's main building, and Blood Lodge was known as pallet town due to it's ridiculous number of pallets. They are still survivor-sided maps, but not nearly as bad as before.

  • @GoodBoyKaru said:

    Right I disagree. The Crotus Prenn reworks absolutely did not fix anything and if possible made it all worse. Main building of Disturbed Ward got stronger somehow despite no changes in overall map size, Father Campbell's Chapel went from a very balanced and universally loved map to "Oh my god what have you done to my child", and it was just a massive kerfuffle with that.

    Agree with the rest though. ######### RPD :)

    I personally prefer the main buildings as they are now, specially one of the god pallets on Disturbed Ward. that became way less safe with the doors added to its side.

    Chapel had some windows that were way too far away from doors before, but now got a little better with the breakable walls. However... yeah, now that you mention it, most of the map is worse. Is still more balanced than many maps on this game, tho (of course that isn't much considering how unbalanced many maps are).

  • Memento Mori is not so "evil" anymore. It only does something in your favor if you use it on someone who still has DS after their second hook, and only if they don't immediatly jump into a locker. And even then, you get no benefit from perks like Pop Goes the Weasel, Pain Ressonance and BBQ & Chilli.

  • I think Dead Hard wouldn't be an issue if it wasn't for 2 things:

    One, as some people pointed out, it's the validation eating killer powers.

    The other, well, is map balance.

    Seriously, Dead Hard wouldn't be that big of a deal if many loops weren't as safe. There are many loops in the game you can't mindgame and are just forced to break the pallet unless the survivor makes a really stupid mistake, and there are some maps full of safe loops, some of them even chained (Cowshed...), others with window loops so strong they remind me of infinites (Groaning Storehouse, Haddonfield). On some of these maps, you take a long time after you catch up to a survivor after lots of holding W and running really safe loops, and when you are finally about to down them... they Dead Hard over a pallet, which just can't be countered, and now you will lose some extra time trying to down them in more loops that are safe.

    Seriously, balancing the maps would fix or at least lessen many issues this game has, but I don't see that happening. This year map balance only got worse (Cowshed and The Game were reworked this year, by the way. One got even worse than it was before and the other is now a carpenter simulator full of god-pallets).

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2710888#Comment_2710888

    Every single survivor perk with a pickrate over 1% will have been complained about at some point here on the forums. It's both sides, bud.

    The Steam forums are even funnier.

    At least they were when I bothered reading them. I've seen a thread back in 2019 where survivor mains were complaining about "killers receiving too many buffs and now being too easy" (after the many buffs they had received since 2018). There were comments complaining about Bloodhound, Bitter Murmur, and even HANGMAN'S TRICK. To make it worse, it was still the old pre-buff Hangman's Trick.

    It was about that time I just stopped reading those forums, couldn't stand how childish the discussions were. It was hard to tell when someone was being serious or just trolling/baiting.

  • Lery's is actually one of the best maps for killers. It's part of the top 3.

    In Lery's, it's not so easy for survivors to just hold W away from the killer, since you can't see where the killer is coming from when you hear the TR, and and the most obvious clear straight lines are at the edges of the map. It's also the best map in the game for stealth builds.

    It has a lot of windows, but you can mindgame most of them.

  • @TeabaggingGhostface said:

    I've seen people call lightborn a perk that completely remove a mechanic in the game

    Huh, kinda like iron will

    Or like Calm Spirit, which actually removes two mechanics from the game. Same thing about No Mither.

    Of course, by their logic, Calm Spirit and No Mither need a nerf too.

  • Maps.

    Maps.

    Maps.

    Yeah, map design is the biggest issue in the game.

    Many maps are either too big or are ridiculously safe, leaving no room for mindgames in many loops that are sometimes even connected with eachother on really strong chains (Cowshed is a perfect example of that). And then there are maps with god-windows (Haddonfield, Mother's Dwelling) and even potential infinites (Groaning Storehouse). The devs ven reworked a few maps and some of them only got worse (like Coldwind Farm maps).

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