Malkhrim
Malkhrim
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- Malkhrim
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892704#Comment_3892704
I don't see why surrendering would be a win for the other side, or why it would increase MMR (be a win)…
I don't see how letting the Killer leave if the Survivors do nothing would be considered a Survivor win either. That seems more like a Killer win because the Survivors never engaged in the game or weren't enough of a challenge.Well, it SHOULD be a killer win, but the word "surrender" implies the killer is the one losing, conceding the victory to the survivors. And the developer update just says it doesn't leave you with a disconnection penalty, which kind of implies that otherwise it's similar to the killer disconnecting from a match, a situation where survivors get a free escape.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892936#Comment_3892936
So people that slug never do it to grief?
Absolutely 0 videos out there with people getting humped on the ground for several minutes?
Just fake news in that department huh?Another one comparing apples to oranges. What you're describing is just BMing. Killers humping isn't much different from survivors T-bagging. It's more annoying when you're just on the ground and can do nothing, yeah, but that's still not a bannable offense, unlike extreme hiding to hold the game hostage.
If you have any doubts about that, just check the rules on bannable offenses again:
And before you try to find some loophole to say this covers BMing dying survivors, the devs have stated multiple times that targeting specific users repeatedly means something that has to happen on multiple matches.
And there's also this: the INVALID report reasons.
So, doesn't matter how much you try to compare hiding to hold the game hostage to slugging. One is bannable, the other is not. And seriously, trying to compare slugging to griefing just becaus there are very specific scenarios some people take the chance to be toxic is like trying to suggest any stealth at all is griefing just because it can be used to extreme hiding, or that merely standing behind open gates is toxic just because some people take the chance to BM the killer.
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@cesspoolechochamber said:
Hmmm 2 people playing the same game are annoyed they are being trolled and held hostage in the game by the oppenent. Yet somehow thats apples to oranges. Nice gaslighting
Camping, tunneling and slugging aren't ways of "trolling" nor "holding the game hostage", unlike extreme hiding, which is a bannable offense. So yeah, you ARE comparing apples to oranges. If you think we are wrong for pointing that out, just look at the game rules about bannable offenses and statements made by devs about this. It has been stated time and time again that none of these things you are mentioning fit into the definition of holding the game hostage, and that they are actually legit strategies. Sure, not all of them are very fun to go against, but there's no valid comparison with actual griefing.
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@Zakon05 said:
They just needed to change the AFK crow logic so that only working on a generator resets the timer. At the moment you can just pick up/put down an item to reset the timer.
Actually, they might be doing just that. I think this change might be targeted at hackers. At the moment, hackers can hold killers hostage and force them to DC by making themselves unhookable.
I don't know if it will be enough, the hackers could just complete 1 generator every 10 minutes and still hold the killer hostage for 50 minutes.
Hadn't thought the possibility of this being a measure against cheaters. I hope you're right about that part, but by the wording of both updates, it seems like a measure against holding the game hostage in general, and it really seems to me there will still be ways of circumventing the crow mechanic. If that's the case, this surrender option after 10 minutes will apply to extreme hiding as well, as it's another common form for survivors to hold the game hostage. I also don't think it will be that great for stopping cheaters. And if it ends up not being effective against cheaters but it does end up impacting on matches with extreme hiding, them we'll have a problem.
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No, it isn't, unless we're talking about bleeding out when the killer has already won the game, and that's not even that common. I'll die on this hill.
Slugging is a tactic like any other in the game, and it's not plagued by the same issues camping and tunneling have. It doesn't lead the killer to interact with only one of the four survivors, it doesn't allow the killer to get a quick early kill and secure the win too soon like slugging does, it isn't as cheap and easy to do and hard to counter with unorganized teams like camping is.
If anything, slugging is a risky tactic that may lead the killer to waste the opportunity to hook a survivor if things don't work well for them, but pays off very well if they do. It has a very simple counter, survivors just need to be more altruistic, and they also have a bunch of perks that help against it, including unbreakable and exponential, but also the healing perks. Survivors also have means to force the killer to slug instead of hooking a downed survivor due to lack of time to do it, or even a good chance of failing to hook due to sabotaging or flashlight saves, so again, it's a normal part of the game.
People complain because they think being slugged is too "boring", but if they're not slugged, they're going to the hook, to spend up to 70 seconds there, or up to 140 if they stay for more than one stage, without being able to even move. Also, it's kinda funny that, even though being on the ground doing nothing beside moving seems to be such a boring thing, the last survivor on the ground, more often than not, tries to hide from the killer and bleed out instead of letting themself be found so the match can immediatly end. If so many survivors are willing to go throgh 4 minutes of bleeding out just to deny the killer a few points even when the match is already lost, then I guess the boredom of being on the ground for a while and then healed isn't THAT bad that needs a fix.
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It's kinda sad to see the Hag even lower than Twins, but it's easy to see why. She was never a popular killer, but she is currently in a pretty rough state. The combination of latency, MMR being stricter than how it originally was and a few maps where it's easy to see her traps or see her as she places them means that you can often get into situations where all survivors are skilled and know how to counter her, and because they know how to safely trigger traps AND latency can make it worse, a lot of the time you just appear insanely far away from the survivor who triggered the trap, even if you teleport instantly. I've been using the Bloodied Mud add-on everytime I want to make sure I don't have that problem in a match, which feels a little insane, because until a while ago the current effect of this add-on didn't exist and Hag still felt stronger and more fun than she is now.
Meanwhile, Twins are still a buggy mess, but they are way better than before since they got those buffs.
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What about a Maurice-themed outfit? It's his horse, afterall.
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@Mr_K said:
But, there's a lot of loud noises in DBD. From gen popping, killer's power, terror radius, boon totems, hex totem breaks, exposed notification, and the list goes on.
Yes, and I acknowledged that in my post, but as I said, as much as the others can also impact the experience negatively to a degree, it usually only becomes overwhelming when the sounds are spammed. But the gen-popping sound is worse because even though it is not spammable, it's high-pitched, bell-like, and far more triggering. That's why my suggestion was not to lower its volume, but an option to make it sound different on the accessibility tab.
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@Mr_K said:
Scratched Mirror is a perfect addon. No other addon bring happiness to both sides.
Well, it won't be that perfect once the offering doesn't garantee an indoor map anymore. Imagine trying to go to Lery's only to be a slow aura-reading killer in a wide-open map life Haddonfield, Ormond or Gas Haven.
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@shadow_V said:
My whole team lost against a tier 3 infinite myers with trail of torment and he stayed by the gen so we couldn't stop regression but by the time we realized it would be better to find another gen it was too late to recover the match.. Amanda's letter can make the pig very deadly and stealthy on indoor and outdoor maps too with the right perks and ghostface is crazy on mothers dwelling even on wreckers yard he's not easy to spot until he's already stalked you.. just the other day I got killed by a myers with infinite and the add-on to mori because he had insidious and was hiding in a corner on an OUTDOOR map I wasn't being careful because as I know he is supposed to have a terror radius but there's perks that alter his power which I don't get why people don't see that as a problem so being stealthy is not a problem it just depends how you go about being stealthy. myers definitely doesn't need any changes the only thing I'll give you is he could have a bit more lunge to him but with his current add-ons he's still deadly its almost unfair for example a vanity mirror myers on treatment theater slugged all 4 of us because of an unfair advantage AKA the add-on made them all bot then was waiting to mori me and we didn't even do anything literally he did it at 5 gens
Dude, these Myers add-ons you mentioned literally cannot be paired with Scratched Mirror. The mirror locks him in T1, so he would never get to T3 anyway to use either Infinite T3 or Tombstone. He would also never get to T2 to use Vanity Mirror. I'm asking for buffs to T1 or to Scratched Mirror.
About other stealth killers, Pig and Ghostface CAN have good games on outdoor maps, but they are still among the weakest killers in the game. They are stealthy M1 killers in a game where most maps just don't favor sneaking around. Scratched Mirror Myers gets in an even worst spot if he gets an outdoor map, because he is slower.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887289#Comment_3887289
I think achievements like that are just something that's meant as a long term goal rather than something to speedrun in a weekend. It's kinda like how you can TECHNICALLY rush through the Huntress 1000 hatchet achievement by chucking hatchets at a wall as soon as you load in til the survivors leave, or you could also just...play Huntress for awhile.
That was certainly the devs' intention, but the achievement has such specific requirements that it takes long not because of the amount of times you have to do it, but because of how long you may take to get a single point on it if you just play normally.
Most long-term achievements pretty much only require you to use a survivor perk or killer power a certain number of times, maybe use it with some specific precision like Skilled Huntress, or it requires you to get value of basic mechanics like hook rescues and protection hits. Outbreak Breakout can only get progress when you get one of two specific maps, then play in a specific way and achieve an specific result (like, if you 99% exit gates, there's a pretty good chance both gates are openned by someone else later and you get no progress), so it's pretty much asking for anyone who wants it to go out of their way and make some effort in order to obtain it.
Also, come on, the devs know the community, they should know that long-time players with thousand of hours eventually go after the remaining achievements, and that means anyone may encounter one of these players using an RPD offering at anytime, which is a really unfun thing the achievement incentivizes.
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@JPLongstreet said:
You mention that achievement for Outbreak Breakout.
What has to be kept in mind is the near-impossibility of them ever changing any Trophy or Achievement. So long as it is still able to be achieved Sony and Microsoft and Nintendo resist mightily any changes at all.
I think sometimes they don't think those achievements through completely, knowing they're very much locked in once released.
I understand that it's not easy and not only up to them, but it has happened before (to be fair, I can only remember it happening once, when Hatch spawns got changed, and it was exceptional because it was going to become unobtainable), and I honestly think this achievement is a problem in the game. It incentivizes survivors to bring offerings to a map most people don't like (and I still see this happen every now and then), then to play in a way that garantees that THEY are the ones that open the exit gates, potentially leading them to open it too soon, and discourages them to risk themselves for teammates in the endgame.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885152#Comment_3885152
You can't control the other 7 people stop saying this, stop telling people just do this just play this class, it's the same as saying killers just dont play legion because it's not healthy for those who want to enjoy 2v8.
No it needs a fix.You can't control the other 3 people when you are in a normal match either, so there is still no extra hardship for facing Legion in 2v8 in comparison to facing them in a normal game. Consequences for bad team play are an integral part of survivor gameplay.
Also, no, it's not even CLOSE to the same as saying don't play Legion. One is telling someone not to play the character they want to play, the other one is pointing out there is counterplay. You see? Big difference. People should learn to counterplay a killer before asking for a "fix" on a weak killer that works basically the same in one mode as they do in the other.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885028#Comment_3885028
Yea nothing i love more than playing hit validation roulette every 30 seconds in 2v8. At least in normal mode you can generally counter him by spreading out
You can also do that in 2v8. Yeah, there are twice as many survivors, but maps are huge too. Just do gens separately from other survivors and run away when you see Legion running from afar trying to get to you. Not that big of a deal, specially if you're playing escapist.
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Legion in this mode can be a little annoying, but they are just as weak as in the normal mode. They can be sometimes be favored by the chaos of survivors not knowing where all the others are and grouping up by accident, but that same chaos might also bite them in the arse when they start a feral frenzy only to notice there are only TWO survivors near. What survivors complaining forget is that, besides more survivors to hit, this game mode also has HUGE maps, and survivors have a sprint burst effect they share among each other. So Legion often spends a lot of time to get to survivors while on a frenzy, and when they finally get to the survivors, they can just sprint burst away and waste even more time from the power's duration, potentially making the Legion lose chain hits. The maps are also full of pallets that can be repaired by scouts, and every time a frenzying Legion catches up to a survivor on a pallet, they may want to wait for the survivor to drop the pallet first in order to not get stunned after the hit, which can also waste one or two seconds. These stuff combined allow survivors to deny chain hits from the Legion, without which they are just a basic M1 killer. The only 2v8 map where Legion consistently thrives is Dead Dawg Saloon, all the others are a coin flip on wheter or not the Legion will have many oportunities to apply a lot of pressure. Even Trapper can get value in this mode more consistently than Legion.
"B-but… but.. they can easily injure people and that is very dangerous in this mode!"
That's very dangerous specifically when the Legion is paired up with a, overwhelming chase killer like Nurse or Blight, but solo Legions don't get to choose their teammates, and besides these limited match-up situations, getting healed in this mode is EASIER than in a normal game. There are so many people around to heal you, a class that heals faster and instantly delivers an area healing, chests that can contain med-kits, tunneling people off cages happens less frequently than off hooks (giving you time to heal), and now there are even herbs that heal you faster than med-kits too. Frequently a Legion starts a Feral Frenzy and, by the time they are over, many of the injured survivors have already mended and some are even already healed!So that's how you counter Legion in this mode, spread across the map, waste their time while the power is active, deny chain hits and heal quickly when they are away. And that is besides all the other ways of countering Legion in the normal mode, which also apply. Not that big of a deal when you do it right.
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I wish people stopped being so dramatic in these forums. There is absolutely nothing wrong in moving a person before a mori. It takes a really short time and it's completely different from bleeding out or pretending to let the last survivor go only to still kill them in the end, which are things actually done to mess with the survivor and waste far more time. Seriously, a killer will rarely, if ever, carry a survivor for more than 10 seconds in this situation, because after 12 they can break free if they are dropped. This is looking like something out of the Mortal Kombat community, where many people argue that performing fatalities in multiplayer is disrespectful just because it wastes time… even though it doesn't take much longer than a standard victory screen anyway.
Also, not only we want to be able to see the mori, picking up can also be done to prevent a survivor from bleeding out or getting up with Unbreakable/Exponential during the last few seconds before the mori option becomes available (in case the sacrifice animation from the previous survivor is still going).
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Not to mention, of course, that not all of these problems are bugs. Some of them seem to be by design. Like the dog slowing down when it gets close to you and not allowing your power to recharge. Why doesn't the dog remain fast so it can come back to you more consistently? And why does the cooldown only start charging up AFTER the dog has returned to your side? The cooldown should start BEFORE the dog returned, so in case the dog took too long to return, at least the power would be available immediatly instead of making you wait for the cooldown on top of that.
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@danielmaster87 said:
I don't get how you can say all that, and still call her strong. I mean, we're talking parts of her power not even functioning, like the Search. I've literally experienced that, where I'm trying to select a gen, and it just won't lock on to it.
I still call her strong because when the chase command works properly, she can down survivors really fast, and even when the bugs mess up her plays, she can still recover from it because of how short the cooldown is and how efficient the power can be in a chase. The buffs she got kind of, sort of compensate for the bugs when it comes to balancing, or at least they stop the bugs from making her weak. She has the strenght to win despite being bugged. Still, these bugs are awful for the experience of playing her, they hinder the fun and cause a lot of frustration.
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I still haven't received my stats. Is someone else still waiting for theirs too?
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Wait, has everyone received their stats already? I haven't received mine.
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On my first match after the event started, I had Distressing and Monitor & Abuse.
What are the ######### odds to get the two perks that cancel each other? 😂
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"Could we revert the perk that used to be broken by increasing your speed for free or the one that is STILL one of the best survivor perks in the game even after all its nerfs?"
No.
Mindbreaker, Languid and Genetic Limits aren't all that useful. The best killer perks are the slowdown perks, and they were nerfed over the years just like the strong survivor perks. If someone is having trouble using Dead Hard, just pick Sprint Burst or Lithe instead. They are as strong as ever.
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@WolfePhD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872630#Comment_3872630
Windows of Opportunity is a very common Survivor perk. I've always trusted these arguments because they would see the pallets fall over if they use Windows, and I've spent at least 1000 hours using Windows of Opportunity alone over the years.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872642#Comment_3872642
I would say that I play Dead by Daylight 40% Killer / 60% Survivor. To me, it doesn't really matter if Vecna's map is killer or survivor sided. It's one of those maps that put me in a bad mood when I get forced to play on it, in either role. Calling the map "Poop Castle" is a really good way to describe the experience of slogging through it. The underground area is extremely visually interesting to compensate for how boring and uninteresting the upper floor of the map is—but you tend to get chased where the map is boring because four generators are above ground. For Killers, you never want to enter the castle for any reason — but that means you spend the entire game in the most boring part of the map.
Well, I agree with everything you said about the map. I mentioned it's killer-sided because the previous person I had replied to said SpookyLoopz only mentioned maps that favored survivors, which I don't think is true.
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@DancewithmeKate said:
Ofcourse he is only talking about maps which favors survivors.
Not a single word for Midwich, Coldwind, Haddonfield etc.
At least we should be thankful he talked about Vecna and Alien maps which is awful maps for both sides.
Yeah, but why should he talk about those? The title of the video is "This is what I hate about DbD…", not "Everything wrong with DbD right now". God forbid having personal tastes.
People should stop demanding everyone to be neutral and unbiased all the time regardless of context and talking as if personal bias was some unforgivable sin that takes all your credibility. Everyone has opinions, biases and personal experiences, and it's not possible to just turn them off. It shows up even when someone is trying their best to be professional, it shouldn't be held back in a video that is making itself clear to be about things one dislikes based on personal experience.
Also, I would argue the Vecna map is actually killer sided. Having bad stuff for both sides doesn't mean it doesn't favor a side over the other, and the killer is usually the one that gets to choose how bad will the map be for the match: just ignore the underground gens, protect the ones in the surface, don't go to the main building unless every survivor is there, and as long as you keep at least 3 gens up there, you get a smaller map with quite a small number of pallets or decent loops that survivor HAVE to traverse at some point if they want to win.
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@Na1ts1rhc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872224#Comment_3872224
Wrong already. I love that map no bait. Maybe it's because I'm a killer? Is that map killer sided? idk much; I probably couldn't lecture a college course on dbd. I don't think I'd want to either lol.
The opposite, it's currently one of the most survivor-sided maps in the game. It even has some of the annoying stuff from old Haddonfield, like the original design of the House of Pain. Not to mention it has 3 buildings beside shack, and all of them have at least one god-pallet. The main building has two. The loops are often more aligned and well-connected than those of other maps, and sometimes the map can even spawn two pallets in a single tile (not on a particularly strong tile, but still, in one that is often either near shack or between the main building and the House of Pain), depending on the loop RNG.
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@Pulsar said:
Not sure if many are still around that remember it, but the awful red flashing VFX when you got stunned around GhostFace's release, iirc.
I actually thought about that while I was writing my comment, that was really awful.
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Well, the first one that comes to mind is quite recent: the original idea for the finisher mori.
When it was suggested by the devs and put on an earlier PTB, the base-kit unbreakable mechanic seemed to take most of the backlash, which took some of the attention from how bad even the finisher mori itself was.
On that version of the finisher mori, once all 4 survivors were downed, the killer and the last survivor downed would be instantly transported by a specific place on the map, the mori would automatically happen there and the match would end. At the same time, all the other ways of getting an actual memento mori animation would be wiped out, not only the offerings, but even Devour Hope and Rancor would be nerfed by having their "kill a survivor" feature removed. The only 3 ways remaining of killing survivors by your hand before the end of the match would be Sadako and Pyramid Head's mini-moris and Myers' tombstone add-ons (just imagine, the only actual mori kept would be the one from the most broken killer add-ons in the game).
Not only this would have made so every mori always happened on the same time and place on each map, which would have soon become boring and repetitive as hell, but it would also have removed many little things that add a little bit of immersion and/or fun to the game. Finding survivor corpses, watching from nearby while the killer moris your teammate, moring multiple survivors in a match, crawling to the hatch when death seemed inevitable, and even some funny things done by some players and especially by content creators, like Ghostface mori photo-bombs and slug races. All of that would have been wiped out. It felt like something from a boring competitive-game mindset that considers that "if it doesn't affect the balance of the competition, it doesn't matter and it doesn't have to stay". So I'm very glad that DbD's dev team DOESN'T follow such a mindset, and actually listened to feedback and implemented the version of finisher mori we have today. The only thing I miss are the first-person moris from the oldest killers, but that's way less of a loss than what the original finisher mori would have brought.
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@ReverseVelocity said:
One change that comes to mind was the one they wanted to add to Pig with the 2.7.0 PTB Patch, but ultimately decided against it:
https://us.v-cdn.net/6030815/uploads/TTUNTJ7K45LU/image.png
I'm a pretty big Pig hater but this would've straight up murdered her, glad they didn't go forward with it.
I remember this. The devs were already nerfing pig because of the addition of Endgame Colapse, but they also wanted to make RBTs stop on the same way the Deep Wound timer did "for consistency".
On the same update, they also wanted to decrease the time it took to open exit gates by five seconds.
I'm glad they listened to feedback and reverted those changes before they went live.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/436707/does-rpd-need-another-rework
I think East Wing is kinda balanced in bad way, and West is survivor sided. But I honestly don't know how they can rework it and save origin atmosphere, map just overall doesn't fit in dbd gameplay and they probably did their best to make it as playable as possible for both sides. At very least it's not old RPD.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870492#Comment_3870492
Don't even ask. On this forum you will see 20+ upvotes on the comment, where someone says that Eyrie is most balanced map in this game and Gideon is killer sided, so when you know their measures, whole point in discussing anything is disappearing.
I mostly agree with you, but I think East Wing is slightly killer sided… but the reason it feels killer sided is insufferable: not only the west side is way too small and tight in this version of the map and becomes a trap once its three good pallets are gone, but that also makes that side great for camping. That side is so bad that survivors mostly concentrate on the east side, but you can either find SOMEONE trying to do a gen there in order to avoid a 3-gen, or someone will run there trying to lead the killer away from the other survivors, and once a survivor is caught on that side and everyone else is on the other, the killer can just camp the main hall and prevent the others from crossing sides. It gets worse if the survivor is hooked on the upper floor, where the library is located, because on this version of the map, there are only two entrances there, and both have to go near the top of the west-side staircase on the main hall. If the killer camps that spot, survivors are going to have a really bad time reaching the hooked survivor and, even if they manage to do it, they'll probably take a trade. Unorganized solo-survivor match-ups often just let a survivor die there when this happens. Maybe East Wing could use some extra pathing to that side, specially to the upper floor, so camping gets at least a little weaker there. But of course, adding extra pathing to a map that has an accurate layout to another game is not that easy to do. It would be a little complicated and require a lot of carefulness not to create other problems.
On the other hand, on the killer side, I think some gens were made way too safe on both versions of the map when RPD got reworked. The worst offenders are the two gens that spawn on the main hall and the one outside, but there are others that are pretty bad on this too. One of the best things about indoor maps is that they are better to sneak up on survivors: stealth killers can sneak up on survivors working on gens or at least get close to them, and even if there is a TR, survivors won't know which side the killer is coming from, which increases the odds of a survivor running into the killer by accident if they're not careful. That is good for M1 killers because it nerfs the "just hold W" gameplay. But these gens I mentioned just take that benefit away, they are positioned in ways that allow survivors to see the paths to the gen from really far away and spot the killer if they ever try to approach it. So they can just run away once the killer shows up and get a HUGE head start. Sneaking up is impossible. And if the survivor has Sprint Burst… well, you're not catching them soon. If East Wing got changed in favor of survivors, I think repositioning the gens in both East and West Wing to reduce the visibility survivors get on them could be good too.
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@Xernoton said:
Masochist Freddy is back! Can't wait to plaster everything with dream pallets and never rupture them.
Now with Hex: Two Can Play. Place dream pallet, don't respect it, wait for the survivor to stun you, recover fast with enduring and hit them while they blind themselves and run into a wall. I guess I'll try that out if this feature goes live.
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@VolantConch1719 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858632#Comment_3858632
Not saying you don't have a point (because you very much do), but Léry's and Hawkins are their own distinct realms while Toba and Nostromo, despite literally every single aspect about them, from the tile aesthetics, to the intro music to the HOOK DESIGNS (which even the considerably different Withered Isle maps share), being so different, are both considered part of the Dvarka Deepwood realm.
It's stupid, inconsistent with the rest of the game's logic, and irritates me to no end, but this is how it is.
Wait… yeah, I had to check it and you're right. I always thought they were from separate realms, but the descriptions of the offerings themselves state they are both from Dvarka Deepwood. That is indeed really inconsistent with all the other map offerings, that take you to a realm, not a map.
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For the same reason Hawkins doesn't share a map offering with Treatment Theatre/Lery's. Maps of the same realm usually have a similar aesthetic that makes the realm identifiable.
Woods at nighttime? Macmillan State.
A sunny farm with a cornfield? Coldwind Farm.
A junkyard? Autohaven Wreckers.
Ice, snow and skiing equipment? Ormond.
Japanese buildings and vegetation? Yamaoka State
A garden full of bushes and an old building that seems normal at first glance but there's something off about it? Withered Isle (this one is the least similar one because of the sky having different colors, but the similarities are still very noticeable).
Nostromo Wreckage and Toba Landig's only similarity is that they take place on sci-fi buildings on an alien planet, which SOUNDS similar, but the aesthetic of each map is completely different. One is dark, gray and full of rocks the other one is colorful, predominantly pink and purple, full of strange-looking alien plants. They look nothing alike. The only way for both of them to share a map offering would have been for Toba's Landing to have a more rocky-grey aesthetic from start, but that would have limited the creativity of the team way too much and even Singularity's design would have needed to be different (he literally matches the colors of the map).
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So, I finally completed it. The snowman I completed the quest on wasn't moving. It seems the decoy ones are those that give jumpscares, not necessarily the ones that move.
One thing to point out, normal snowmen just instantly explode when hit with a snow skull, but the decoy snowman takes a second before exploding and does a unique animation before it happens.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855310#Comment_3855310
it's the decoy snowmen, so the moving ones
I've been throwing skulls at any snowman I see moving through multiple matches and it doesn't work, so I believe it is indeed bugged.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/434790/unwanted-guest-challenge
Snowskull piles are found randomly in a map - there's quite a few areas where you craft your snowballs / snowskulls
If you have not seen a snowman, are you sure you're playing in the Event queue and not the normal queue?
It seems this quest is bugged. I've tried it as both killer and survivors. It doesn't work with Snow Skulls nor killer ranged attacks.
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843272#Comment_3843272
That means getting rid of attempt to escape which also need to re-work Slippery meat and Deliverance. But there's always a work around.
And that's exactly what I am suggesting: get rid of attempts to escape and instant death on missed skillchecks. The 4% mechanic is extremely outdated anyway and ruins thousands of matches every day only to rarely, RARELY lead into something fun or a different outcome at all. It's just not worthy keeping.
And reworking Deliverance is simple: just make so Deliverance, Slippery Meat and Wicked unlock a self-unhook action, similar to how the anti-facecamp mechanic does it. The only that would need more details changed would be Slippery, but that can be arranged. Up the ante could just get completely reworked into something different, since that perk is crap anyway.
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@Phantom_ said:
That will do nothing. Someone who wants out of the game that bad will just either AFK or run to the killer, and get hooked again. Removing it will solve nothing in that regard and it will rendder several perks and offerings that are related to it useless.
It WILL solve most of the problem simply because the things you describe take longer and are punishable. Killing yourself unhook is simple, almost instant, takes action only from you and not the killer, and it's not banable.
On the other hand, AFKing is already a reportable offense and you would have to wait for the killer to come get you in order to get to the next match, potentially taking LONGER than the DC Penalty you would get by DCing normally.
And running into the killer? If a survivor does that, anyone can report them for working with the killer and refusing to participate in normal gameplay. It would also require action from the killer's end in order to be completed, they could just ignore or slug the griefer instead.
So most people who give up would mostly just DC anyway. The ones who didn't would waste a lot of time and eventually get banned.
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@SidneysBane1996 said:
Easy fix: you shouldn't be able to self-unhook unless you're running perks like Deli, Up the Ante, or Slippery Meat. Just make that fix, and now the issue solves itself.
Exactly. I've been saying this for a while. We already have a mechanic that makes unhooking yourself possible even when it wouldn't (the anti-camp mechanic). Just add that to perks and remove the base-kit 4% chance unhook atempt.
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At least they leave a bot behind since they can't give up on first hook like on regular mode. Much better like that. I wish DBD would get rid of giving up on hook as a whole.
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Dang, I was thinking this killer had a lot of potential to be strong so far. But now I know every match as her will be unwinnable for me…
…because I will not even bother to chase survivors or protect gens. I will just spend all my time in the same spot, petting the doggo, doesn't matter how many gens fly.
Seriously, best feature ever.
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@GentlemanFridge said:
As usual, she looks stellar. Though from the one bot match I played, she felt rather janky.
But, like, that’s 1 game against the already weird bots, so it’s hardly a good basis.
That can certainly be fixed with a few tweaks until her release. What makes me worried is that some of the bugs might end up staying for a long time like it happened with Twins and Knight.
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My problem with that idea is that Smoke Bombs are pretty much free blinds, with no need for timing or aiming at the killers face, and with no way for the killer to avoid it. Plus, they also seem to muffle sounds, which makes them even harder to counter. If anything close to that ever became permanent, it would have to be weaker in comparison to the event version. The current one is fine and balanced only because the killers also get crazy strong tools in the same event.
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This has been happening to me too. I suffered 4 crashes today and my DC penalty is over 10 minutes already. Normally this doesn't happen.
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Indoor maps are fun and also good for the game: less holding W because you can't see where the killer is coming from; good oportunities for mindgames and intercepting survivor due to the low visibility; stealth is more viable for killers, which benefits the weaker ones; slower map traversal for top-tier killers like Billy and Blight; and finally, more opportunities to counter the nurse, since it's easier to hide from her line of sight and mindgame her (I'm aware that Midwich and The Game are good for her because of the double floors, though). In other words, they mostly make high tier killers harder to play and low tier killers better.
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@THE_Crazy_Hyena said:
Hag was actually stronger when survivors had to use flashlights to remove traps.
Now, anyone can wipe them away. Granted, the interaction takes longer, but neglicible in the grand scheme.Hag does need a significant buff. Why is she still a 110% killer, when she has no ranged attacks? Fine, she can teleport, but that could be offset by making a part of Mint Rag basekit. Keep the 15 second cooldown, in order to prevent abusing teleports, but make her move at 115% speed by default.
Default teleport range should be a little longer as well.
Please, no base-kit Mint Rag, ever. That perk is strong when played right, but comes with the downside of making way harder to teleport instantly to a triggered trap when the add-on is not on cooldown, since you need to look at the trap first, or you'll teleport to the wrong one. You can also not place traps too close or too aligned or you might accidentally teleport to the wrong one when you need it. In other words, the Hag's entire playstile has to change and trap placement becomes more limited with that add-on.
I think 115% Hag could be fine, but other good options would be to give her some movement speed increase after she teleports and/or give her a longer lunge after she does it, similar to wraith and spirit, Or maybe traps could inflict Hindered when triggered, because right now the biggest problem with her is that everyone has better ways of avoiding to trigger her traps, but even when they do trigger, a hit is not guaranteed, and there's not much she can do against survivors pressuring her traps by triggering them from a safe distance.
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I have to disagree with people saying the Hag is weak. She is far stronger than a lot of people realize. She is a solid high B tier on the current meta and can do well on almost every map in the game…
…but yet, her current state is one of the weakest she had in years, even after the base-kit buff she received not too long ago. There are multiple ways of countering her, and wiping traps not only can be done by anyone, it doesn't even give the Hag a notification when it happens like flashlight burning did. She is still good, but she was way stronger in older metas, one of the strongest killers in the game between 2018-2020. Now she is great against unaware solos but has a lot of trouble against survivors who know how to counter her.
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I think it could be due to the hitbox bug. Survivor hitboxes are slighly displaced forward after the mid-chapter patch, aren't they? The aim assist is probably tracking the hitbox in unusual directions and causing the killers to sometimes hit walls because of that.
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Now we just need a legendary Twins skin where Charlotte hits a survivor to death with her basket and then puts their head on it.
Uh… devs, I know that almost nobody plays twins, which indicates not so many people would buy the skin… but please make it happen. :)
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@Marc_123 said:
When i last launched the game and got into the main menu the textures were not fully loaded.
I could see when the details were slowly loaded in.
Never happened before.
The same thing just happened to me. It took incredibly long for the game to launch, and when it finally did, the textures weren't rendered on the main menu and were loading very slowly. I mean, I know my PC is a bit outdated but wow, just wow, it's a HUGE difference from before.
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@drsoontm said:
Not an issue at all.
It's always because of a misplay from survivors.
- Keeping on gens together up to the last second.
- Keeping together, in general, to clumsily try to get a flashlight save.
- Playing aggressively against a dangerous killer.
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The only measure that could be taken would be to let them all die faster if all the remaining survivors in the trial are slugged.
I agree. Slugging in general is often quite a risky strategy that can be really rewarding, but can also easily be countered if survivors play it right. Even from the perspective of the person being slugged, it's better to stay on the ground for some time and then get healed instead of being hooked and one step closer to death, possibly even tunneled off the hook. If survivors act in time, the killer won't gain a lot of time from that and it will have given up a hook.
I would be fine with the bleeding out being sped up when all survivors are in the dying state, tho. It's the only situation where it takes a little too long, doesn't change the outcome of a game that is already over and some killers use it to BM. Still, it should take some time for this speed-up to occur, because if there is Unbreakable or Boon: Exponential in play, the bleeding out timer going faster would hinder the survivors' ability to come back from such a situation, since someone could end up dead before getting healed or reaching a blessed totem and recovering.
Either that or make perks like Unbreakable, Boon: Exponential and No Mither prevent the speed-up from occuring when active, but that would be a small nerf to the first two, because a killer could be able to tell someone has unbreakable by the speed of the bleeding.

