Malkhrim
Malkhrim
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- Malkhrim
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By the way, I just noticed that this challenge only counts if the killer is really RIGHT next to you, with you pretty much at his attack range or slightly further away at best. If you fall into a hole or ledge and the killer swings at the ledge right above you, it doesn't count, and if he tries to swing at someone else on the other side of a small tile, it doesn't count either.
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By the way, I just had a match against a Wraith that tried risky swings sometimes. I got two misses with that, then he just WOULDN'T EVER TRY IT AGAIN, so I tried to use Sprint Burst to make him miss, but everytime he found me there was a second or two remaining in the exhaustion, and everytime I HAD exhaustion, there was someone else with me and he always hit the other survivor instead.
So I was back to zero and then got a NURSE match, an M2 killer who never tries a basic attack.I will have to deal with that for a few games until I finally get a killer against whom I can at least TRY the challenge. Wow.
It was the most infuriating thing I had to deal with in a while, I must say. It's amazing how so many years after the archives were created, we still get challenges we HAVE NO CONTROL OVER!
There should never, EVER be a master challenge that depends on the actions of ANOTHER player and not yourself. This is a very simple thing that should be treated like the first rule to making challenges. But years have passed and we STILL get those.
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If you have Champion of Light, it applies to any form of blindness, so you can pair it up with blast mine and hinder killers when they kick generators. I completed the challenge by using this two perks with Chemical Trap and Windows of Opportunity (to make sure I would be able to locate and reach good pallets to force the killer to break them). I got one hinder with a trap, other one with a flashlight and other with blast mine.
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As a killer, currently yes, it feels punishing. But like, usually I don't play full meta anyway, but I bring one or two gen defense perks at best, like Grim Embrace and/or Pop to help to avoid the stress that dealing with gen-rushing can bring. But when I bring NO meta perks, no gen-blocking or gen regression perks, well, the difference can be felt immediatly and the game tends to be way more stressful.
But this is something that has been happening recently probably due to the more strict MMR. I've been facing more and more survivors who are not only very skilled and coordinated, but also bring the strongest full-meta stuff al the time. Never before I've faced so many strong teams in a row. There was even a night I kept facing multiple p400 squads until I ended up going against a comp team (which is something really rare to see in public matchmaking). Hell, there was even a day I tried playing with a MEME BUILD and immediatly went against a team with full meta perks, 4 items with iri add-ons (BNPs and Syringes) and a map offering. Until a while ago, that was a rare sight, something that only happened once in a while between multiple chill matches. But now it feels that whenever I pick up a completely off-meta build, a niche build or a meme build, there is a huge chance of running into a sweaty game. This is quite frustrating because, honestly, the most fun part of the game is trying new builds.
But to be fair, when I stay at least a couple of weeks without playing and then come back, the sweatyness seems to ease up a little bit, I believe it's the MMR lowering due to inactivity, but I could be wrong.
And when I play survivor… to be honest, I play completely off-meta almost all the time and it feels fine. Like, I play solo, so I often have bad matches, but to me the bad matches happen not because of my build, but because of people giving up on hook right at the start (the biggest problem, by far) or the weak link being tunneled and killed insanely early. When nobody gives up and nobody dies extremely fast, my solo survivor matches tend to be more fun now than they were for years. But my MMR is obviously lower as a survivor than as a killer, it has probably something to do with it.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686975#Comment_3686975
that is part of reason why they nerfed it. basically old undying used to reveal your aura whenever you began cleansing a hex. Undying got nerfed, so people smartly decided that they would use Undying, Hex:Ruin and Thrill of the hunt where Thrill of the hunt gave loud noise notification for cleansing a totem.
So now they nerfed both undying and thrill of the hunt to not give global aura reading or loud noise notification when beginning to cleanse a totem. Somehow killer having perk to defend their hex totem was "overpowered".
When they nerfed undying, they also argued it was redundant with Thrill of the Hunt:
Which sounds funny now, considering both ended up without their information features and there are lots of perks now that are more redundant than that: genetic limits and septic touch, Teamwork: power of two and Blood Pact, and hell, we just got Unforeseen, which is insanely similar to Trail of Torment.
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@Yharwick said:
Does this bump Blight from S to top of A tier do you think?
I still think Blight will be the 2nd best killer in the game but this might make them not entirely busted anymore.
Nah, this is not really a nerf, or at least it doesn't seem so. Hug tech is useful to players who are still learning to play Blight, but it's not really what makes him so strong. If anything, it's easier to predict and counter hug tech than Blight repositioning with bounces at full speed. Either way, it was not intended and for that is being removed, but Blight should also become easier to learn if he slides from objects less often, which is by far the worst part of playing him. Not even joking: expect to see more Blights from now on.
Or… that might not really work and Blight will keep sliding off things. I hope that's not the case, but the devs tried to fix the Blight's colision twice in the past and not only he kept sliding off many things, they also created the hug tech by doing so (it was not possible at release).
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@Nick said:
They also removed the hook upstairs in Thompson House for some reason. I got some people running to the chest spawn in the corner to be unhookable
I'm not sure if that hook never spawns or if can sometimes still spawn there, I just know I hate that. That map already has a lot of distance between hooks, and old Thompson's house had that hook added after a lot of requests from the community to put a hook there. I guess they thought it wouldn't be needed anymore since the upper floor is open now, but in a map with such few hooks, it is still needed.
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This is why I keep saying: hook suicide SHOULD NOT BE POSSIBLE, or at least not early in the game. The instant death on failed skill checks should not exist and skill checks should only speed up your death AT BEST, not instantly kill you. They already don't kill you if you are trying to hit them anyway, they only kill people who are lagging and people who want to DC without taking a penalty. Death by skillchecks should be REMOVED as a whole.
And the 4%, yeah, it's fun when it happens and all, but you rarely ever see it, it doesn't happen more than once every dozen matches you play. Most of the time, the mechanic only serves to allow people to give up, ruin the game for everyone and avoid the penalty. Also, people don't try to 4% at the start of the game unless they are trolling. So my suggestion is to make self-unhook atempts unavailable until there is no more than one survivor standing (standing = not hooked or in the dying state. If you are hooked, two people are slugged and another one is injured, there is one survivor standing), because that is the only time were people normally try to 4% anyway.
"But what about perks like Wicked, Deliverance and Slippery Meat?"
Just make it so those perks enable the "unhook yourself" action when they are active, problem solved. We already have another mechanic that let's you unhook yourself when you normally wouldn't be able to anyway (the anti-facecamp mechanic).
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The whole purpose of the nerf was to make dead hard more limited and not affect the first down the killer often needs to get as soon as possible to get the pressure going. Dead Hard is still one of the strongest survivor perks and should never again be stronger than it is now.
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I think the game itself is more balanced than ever... but the matchmaking is making the game extremely sweaty and unfun. This has been happening since MMR was made stricter last year. Stricter matchmaking means people with really high MMR only play with people with really high MMR... which sounds good on paper, until you realize that, if you have thousands of hours in this game, you will only play against people who play a huge lot too. I've lost my count on how many p400 squads I've faced on the latest months, and I was even paired against a comp team once.
But MMR is not just about how experienced or skilled you are, it's also about how COMMITTED you are to winning, so the chances of going against teams with the strongest builds also increases. I keep seeing more and more people with meta builds for rushing gens, multiple toolboxes and map offerings. Meanwhile, going off-meta (which is far more fun than playing meta) feels more punishing than usual, because the odds of facing a full meta sweaty squad that will have an advantage over you because of that are way too high. Seriously, there were days I was trying to play with a MEME BUILD and immediatly went against four survivors with only meta perks, 4 items with iri-add-ons (BNPs, Syringes), and a map offering.
On the survivor side is hard for me to compare because, since I'm a killer main, my MMR as a survivor is much lower. On the MMR I currently find myself in, I must say the solo survivor experience is actually better than it used to be. I'm matched with good teammates more often now and the information on the UI actually makes a lot of difference. Still, solo survivor is still plagued by problems that already existed before, like those teammates that kill themselves on first hook (I've said this before and I will keep saying it: survivors shouldn't be allowed to do this unless there is only one survivor standing). The killer tunneling the first survivor seems to have become a little more common too. Then there are the nurses that bring map offerings... but those are only common after midnight, I cannot say if they become more common in higher MMRs, but I wouldn't be surprised if they did.
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The fact that survivors love to bring this map's offering from time to time while not even sweaty nurses do it on the killer side should make it obvious that it is survivor-sided. However, that is mostly due to two things:
- Even though the map's overall size is medium, it still feels big because the distance you need to traverse to get to the objectives is quite big. Most maps have small dead zones on its edges, so you don't need to walk from corner to corner, not all the area of the map is used. But this one? It has jungle gyms and gens extremely close to every corner of the map. So survivors can run all the way into this corners and still have good loops on their side to continue the chase, and killers need to walk through the whole map to reach gens, and this gens are extremely far apart from each other! This bad gen spread can make them really hard to defend. All survivors need to do is one gen on each side plus the one in the middle and BANG, the final 4 gens will be impossible to defend for most killers. Let's not forget the main building in the middle slows down traversal too, you can't walk a straight line from one side to the other.
- The visibility is quite high on this map too, so unless survivors are doing a gen inside the main bulding, the shack or a jungle gym, they will most of the time see the killer approaching and get a headstart to run from them.
Change this two things and the map should become balanced, because the loops themselves aren't that strong. It's always good to remember: Eyrie of Crows had a similar issue with its size and it got fixed. Ormond needs to get that checked too.
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The rework this map received was lackluster, way too minimalistic for such a strongly problematic map.
Original Garden of Joy had:
- lots of pallets that were often safe, perfectly aligned and really close to each other, to the point that it looked like a map from early 2017;
- a lot of small random clutter that got you stuck when you least expected it, specially the killer, who often couldn't see the low clutter right at their feet with the first person view;
- a ridiculously strong main building with two pallets (one of them being a god pallet) and up to four god windows, 2 being dropdowns and 2 followed by no slowdown that could spawn close to each other, one of them being connected to both the god-pallet and a jungle-gym/TL loop.
And the rework made it better by... removing the small clutter scattered around and moderately decreasing the number of pallets. I mean, that is something, but not enough to fix the map, specially with how strong the main building still is. Hell, the building is arguably stronger than before: because of that breakable wall that changed placement in the second floor, if you hear or see a survivor's aura hiding or healing in the long room with the window, it will take longer for you to get there because of the wall, giving them more time to vault and get more of a headstart.
Also, some pallet sequences are just sligthly weaker. There used to be two pallets back to back right at the entrance of the jungle gym near the greenhouse. Now there's one near the entrance and another one on the OTHER side of the jungle gym... which means there are still two pallets in a row, just not in the verge of kissing each other like before.
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It depends on the RNG, specially the windows in the main building. It's usually balanced, but sometimes a god window spawns at the lower floor of the main building, and it can be quite painful to deal with if survivors know what they are doing. I don't think there is much wrong with the map besides that.
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It's hard to say for sure which side it favors the most, but I must say it has two very noticeable design flaws:
- It has tiles with two pallets. Double pallets where known to be awful in the past, and that is why they got removed many, many years ago (I know they can still spawn once in a while in other maps like Badham if the RNG doesn't find somewhere else to place a pallet, but it's extremely rare. On Greenville Square, they appear every match!). It's strange to see them back.
- The way the gens are spread is really weird: there are always five or six gens in the woods that occupy most of the map's space. The sixth gen appears either in the woods or at the edge of the parking lot... but the seventh gen is always at the upper floor of the movie theater, which is way too far from the other gens, which feels even worse because of how long it takes to take the stairs and get to where the gen is. Because all the gens are spread far away from there, the killer just has little to no reason to ever go to the main building! Seriously, why even bother go all the way there to protect ONE gen in a main building full of loops when all the other gens are easier to protect, and you can lose more than one of them just for going defend the gen in the main bulding? To me, that is the biggest design flaw in the map. The main building looks awesome, one of the best looking in the game, but killers will rarely see it and chases will rarely take place on it.
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Honestly, I won't vote at this poll because, while the map is technically balanced, it only is because it has awful things for both sides, which makes it quite boring. It has huge spaces with no pallets, pretty much dead zones, which favors killers... which means survivors just hold forward until they reach a building, and those are survivor sided and quite boring to face too. There is a house with multiple windows, two of them being on the same side of the lower floor, that works as an infinite if a survivor knows how to run it and the killer doesn't have a power or perks that counter windows. The main building is not as strong as that but it doesn't have any room for mindgames, so you just take the shortest path until you catch up. Pretty boring, honestly.
Also, the visibility is so ridiculously high outside of the buildings that killers just can't use stealth there. You will always see a Pig, Ghostface, Myers and even Sadako approaching, which sounds ironic, since it's Myers' map.
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One thing that I really dislike on this map is the distance between hooks. They are spread so far apart that sometimes you just can't hook a survivor when they fall near the area where another one was already sacrificed. Hooking a survivor should never be impossible by default.
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If the killer stays on one side of the map and protects a 3-gen formation, it's killer sided. If gens get done in both sides and one of the final 3 generators is on the opposite side of the others, than it becomes survivor-sided because protecting those gens is impossible. Quite an unfun map.
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@sizzlingmario4 said:
Mother's Dwelling's size is a lot better than it used to be, but this map is still survivor sided because of the main building. And the reason is because 2 of the downstairs windows are too strong; specifically these 2 windows are problematic:
https://us.v-cdn.net/6030815/uploads/01UN84KRHNER/mothers-dwelling-godwindow11-png.png
https://us.v-cdn.net/6030815/uploads/U2GUJKKR6RZV/mothers-dwelling-godwindow12-png.png
There is one more downstairs window but that one is perfectly fair.
This. The size is much better than before, but these windows just have no real counter.
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The main building not only has god pallets, it also has windows that were already too strong before the rework, but the addition of breakable walls didn't fix those windows at all! Seriously, the breakable walls are so far away from the windows that they do nothing unless the survivors approach the window from the wrong direction.
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The main building is insanely strong. It has two strong windows, one of them is near a breakable wall, but the wall is in such a bad spot that it doesn't even help if the survivor is using the window to leave the building (which is the right way of running it, since it's the best path to get a fast vault) instead of entering it. It's also way too big with those corners with double jungle gyms so far away from the rest of the map.
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I think it favors killers because of how small it is and how close some gens are, but despite that, I actually dislike playing on it as killer because of two things:
- Too many breakable walls, and unlike what happens on other maps, you HAVE to break most of these walls to be able to properly play around some loops.
- The main building is really annoying. It has a gen that is pretty much impossible to properly defend if you're not playing a killer with special mobility. Survivors will have a huge headstart on you and run away before you can get close to the gen, there are two breakable walls that you just HAVE to break (one beside the window at the lower floor, the other beside the window at the top of the stairs) and one that you don't always need to break, but it can slow you down a little if you don't (the one beside the window near the gen). Also, the bigger loop around the bulding is pretty strong even after the wall is broken.
There's another thing that is not so easily noticeable when playing killer, but it can benefit SWFs: it's quite easy to track the killer from the top of the main building, because it has a good view of most of the map. The killer can move stealthily behind and inside the other buildings, but will be easily spotted and tracked when near the middle of the map. That means that, if survivors are playing with comms, anyone at the top of the building can tell all the others were the killer is going a lot of the time.
So, to sum it up, it's a killer-sided map, but I don't think playing killer on it is fun because of those annoying things.
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The Blight.
I had waited two years for the mysterious alchemist from the lore to appear as a new killer. The teasers made clear it was him who was coming next. I waited with excitement, and when he was finally revealed in the PTB... his power was "run fast, bumb into wall, run again"? So I was like, "that's it? Years teasing this killer and he can't have something more creative and insteresting than that?".
But little did I know. Once he released, I started playing him and I had a blast! Playing him was so fun and thrilling, and there were so many good add-ons to test! Hell, his FOV was bugged at the time and that didn't even bother me that much.
Unfortunately, today I rarely play him. Other killers released, I played him less and less, until the point I lost the hang of it. Still, I know how fun he can be and just because of that I still consider him one of the most fun killers in the game. I'm just out of pratice. And I find a bit of a shame that he became infamous for being associated with sweaty gameplay just like the Nurse. But on the other hand, for the time he was teased in the lore and the experiments he made on killers, feels kinda fitting that he ended up being one of the strongest killers in the game (still a bit TOO strong, though).
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@Exxodus21 said:
This one doesn't make sense at all. Good survivors already avoid healing as long as possible so mangled will be completely useless against them. It's also one of the few status effects that causes slow down on something other than generators.
Yeah, now it will be just a worse version of deep wound.
Deep wound: 8 seconds, stops you from doing anything before spending the time, lasts until you spend the 8 seconds.
Mangled: 4 seconds, you can do any action normally while afflicted by it, lasts for 60-90 seconds, does nothing if no one starts to heal you during that time.
I mean, I know Deep Wound is not available through killer perks for a reason, but Mangled is currently the better of the two because it lasts even for long times after a survivor has been unhooked. Now it will be useful only for hit-and-run just like Deep Wound. The only advantage it has over DW is that it affects downed survivors, so it does help when slugging, but most of its value comes from injured survivors, not downed ones, because not only slugging happens less often, Mangled also doesn't affect the recovery speed.
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It used to be meta a long time ago, it's still good today... but I fear it might not pair up so well with Sloppy after the next patch, as people will wait out the mangled instead of healing right away.
Still, it's one of my favorite information perks. Not the best, but good enough and really fun. While the Sloppy nerf doesn't come, I recommend using both perks on stealth builds. Sloppy to make the healing slower, Nurse's to see survivors while they heal. Then you can sneak up on them and hit them before they finish healing, or at least interrupt them. Since you locate injured survivors with this perk, they will fall in just one hit, so you can just down them by surprise. It's really satisfying.
It's also quite effective on killers who don't actually have stealth powers, but still have a smaller terror radius than usual. Both Huntress and Hag can make great use of it (on Hag, you can pair it with Monitor & Abuse).
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Turning a game mechanic into a bannable offense is something that should never be done. What SHOULD be done is removing the easy way survivors have of doing this with no penalty whatsoever. I've said that before and I will say that again: REMOVE THE INSTANT DEATH ON FAILED SKILL CHECKS! Survivors shouldn't die instantly when they fail 2 hook skill checks in a row. Remove this feature (or maybe just make it become available when there is only one survivor standing, not when everyone is alive and well) and increase the time between hook skill cheks so they can't speed up the death on hook that much. If that was done, killing yourself on a match wouldn't be that easy.
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They should, because some builds only work properly on specific maps. Balanced Landing doesn't work in maps where there aren't high spots to fall from (which means you also might need an offering to garantee a "fall from great height" challenge from time to time), but specially, most killer stealth builds only work well on indoor maps. Hell, Scratched Mirror Myers is the best example: it's extremely weak on most maps because you don't get much of the stealth but are still slowed down. Stealth killers have always been among the weakest in the game because the majority of maps are outdoor, and some gens are in areas that are so open you can't even hide behind anything to sneak up on survivors (Chucky is an exception because 1. he is small 2. he has a third person view and 3. he has a powerful chase ability. Sadako WAS an exception pre-rework because her Condemn ability was busted). Stealth builds are affected by the same problem, and indoor maps are the best places to test and enjoy them.
Is it annoying when SWFs take the killer to Garden of Joy or Badham Preschool, or when a Nurse sends survivors to the best possible map for her? Yes, but the way to solve this issue is by actually balancing the maps. Still, I wouldn't mind if Sacrificial Ward had its rarity decreased. There are days you simply don't have enough wards for the amount of map offerings brought by people the matchmaking puts against you.
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Overcharge and Call of Brine were absolutely overnerfed. They were too strong together, yes, but they both got nerfed into such a sorry state they are not even worth bringing, and pairing them together just means assassinating half of your build. Overcharge shouldn't have a starting penalty now that it's weak, and it's skill-check nerf should be reversed (why were both the gen speed AND the skill-check nerfed? Seriously...). Call of Brine should be set to 150% speed (it would STILL be bad btw, saving only 7,5 second after a whole minute, but better than what we have right now).
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I've been loving the teasers for this chapter so far because they have a creepypasta vibe. There are countless horror stories and videos on the internet about skinwalkers, dopplegangers, and other misterious shapechanging creatures that appear at night and leave strange signs of their presence or make eerie unnatural noises, and the first teaser looked a lot like one of those stories.
The second teaser was also quite similar to a famous creepypasta named "Annie96 is typing...", which is fully made of text messages and spawned (or at least popularized) a whole new genre of text message horror stories. So, now that DBD explored multiple forms of horror from literature and cinema (slasher, cosmic horror, j-horror, sci-fi horror...), they're also tapping into styles of horror that are more recent in comparison and quite popular on the internet right now. One of the most awesome things about DbD is how it is frequently expanding and reaching more and more subgenres of horror, so that can be a great addition.
Oh, and also, that probably means we may FINALLY get a killer who can disguise itself as a survivor!
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His dream world probably didn't work well with the modifier, brightening it up and possibly causing performance issues too. His dreamworld can already lower fps by a little bit normally, imagine putting it on top of this modifier.
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Blight and Huntress, basically.
With Blight it's a little weird. I quickly became decent with him and started having tons of fun once he released, even in the beginning when his FOV was bugged. Than other killers got released, I started playing Blight less and less, and at some point I spent a few months without playing him, right after his collision had been changed. When I played him again to try a new build, I just couldn't get him right. I was out of pratice, but learning him felt harder than before for some reason. It COULD have something to do with SBMM being implemented (matches were a little harder in general due to the new matchmaking), but I just couldn't play him right and kept sliding of things and missing his lethal rushes more and more. At some point I just stopped because I wasn't having fun with him anymore. But hey, I know how fun he can be and still play him when there's a daily ritual. Just not much more than that.
With Huntres... well, I just don't have a very good aim and often miss the timing from the Hatchets too, lol. But I played her a lot when I was doing her achievements, improved to some degree and learned how satisfying landing hatchets can be. But I only play her from time to time, and everytime I feel I need to learn her again, hahaha.
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Honestly, when playing as killer, it seems there are far more sweaty matches than usual. DbD always had a bit of a randomness where you never knew if you would face a chill match, an extremely easy match, a fun but challenging match or a ridiculously stressful match where survivors play almost flawlessly, do gens in the most fast and efficient way possible and also bring the strongest stuff they can, the best perks, BNPs, Syringes, Styptics and even map offerings. Well, the last one is happening almost all the time recently, and I think it's happening due to the matchmaking changes that made it more strict to MMRs close to yours.
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I think he is really fun to play and is in a good position right now. The only things I think could be improved are his extremely long cooldown (I get that his power is really strong, but so is the Spirit's, and her cooldown is only 15 seconds, while Chucky's is 18. Let's not forget she also has add-ons that reduce that cooldown further and increase the duration, while his add-ons are way weaker in comparison) and some of his add-ons. Mirror Shards are borderline useless and PILE OF NAILS is an awful add-on that counters itself, as you need to manually end Hidey-Ho mode to get some extra stealth, but only lasts for 5 seconds, so you can't sneak on a survivor unless you're really close, but Chucky LAUGHS quite loud when you manually end Hidey-Ho, so the stealth is pointless as the laughter reveals your position.
Beside those little details though, I think he is the best designed killer in a long time. Most of his add-ons are still good, make a noticeable difference but are not insanely strong, which I think is how it should be for strong killers like him. I think my favorite is Portable TV, which is the only one that makes a HUGE difference, but only in endgame, so that balances things out and gives it some amazing sinergy with endgame perks.
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I can only guess it was a swamp rework or something like that and it got delayed by other plans they had along the year. I mean, Blackwater Swamp is the only old realm that hasn't received a rework yet.
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Sorry but I can't avoid finding funny whenever anyone suggests a more balanced or killer-sided map is "the worst map of all time" or "the worst in the history of the game" when there were lots of survivor-sided maps that were so bad there shouldn't even be a comparison.
The map has dead ends in some of its EDGES, like many other maps. Just don't go into that direction. The deadzones were far worse in old Shelter Woods. But some maps are actually more unbalanced for NOT having dead zones at the edges. That is one of the things that makes current Ormond and old Eyrie of Crows so bad. They are technically not among the biggest maps, but they had insanely big distances that needed to be crossed during or not during chases, because even the edges were filled with important places for you to go.
The main building is not even near the worst. It's just not as insanely strong as others there were in the history of this game, like Badham with its god-pallets and two windows, one of them being insanely strong, Garden of Joy with 3 windows, two of them being insanely strong and ONE OF THEM CONNECTED TO A GOD PALLET (still in the game, btw), old Haddonfield (hell, even CURRENT haddonfield has a pretty bad design because there's no room for mindgames in that building, it's often just chase around the same side and repeat, unless you have powers or perks that circumvent that, of course), old Ironworks of Misery or, I don't know, ALL THE OLD MAIN BUILDING WITH GOD WINDOWS, which have been fixed in a massive update in 2020 (all of that not counting the even older maps that had INFINITES, no single map today can be as bad as a map with infinites). Still, I'm pretty sure Mother's Dwelling can still spawn a god window. Nostromo's main building has multiple pallets, but they can be played around, one of them can have a lot of value but still be countered, and there's even a unique way of slowing down the killer that can be reactivated. Hell, that is GOOD design for the most part. Let's not forget it also helps to hide line of sight for both killers and survivors to make stealth plays.
Walls and enviroments are bumpy? You know what map had a WAAAAAAAAY worse bumping problem? Garden of Joy until a short while ago, it was fixed just when Chucky got released. The clutter on that map was also short enough to make the killer get stuck by stuff outside their first person line of sight.
The checkspots can be a little harder because of the shapes of the walls, but the paths are mostly similar to other jungle gyms in the game and mindgames play the same in lots of cases. It is still better than having tons of loops with no room for mindgames like, let's say, old Cowshed, or almost no pallets at all like old Shelter Woods.
Filler pallets are just not the most safe, but there are many of them and they can still waste the killer's time more than enough if you play them well. It's better to have multiple pallets that aren't very safe and need to be played carefully than a buch of fully-safe loops with god pallets.
Windows absolutely ARE playable. Even the ones that don't put you right into safety can be used to at least gain some time.
The "shack" can still cut the killer from sight to stop bloodlust and it's pallet is far from meaningless. You just have to know when to use it. Either stun the killer when he is turning or predrop to gain distance and reach the nearest loop. It's actually GOOD to have a new, different building instead of just the same old shack that plays the same in almost every map.
Gen spawns? Post-rework Haddonfield, RPD and Dead Dawg Saloon have much worse gen spawns. Old RPD had gens that were so far away spread you couldn't realistically defend them, new RPD has gens that are placed in extremely safe locations that allow survivors to see the killer from afar and start running away to the right direction really soon, post-rework Haddonfield, as well as Dead Dawg, had not only that but a gen spread that favors 3-gens by a lot. Hell, in current Shelter Woods I've seen an unbreakable 4 GEN formation once.
And beside all of that, please, old Haddonfield, I mean the ORIGINAL Haddonfield, before the first changes, had fences that were so long you had to walk around insane distances to get were the survivors were, only for them to switch sides at the same time while being impossible to mindgame since you were visible to them the whole time, AND on top of that they had windows and were connected to safe pallets. That alone makes any comparison between Haddonfield and Nostromo not even close.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622233#Comment_3622233
Back in 2018, the devs aimed to make totems at least a little harder to see... but when they started reworking maps around 2020, totems were put in more and more visible spots.
It is from 2017, but Badham used to have some pretty good totem spawns, leagues ahead of what we have today. I was talking about this with @Tsulan a while ago, and we also remembered some totem spawns on Coal Tower and Léry's, all pretty good.
I like the idea of Hex perks, I believe it is a healthy mechanic that gives survivors an ideal secondary objective. But they have to be better hidden.
I don't remember the old totem spots of Badham that well... but I recall there were at least a couple ones that took some work from the survivors to find them (on the other hand, it had that one at the corner of the school cellar/boiler room that still remains a very known totem spot). The problem is that lots of other maps had really bad totem spawns back in 2017. Disturbed Ward had one that could spawn out in the open with no objects around it at all.
Still, totem locations started to get a few improvements on the following year, only for that do be dialed back later. It's a shame, really.
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622233#Comment_3622233
Hexes were actually really good especially nurse builds. Haunted devour undying ruin throw in penti sometimes. Basically no counterplay for survivors they know you have ruin and potential other nasty perks they still have to cleanse many perks with the chance to get haunted twice if it procs first. All under the time constraint of chases with instadowns + passive gen regression before you reach your goal of 3+ stacks if the game lasted that long.
Hexes COULD be really good... if they lasted. But there was no consistency and hex totems being found within the first 30 seconds of the match was actually quite common.
On Nurse it was easier to get value from perks like Devour Hope and Retribution because she could down survivors much faster, but there was still a chance a totem would spawn behind a survivor in hearing distance, undying was found before the other totems and had no real value, a hex totem spawned beside a gen (insanely common), two hex totems spawned right beside each other, and other random stuff.
I don't think a perk can really be called "good" if it only works half of the matches and does nothing on others (to avoid that, you could try picking specific killers with builds made around keeping the totems lit or otherwise getting value out of them, but they didn't work very well on their own). But the thing is, killers had less options in general. Not that many exposed perks, only ONE good gen regression perk that wasn't Ruin (Pop Goes the Weasel, and that was before the massive perk overhaul that created the gen kick meta), less aura reading perks than there is today, things like that. Now there are far more options of really strong perks that don't come with a huge risk of wasting a perk slot.
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Either way, I think hexes should be targeted in the next big perk overhaul... assuming we will get another one. The mechanic should change and hex totems shouldn't spawn at the start a match. Totem locations should be changed in most maps to make them more hidden and either THRILL OF THE HUNT or UNDYING should get their information features restored: Thrill used to give you a warning when someone started cleansing a totem. Undying used to show the aura of survivors near ANY totem, but that got changed because it was "redundant with TOTH" (which sounds funny now, since some of the recent perks are way more redundant with older ones, just look at Power of Two and Blood Pact). Well, now that Thrill doesn't have its sound and visual warning anymore, they can't be called redundant in any way, so one of the two should be buffed back to help you to actually protect hex totems.
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Hexes were never really good, but they started to disappear when killers actually started gaining multiple strong perks that wouldn't disappear in the first minute of every match until you got lucky once.
The map reworks didn't help either, though. Back in 2018, the devs aimed to make totems at least a little harder to see... but when they started reworking maps around 2020, totems were put in more and more visible spots. Once a dev had joked about "lighthouse totems" when referring to totems that were way too visible on hills, which were being changed. Well, they started coming back when Autohaven Wreckers got reworked.
And then there were the Boons. When CoH was Meta, survivors would look for totems all the time and learn totem locations more efficiently, making Hexes last even less. Additionally, Thrill of the Hunt got a huge nerf when Boons were added, so now builds that help you to protect your totems are even weaker. The final nail in the coffin was the Ruin nerf, because that was the only hex perk that was meta (but honestly, it was unhealthy as hell. Killers would never gain good regression perks and gen speed would never be slowed down simply because of how powerful Ruin could already be, but it was inconsistent and unreliable as hell).
The only Hex perks we still se once in a while are the ones that don't spawn at the start of game, like Plaything and Face the Darkness. This should make clear that the problem with hexes is how flawed the original hex totem mechanic is to begin with.
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The only problem I see with it is that, once you get many stacks, it can be used to camp quite effectively. You can interrupt an unhook and, even if they start the action again and rescue right before being downed, you can than immediatly chase after the unhooked survivor. If multiple people bodyblock in order to stop you, if you have 8 stacks, you can still hit many of them and, a lot of the time, garantee you will have at least one downed, it's quite insane.
Otherwise, I think the perk is actually pretty healthy. It's a tool that makes m1 killers more efficient, and possibly the only meta killer perk that is a chase perk and not a gen defense, information or healing slowdown perk. It's far from problematic in chase, and it only allows for double-hits if survivors do a big mistake, like trying to spin and losing way too much distance or getting stuck in an object.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591872#Comment_3591872
DS is not in a good spot currently, considering that it has a 4.85% usage rate according to Nightlight. So I wouldn't say that "skilled survivors get value out of DS all the time."
Also, I don't know why you talk about DS synergising with OTR like that's a bad thing. They're anti-tunnel perks. Don't tunnel and you won't have a problem with them.
DS needs to go back to 5 seconds. You don't pick where you get downed. Sometimes you'll be at a pallet or a window, and sometimes you won't. There was no need to reduce the stun duration.
4.85% is still better usage rate than many other survivor perks. It's a perk that require's skill to have some value now, contrary to before, when it was a free escape from killer ticket. On high-skill play, it's still a meta perk. It doesn't need a buff.
"Don't tunnel and you won't have a problem with them" is not true, and that has been said time and time again, for years. As I already said in my previous comment, both DS and OTR can be weaponized. Skilled survivors know ways of using it to bodyblock for teammates, take protection hits, make the killer target them or even induce a grab. If DS was buffed, this kind of uses for the perk combo would get buffed too.
And while you can't always pick where you get downed, you should always be looking to be near pallets or windows, skilled survivors can do that consistently and even make sure they go down under a pallet with some frequency. If you got downed in a dead zone, that's on you. You shouldn't be there in first place.
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NO. Never, ever. DS was the most problematic perk in the game for years. It's actually in a good spot now. 5 seconds gave enough time for the survivors to get so much distance it was pretty much a free escape away from the killer, even at dead zones. Now all you have to do is make sure you're near a pallet or window when you go down. You are not supposed to be in a dead zone to begin with.
Skilled survivors get value out of DS all the time, and have ways to weaponize it, to pretty much force or at least induce the killer to take the stun. Buffing it would also buff this kind of uses of it, which was already quite strong in the past, and today it would be used ON TOP OF OFF THE RECORD, so it would be even stronger. There's no need for that. DS+OTR as it is now can already waste a lot of time from a tunneling killer.
By the way, anti-tunneling DS wasn't its "original state". The actual original DS was even more broken and problematic, triggering every time the player got picked up before it was used, no need to get hooked first.
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@Shroompy said:
This is one of the things I check every PTB to see if theyve reverted, as well as Myers', Doc's, Demo's and Oni's POV music.
I wish Michael's stalking music was back, but only audible to him, not to the survivors. The more John Carpenter music in DbD, the better.
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@Shroompy said:
This has been a thing for a LONG time
I would know, I have and still do it all the time
Well, I guess more people are learning about it recently, then. I really don't remember seeing it until a couple of months ago or something. And I've been playing DbD since 2017. I'm aware that it works in a similar way to other survivor techs though, like the CJ.
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Remember when they said Blight's hug-tech wasn't intentional and would be fixed? Not that I think that would fix anything about his balance, but it's funny that it's still there, on one of the strongest killers in the game, while Freddy can't even place a small hindering trap through an object.
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From monday to thursday, games tend to be harder, because a lot of people who play this days actually play DbD a lot, are more experienced and know how to be efficient. On weekends it gets a little calmer. During the event, there were days I played were many, many matches in a row had survivors doing 3 gens simultaneously at the start of the game, but then the weekend came and it was far less stressful.
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@BenSanderson55 said:
"You can play customs if you only want to play with bots. No need to remove the D/C penalty for that." Several well known DBD streamers brought this up right after launch it wasnt just me saying DC should be removed due to bots.
"Also, this mentality will completely kill any future growth." THATS THE SECONDARY GOAL, THE PRIMARY GOAL IS TO GET THEM TO FIX LONG BROKEN MECHANICS, NOT USE BAND-AIDS. Also, my soloq teammates suck so i kill myself on hook, go next is same as I don't need to learn killer just camp, tunnel, slug.
"You're just making up false equivalencies now to try and defend the undefendable." As you completely exaggerate "If someone wants to login into matches just to leave them immediately every time" I'd like to see a person who's left literally EVERY match LOL as you point out my """Killers always slug for the 4K" is just a lie. That happens sometimes, but it's far from being ALL times"" hypocrite
"And when did I suggest removing self unhooks? Did you even read my comments?" How do you know if someone is killing themselves on hook or just trying to kobe "as a strat" (as killer mains like to say), you have no proof as you would have to be a mind reader.
"Other games having penalties with only 5 minutes peak is another lie." I'm glad I havent been pathetic enough to be roped into more than one game with this "something to prove never DC" crap.
Lastly, I say don't become just like the guy who killed himself on hook/DC by being triggered like him. When soloq teammates do it to me I just keep playing, I get it (in soloq) completely unbalanced soloq is very triggering alot of times.
Okay, a lot of these stuff you wrote is just nonsensical ranting that have nothing to do with what I said to begin with, including the classic "one side hard, other easy" angry comments we see on the forums all the time, and some of them have been written so badly it's hard to understand. I won't bother with those because they don't even include actual arguments.
- "Some streamers" (you didn't even point who) bringing this up doesn't make it right. That's just an appeal to authority fallacy.
- "I'd like to see a person who's left literally EVERY match LOL as you point out my """Killers always slug for the 4K" is just a lie. That happens sometimes, but it's far from being ALL times"" hypocrite". Dude, I didn't suggest "some people" do this. YOU were the one who said you leave any time your team starts playing badly and suggested that a player should be allowed to "leave" as part of a playstile. I was talking about what YOU claim to do when you play. I even used the word "if" instead of claiming something "ALWAYS" happens, like you did. The fact that @Crowman pointed pretty much the same thing should make it clear for you, but you just want to throw more false equivalencies and other fallacies here to justify the injustifiable. And yeah, preventing that kind of "playstile" you defend is one of the reasons why the DC penalty exists. Nothing justifies leaving everytime things stop going the way you want. Again, YOU claimed to do this already.
- Your "mind reader" part just proves once again you didn't even fully read my comments. I never said the 4% should be removed or that atempts for it should be banned, I said the instant death on second stage should be removed. All your ranting about removing 4% atempts make no sense because I wasn't even suggesting to change that part to begin with.
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Singularity is the new Twins: gets released; gameplay has many issues; most people don't find it fun, but frustrating; almost nobody plays him; gets forgotten; doesn't receive new skins because he isn't being played anyway (seriously, the only new Singularity skin after his release was the one from the tome, which already was scheduled before his release anyway, since every new killer gets the next tome now).
But to be honest, I would rather play a dozen games as the Twins than a single one as the Singularity. He needs to make multiple steps in order to get his power to work even once, and any survivor can undo ALL the steps with the press of a button. That's just way too frustrating.
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Honestly, that's more of a Singularity design issue than a map issue...
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It was far from the worst map at the time. I am inclined to believe people think so because it was a killer-sided map instead of a survivor-sided one, but come on, OLD HADDONFIELD, OLD GAS HAVEN, OLD BLOOD LODGE and previous versions of FRACTURED COWSHED existed when this map was up. Not to mention BADHAM PRESCHOOL, that is still in the game.
And seriously, it's funny to call any map the worst when GARDEN OF JOY'S REWORK ISN'T OUT YET!
Yeah, Hawkins is a thousand times better than Garden of Joy, a map that literally has random small clutter put in your way to get you stuck, a god window followed by a god pallet, and pallets so close to each other and perfectly alined it looks like a map from late 2017.
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@BenSanderson55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577634#Comment_3577634
I like killers will camp, tunnel, slug and then say I bought the game I can play however I want. Sorry but same goes for suciiding on hook its a game mechanic. I understand prideful survivor mains not liking this, but killer mains complaining about it? LOL
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577872#Comment_3577872
Sure remove kobe, deliverance, anti-camp kobe when proxy camp, tunneling and slugging is removed. There will be far less ######### on hook then.
In most cases a survivor CANT suicide hook and get out of match, as I explained someone will usually save them (one of the rare times a soloq survivor will make it priority to save them), then the killer will slug them if they keep trying to get out of match.
Giving someone the hatch LOL. Killers pretty much always slug for the 4k another broken mechanic of the game thats not talked about it enough. Why yes one survivor can finish multiple gens in theory its not practical whatsoever, unless theres just one left. It makes it where killers only need to kill2 and slug 1 to get a 4k, instead of straight up kill 4.
"you notice you've been paired with a weak team, that's on you, not on the game" thats not entirely true, it is on the games MMR to at least some extent.
Other communities penalties systems arent as steep, they have like a peak of 5 minutes not like 3 days. Also these games are more balanced and dont have OP comp strats that baby killers can use basekit without skill vs soloq survivors for 7 years and counting.
Camping, slugging and tunneling is playing with strategies you want to play. Hook suiciding is literally STOPPING TO PLAY and leaving a team with one less player. They are not equivalents in any way. You're just making up false equivalencies now to try and defend the undefendable. If someone wants to login into matches just to leave them immediatly every time, then they shouldn't be playing.
And when did I suggest removing self unhooks? Did you even read my comments?
Someone will only stop a player from hook suiciding if they are already beside the hook when it starts. It's insanely common for survivors to be away from it when it happens, then the hooked one can often die before any survivors reaches the hook. This happens EVERY SINGLE DAY. There's no proof survivors are near the hook "most of the time". Oh, but your argument in favor of hook suicides now is "sometimes it can't happen"? Don't worry, if that's the case, the solution is to make so it can NEVER happen.
"Killers always slug for the 4K" is just a lie. That happens sometimes, but it's far from being ALL times. I don't even think it's most of the time. But I like that you try to argue that dying to give hatch is not needed, because you're pretty much giving reasons to remove hook suicides entirely.
And understand for once, being paired with a weak team doesn't justify leaving the game. If you're going to DC everytime your team starts to lose, that's on YOU, not on the game. YOU chose to leave a game for a silly reason, you get the penalty. No one is forcing you out. One of the reasons the penalty exists is to stop people from abusing DCs like that.
Other games having penalties with only 5 minutes peak is another lie. There are games that lock you out of matches for WEEKS. Besides, you only reach "3 days" DC penalty if you leave lots, lots and lots of matches. If a person takes such a penalty, they deserve to take one, because it means they have been frequently leaving every match they can.
Either way, the DC penalty is important for the game's health. DC's used to be insanely more common before it was implemented. People wanting to leave just because they are not winning is a great reason for it to exist. Now it just needs to take one step further and prevent hook suicides, so the penalty can't be so easily circumvented.
