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Mister_xD

Mister_xD

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Mister_xD
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  • if there is actually a spot where you can go where the killer is incapable of attacking you and you use that spot against them (e.g. to avoid getting pushed out the exit so you can go back in and rescue someone), then yes that would be reportable.

    doesnt matter whether the game is over or not, exploiting a bug is exploiting a bug and thats not allowed by the games rules.

    you certainly wont get banned for accidentally being in it once or twice, but knowingly abusing it could lead to a ban.

  • considering they did disable the problematic map and made some fixes to the lags aswell, i feel like we should turn them back on.

  • @ArborTime said:

    Takes longer to find 4 people as opposed to finding 1

    Killer queue times will always be inherently longer.

    well, up to the day before the RE chapter release it has been the exact opposite, due to a majority of people wanting to play survivor.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2312214#Comment_2312214

    The graphic is great, but the gameplay isnt. You look at the entrances. 2 of them are on North which is the end of the map, leads to no where. West entrance to South one is next to each other, you rather go around the house than run inside them.

    There is no reason for you to go inside the house, I feel its really a waste.

    Beside, Trap is much more easier to spot in Low graphic, because it doesnt have shadow to dim the traps

    https://forum.deadbydaylight.com/en/discussion/comment/2312316#Comment_2312316

    If you got chased into the house, mostly you will run upstair and vault the old window that drop to Main door. You dont have any chance to run in from North door to Kitchen - Livingroom to God windows. Because the North door is a death end.

    well, in that regard not a lot changed then.

    i feel like thats kind of the point of the house, that you dont really want to be in there unless you want to contest either the gen or the basement.

    regarding the traps however, i am playing on low graphics. its just that the beartrap and the houses floor have essentially the same colour, making it extremely hard to spot them in the heat of the moment.

  • we all want the overheat to be removed.

    but that wont happen, because they centered their entire add on rework around that mechanic.

    with things like these the Devs REALLY need to be more transparent.

    a quick update on their plans with them asking us what we'd think about such an overheat mechanic could have prevented all of this.

  • incapacitated would do quite literally nothing.

    even if they were to use it at an exit gate and incapacitated blocked it for them, by the time you do down them and wipe off your weapon they easily crawled out.


    honestly, i think the problematic part about this perk isnt its effect or when people use it (even though it really is annoying when being used for distance) - i think the issue is that it has absolutely no downside attached to it and no real activation requirement to be usable either, which makes it entirely different to every other exhaustion Perk.

    it needs one of the two - either we rework the activation requirement into something that isnt "play the game normally" (thats what i'd do) or make it so using the Perk applies a significant downside to you (thats what you tried, but thats extremely hard to balance out) / make it require something before its usage that hinders a player (similar to the walking requirement Sprint Burst has).

  • the idea of a survivor "holding W" is that a survivor just runs away from you in a straight line across the map until you caught up to them, then dropping a pallet and repeating this until they got themselves cornered somewhere, not being able to get away without getting hit anymore.

    it is a very safe playstyle and is usually seen as a very boring one, as it doesnt allow the any side to actually express their skill in a chase, due to the Survivor never letting a mindgame happen until its literally unavoidable for them anymore.

    its by no means toxic or an incredibly common strategy, but it is a very boring one whenever you do encounter it.

  • yeah they do!

    if you have any suggestions, you can visit the "Feedback & Suggestions" subforum.

    and if you have an entire character / chapter concept worked out, there is also the "Creations" subforum for you to post it in.

    hope that helps! :D

  • it looks amazing.

    gameplay wise i've had it like twice now, so i really cant say much about it - but Trappers new traps are freaking invisible inisde the house now! i learned that the hard way...

    per usual, the breakable walls are a bit annoying, that i can say.

  • it means that i wont have to prestige that character again

    there is no real hidden meaning behind it, its just that i finished the grind on that character

  • there are a couple of maps i absolutely hate, but that is mostly in the context of the killer i play.

    however, there are a few maps that i just despise regardless of killer choice, so here they are:

    1) Haddonfield - that one should be pretty self explanatory. i am shocked that this map is still in the game and hasnt received any major rebalancing yet.

    2) Midwich Elementary - the entire gameplay of this map is just "hold W", eat a pallet or two and get the down. on top of that, its a map with two floors and, unlike The Game, very few staircases to the second floor.

    3) Mount Ormond Resort - i dont even mind the layout that much, i think the most annoying parts of the map are its size and the winter theme. Not that i'd dislike a winter theme in general, but the white ground makes it incredibly hard to properly see scratch marks, making tracking people hell - which is ironic, considering that tracking someone through snow should be the easiest thing in the world due to footprints and all...

    ( 4) RCPD - this one is a huge maybe. i have not yet had to play on this map myself, however i have seen a multitude of others play it. From what i have seen, this map is going to be a nightmare - a two floor, indoor map, tons of narrow corridors and a huge map size. it makes it incredibly hard for the killer to apply map pressure due to its size and maze like layout (especially when you're trying to locate an staircase to get to the second floor) and for survivors navigating this map efficiently / tracking the killers movements is going to be hell aswell. And the loops dont really seem to be very usefull either, except your occasional god pallet. i for one am not even sad the map is currently disabled)

  • ... you are aware we topped our all time high on players less than two weeks ago, right?

  • its possible.

    however, you will need to rely on the game matching you with players far below your own skill level for it to happen.

    DbD, as it currently is, is mostly balanced around having gen defense Perks equipped, so not doing so is a huge handicap for you

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/260898/0-key-opens-hatch

    Isnt it a great experience seeing a survivor teabagging at the hatch? Its so much fun the devs just needed to nerf franklins bc there was a slight chance you could counter that.

    I know it was bc of the vaccine, but

    1. There were other ways to solve that

    2. You could easily make a quick nerf to keys like you did with moris

    "a quick nerf to keys like they did with moris"

    it took them 3 YEARS to up the hook requirement number by 1.

    i know it was an extremely simple (and IMO boring & over the top) nerf, but it was most certainly not a quick one.


    with other words, if the key update features any, even just slight, changes on the base item and its mechanics, i dont expect it within this decade.

  • in short, i dont.

    i realized Deathslinger outclasses him in literally every way while still being very similar in terms of gameplay, so i play him instead.

  • idk, make him 150% movementspeed and immediately expose anyone who comes in contact with his gas?


    i dont think the Clown is ment to, or will ever be, S-Tier, realistically speaking.

    and i dont view that as a problem.

  • ... because a killer that is slugging you is also not just going to let you get back up again. They will redown you and slug you again - or your mate.

    worst part is, that most people do it to further draw out the game. the oh so well known "slug for the 4k" - alias the killer needlessly extending a game that they already won just for the extra sweat and because they cant accept that the game is not designed for them to get the 4k every single time.

    and sitting there for 4 minutes just waiting to slowly bleed out is extremely boring. at least the hooks is only 2 minutes - and both can be sped up.


    i absolutely dont mind a killer not picking me up because he is going after someone else right away - thats called applying map pressure and if the other guy was outpositioned, why would you let them go as a killer? anything else i absolutely despise though.

  • i kind of want another trap based killer.

    i mean, how can it be that after all these years, in a HORROR GAME (or at least a game in the horror genre with a horror setting), we havent gotten tripwires yet?


    there are so many cool possibilities for those!

    for example, an idea i've had how it might work would be a Killer that sets tripwires inbetween objects (disarmable, like Beartraps - he would select two close by objects and the tripwire would be placed inbetween them) that are connected to flashbangs - stepping onto the wire would trigger them and blind anyone in a close proximity (excluding the Killer).

    but thats just one out of many possibilities with these - maybe survivors could fall over them while running? maybe they latch onto the Survivor either slowing them down significantly or fully holding them in place? or maybe there are two holy handgrenades attached to them that detonate and immediately kill all 4 survivors at once and award the killer with 32k BP and a double pip, aswell as resetting each survivor back to rank 20 immediately?

    there are a ton of possible things we could do with these and i would really like to see them make it soon.

  • pop is there as a backup plan for when Ruin gets destroyed.

    even though you'll miss out on some pop charges, this combination is ridiculously effective

  • Trickster.

    with Trappers new trap models traps are actually much more efficient than they were before, as they arent extremely obvious anymore.


    dont get me wrong, he still sucks, but definitely not as much as Ji-Woon does.

  • i love you for these posts.

    thank you!

  • NOED should receive some changes IMO.

    however, i think it is very important to point our that changes =/= nerf.

    i want the Perk to be a very impactful one, but i also want it to feel more fair for both sides - i think its strength should be reliant on how many Dull Totems remain when the 5th gen pops.

    the easiest way to do that would be to just make an addition to the perk stating that it lights up every remaining Dull Totem (= harder to get rid off if multiple totems remain), but i'd prefer them to completely rework it into something entirely different.

    one of my favourite ideas is to essentially make it a Tombstone Perk that would require & consume Dull totems (after activation NOED totems ofc) to work.

  • still convinced this killer was supposed to release on April 1st as a joke.

  • i take it you havent seen many good Deathslingers yet?

    yeah, a coordinated 4 man team that does nothing bug gens asap is going to beat him, but anything less than that and he can be quite devestating.

  • its a fun concept, but will never happen.

    having even just 3 zombies freely roaming the map could make 3 gen setups literally unbeatable.

  • i... i GUESS they want you to catch someone with a trap, reset it and catch another person with it?


    that description is highly confusing...

  • well, technically speaking a chase ends the second you hit a survivor, so i was referring to it in that way aswell.


    there are a lot of things going into chases though, so 30 seconds being a good time for the Killer is only going to be partially true, as chases should become shorter the longer the trial goes on, due to the depletion of ressources on the Survivor side of things.

    so the question of "what is a good chase time" is very reliant on what point in the match you are right now. longer chases are perfectly acceptable early on, but after a while you should definitely cut that time down significantly.

  • as a Killer, less than 30 seconds is favorable.

    as a Survivor, pretty much anything above that while also not wasting too many ressources is.


    so a good time for both sides should be right around that 30 second mark.

    depending on how many ressources were used, more can also still be a decent time for both sides.

  • I'm a Trapper who had enough of this ****, grabbed a cowboy hat and a gun and went wild.

  • baby Survivors in the Onis palm.


    but chainsaw Myers was also quite a fun one!

  • ... he released a week ago.

    please dont make balance assumptions this quickly.

  • thats... not how this works.

    a linked skin is supposed to be linked, people unlinking it with a glitch is therefore an error in the system that needs to be fixed - ESPECIALLY when we are talking licensed skins here.

    They cant just ignore the license agreement they made as you suggest they should. worst case they can get sued over that kind of stuff and its only understandable they would want to avoid that.

  • the Survivor from the Ash vs Evil Dead Chapter :^)

  • i rarely ever touch the Perk.

    there is one thing i value over anything else, that being consistency.

    due to Hex Perks nature they are inconsistent, which makes them much less appealing to me. i much prefer Pop Goes The Weasel over Hex: Ruin at the moment.

  • the only real thing he has that differenciates him from other Killers are the Zombies.


    they dont work a lot, but when they do its the best thing ever xD

  • if you are referring to M1s here: those barely have anything to do with Hitboxes. the Killers weapon does not have a hitbox that needs to collide with the Survivors hitbox, instead the game marks an area in front of the Killer that checks for an Survivor hitbox inside of it and, should it find one, lead to an succesfull attack. the main issue those look off is due to latency, not "bad hitboxes".


    if you are referring to M2s here: while the projectiles certainly do have a hitbox that needs to collide with the Survivors hotbox, a vast majority of said projectiles have a pretty precise hitbox on them (Tricksters knifes / Deathslingers harpoon). The only Killer where the hotbox is drastically different to the projectile is Huntress, as her Hatchet hitboxes are shaped like a ball. This however is needed due to the way Survivor hitboxes are build, being a pill shape in the middle of their body. If the Hatchet hitbox was shaped differently, hitting Survivors would be almost impossible, due to the Survivors animations not matching their hitboxes properly (something that does indeed screw Trickster and Deathslinger over occasionally).

    for example, an injured Survivor that is running is leaning forward quite a bit, however their hitbox remains exactly where it previously was. this means the playmodel of the running Survivors head and to an extend upper torso is not included in the hitbox, meaning the Hatchets hitbox needs to be extended to its sides enough to be able to collide with the Survivors hitbox in order to allow Huntress to hit them when her hatcher visually collides with their body in this scenario. a combination of those two also means that a Huntress can land some very BS looking hits on an injured Survivor when she hits them from behind, as the playmodel and Hatchet look like they are extremely far away from one another, yet the hitboxes collided. Add latency to the mix and you got the scenario we're in right now.

    the only way of addressing this however would be to fundamentally rework a Survivors hitbox to perfectly match their body so we can allow Hatchet hitboxes to match their playmodel aswell. This on the other hand means that in order for Huntress Hatchet hits to look better, Survivors in general would have to take some, rather big hits on their looping capabilities, as the new and "improved" hitboxes would mean that not only they could get stuck on objects much more easily, but also due to the hitboxes now being expanded to their arms and whatever, they can no longer hug walls as tightly as they currently can.

    personally, i'd rather have an occasional BS Hatchet hit than having to fundamentally relearn & most likely taking a heavy nerf to looping in general.

  • its not a nice thing to do, but its not breaking any game rules, so no, you shouldnt get banned for anything like this.

  • Busted? Nurse & Stridor Spirit.

    unfun? Twins.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2293433#Comment_2293433

    You are deciding that stalking is a secondary part of his kit. Where is that written? You also said that RBT are secondary part of pig when they are the best part of her hands down. It is still part of his kit, it is expected that you use them. You can choose not to use them but that is ineffective play. A killer having multiple parts of their power doesn't make them secondary. Should Doc not use Static Blast because it's secondary to Shock Therapy? Should clown never use yellow bottles because purple bottles exist? Demo shouldn't use portals, they aren't his shred. Which ability should i not use on Freddy? His snares or TP. I don't know which of those are secondary. Shame about the Phead cage mechanic, giving him his punishment of the damn for some reason means you shouldn't use his cage.

    Also yes GF without stalk is bad wraith. You can hit right away vs Can't be broken out of stealth, faster movement speed, insane lunge and speed boost after uncloak. I shouldn't need to type this out for you.

    You think they are secondary, that doesn't make them secondary. No where is that written. You arbitrarily determine that GF stalk is secondary because you don't like to use his stalk when you play him. That is okay, i am not going to tell you that you have to stalk when you play GF. However, you are not every GF player nor do you determine the best way to play him. Just because you say something, does not make it correct.

    Myers absolutely gives a ######### if the survivors know where he is in tier 1. You clearly have not played much Myers vs competent survivors if you think them noticing you and running away to break sight lines isn't a disastrous start for Myers

    okay, this whole discussion is getting stupid, so this'll be my final comment on it.

    in case you havent figured out how online VS games function yet: yes, there are always a ton of strategies possible, but there will always be that one strategy that is stronger than all the others, the so called "meta". This is what people play to win, this is what the experienced players use to compete against each other. said "meta" can also very clearly differentiate itself from what the Developers thought it was going to be, leading to a scenario such as GFs or Demogorgons where the Add Ons are centered around what the Devs thought was going to be the main part of their ability, but ended up being only the secondary aspect of their power - stalking for GF and portals for Demo.

    as for GF, that meta is to just get in there and slap them, then hide and return while they are recovering from the very first ambush. yes, technically speaking it is POSSIBLE for you to stalk and expose them, just to be eating pallets until the minutes up while praying to god the others havent figured out they can repair gens yet, but that one is not how you play the killer in high level play (if, for whatever reason, you decide to play him at all, seeing how he is pretty much outclassed by Wraith in a majority of things he can do (but that is an entirely different topic & got nothing to do with Spine Chill as a Perk)).

    in general i have the feeling that you were shifting the topic of this discussion around quite a lot to be more in your favor - lets not forget that the main topic at hand was me stating that a Survivor running Spine Chill (which is a mild inconvenience for 90% of killers and mostly only annoying on GF & Myers, as it makes their job a bit harder) is nowhere near comparable to a Spirit running Stridor (effectively eliminating any form of counterplay there is to her).

    if you want to discuss Pigs balance, go over to Scorpionz on Twitch. He is by far the most experienced Pig player i've seen and RBTs being her secondary ability is a statement i took directly from him (and i really dont have the nerves to discuss that right now. its got nothing to do with this discussion and would just end up shifting the topic around even further)

    and if you want to discuss Myers balance, just go ahead and watch this video Scott made a short while ago:

    https://www.youtube.com/watch?v=Q7wp7RrzRfw&ab_channel=ScottJund

    its a good video - and the very first point he addresses is getting out of Tier 1 as Myers so it is quite relevant to this topic.


    so in conclusion:

    Spine Chill VS Myers & GF:

    annoying? yes.

    a hard counter to their abilities? absolutely not. and inconvenience, yes, but nothing more than that.

    comparable to Stridor Spirit? absolutely not.

  • you get an obsession.

    hook someone that isnt the obsession means you get a token on the Perk, each token slowing down anyone who isnt the obsession by 3%.

    in addition to that, the obsession gains a 33% speed increase on any altruistic action, such as healing or unhooking.

    killing the obsession deactivates the Perk.


    you basically buff one Survivor quite drastically in order to slow down anyone else a bit throughout the match.

    the problem with this Perk is that it has a very slow build up and the more you get it to a point where it actually matters, the fewer players will actually be affected by it.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2293253#Comment_2293253

    It depends. Some people really enjoy stealth. What you may find annoying other's might find fun. People clearly like stealth as their are stealth killers.

    https://forum.deadbydaylight.com/en/discussion/comment/2293269#Comment_2293269

    But didn't you know survivors need to have the advantage in the 4v1 and the 1v1?

    https://forum.deadbydaylight.com/en/discussion/comment/2293200#Comment_2293200

    I mean this is just cognitive dissonance at this point. Saying you don't stalk as GF is just bad play. Not stalking as him just turns him into a ######### version of Wraith. Invisible. can't be broken out of stealth, and way faster when stealthed. GF's advantage over him is the one shotting with stalk.

    You are arguing that it is okay for spine chill to do what it does currently to GF and Myers, so yes, you are saying it's okay for a perk to shut down a killer's kit and playstyle, in fact so much so that you are trying to justify this by saying you just don't stalk on GF which is just flat out wrong. Go watch anyone play GF, they are gonna use the stalk mechanic. Not using it is dumb and is hampering you for no reason.

    I mean this is just cognitive dissonance at this point. Saying you don't stalk as GF is just bad play. Not stalking as him just turns him into a [BAD WORD] version of Wraith. Invisible. can't be broken out of stealth, and way faster when stealthed. GF's advantage over him is the one shotting with stalk.

    false. GFs advantage over Wraith is that he can immediately attack out of his stealth, while Wraith has to ring his bell first. it means ambush attacks are much easier as Ghostie.

    You are arguing that it is okay for spine chill to do what it does currently to GF and Myers, so yes, you are saying it's okay for a perk to shut down a killer's kit and playstyle

    either you just dont want to understand it or you havent read any of my previous posts. stalking for GF is a SECONDARY part of his ability, you can still access his main power - and Myers literally doesnt give a **** whether they know hes there or not, you can just stalk them over a loop.

    in addition to both i might want to add that Spine Chill doesnt reveal the Killer, meaning that even if they know you are looking in their general direction they have no idea where you are and therefore cant just dodge it immediately. you will still get some decent stalk progress with both Killers.

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2293200#Comment_2293200

    If you're not supposed to stalk, then

    WHY IS IT SUCH A MAJOR PART OF GHOSTFACE'S ######### KIT?!

    Why do over half his add-ons relate to it then?

    Has it occurred to that there can be multiple strategies for the same character?

    Or that there are specific builds for Ghostface based on how much stalking you plan on doing?

    Or that you might not be an expert on the character?

    Or that not everyone wants to ignore a massive part of a character's basekit when that character's whole deal is based around it, to the point that it's heavily referred to in his advertising, his mori, his cosmetics, his animations, and his add-ons?

    WHY IS IT SUCH A MAJOR PART OF GHOSTFACE'S [BAD WORD] KIT?!

    its not. it is a very, very secondary aspect of his kit.

    Why do over half his add-ons relate to it then?

    idk, why do 95% of Pigs Add Ons relate to the RBTs, even though those are clearly only a secondary part of her ability?

    Has it occurred to that there can be multiple strategies for the same character?

    obviously. but as always when there are multiple playstyles, there is going to be one that is the best ("meta") - which in GFs case woulld be not to stalk and just go for ambushes instead. and it is not at all a new concept that Survivors have Perks that counter specific playstyles. Unbreakable counters slugging, Decisive Strike tunneling, etc. (this pretty much applies to your next two points aswell)

    Or that not everyone wants to ignore a massive part of a character's basekit when that character's whole deal is based around it, to the point that it's heavily referred to in his advertising, his mori, his cosmetics, his animations, and his add-ons?

    okay, first off the most well known and advertised part of his power is the ability to hide his presence and then ambush when people are vulnerable. that is literally the core aspect of his entire backstory. the stalk mechanic is only there to give him the ability to create such a scenario even when a Survivor isnt in a bad spot at that moment, meaning it only serves the purpose of creating something he can easily get without aswell.


    all i was stating is that Spine Chill does not hardcounter Ghost Faces ability. it makes an side aspect of it harder to use, but it does not mean that you can pack your things and go home as GF just because someone brought Spine Chill. you can always enter your stealth mode and sneak up on them, all you have to do is to look slightly to the side.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292117#Comment_2292117

    So as I have stated many times I want spirit changed so she doesn't make looping a guessing game. I literally need to repeat myself for people to get that I guess.

    But you think that a killer shutting down a play style is bad. But a perk shutting off parts of a killer kit is fine. You say GF power isn't getting stuffed but then tell me that its not that important so don't use it. Yes his power is getting stuffed. You literally don't use his stalk. At that point you are making GF into a bad version of Wraith. And yes it does affect Myers because if you are playing him normally you need to get put tier 1 asap and the longer you get a good sight line on someone the better. If you get the greatest angle possible it doesn't matter because they are gonna figure it out with spine chill.

    You think it's okay if survivors have perks that screw killers powers, but its not okay if a killer screws a survivor play style is what It comes down to.

    first off: YOU were the one arguing whether Stridor Spirit was OP or not. i simply stated that Stridor Spirit is not a good comparison to a Survivor running Spine Chill.

    secondly, seeing how you dont seem to get it: you. do. not. stalk. as. Ghost Face.


    But you think that a killer shutting down a play style is bad.

    i never said that btw.

    You think it's okay if survivors have perks that screw killers powers

    once again, i never said that.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2290233#Comment_2290233

    It actually does shut them down. Even if you have an amazing spot, they will still get the alert and will run away. Also if you are having a lot of issues with people running away from you when you try to stalk and they don't have spine chill, that sounds like you are picking piss poor positions to stalk and should reevaluate your play.

    https://forum.deadbydaylight.com/en/discussion/comment/2290237#Comment_2290237

    You really need to read my man. Yes, i have thoroughly stated that you can crab walk to a gen to counter play spine chill. That is why despite having stealth built into her kit, i did not mention Pig being hard countered by Spine Chill because as stupid as it looks you can crab walk to counter it.

    What about GF and Myers. Once you get there you HAVE to look at the to stalk. You cannot stalk out of your ears. So what do i do then? Again, not the point where i'm approaching, the part when i'm there and i HAVE to look at them.

    Also spirit really isn't an insta win with stridor. She wasn't even top kill percentage last time they put out stats. Also you can use stealth perks to counter tracking perks if you don't like that much. So yes it is comparable, no having your power stuffed by a perk is not a minor inconvenience and for one final time to really get my point across i am not talking about the crab walking to the gen, i am talking about stalking with GF and Myers because you have to look at them. Also no, stridor spirit is not insta death. I have escaped trials from a stridor spirit, as i'[m sure you have as well. I have played Stridor spirit and i do not have a 100% kill percentage with her. It is not insta death. I think it's stupid that she turns the chase into a guessing game and i want that changed. But if spine chill stopping GF and Myers from stalking (NOT APPROACHING WHEN YOU CAN CRAB WALK) then spirit doing that to chases is fine.

    yeah im just gonna keep this short: you are heavily overrating the stalking mechanic.

    Ghostfaces main power is not stalking people, its going into a stealth mode. just walk up to them and grab / hit them when they dont expect it, thats how you play GF. not stalking someone is not "getting your power stuffed".

    Myers Power is a lot more reliant on the stalk (especially in Tier 1), but since Survivors can not break you out of it stalking your way up to Tier 2 / 3 even mid chase is not a hard task at all. so Myers doesnt even care about Spinechill nearly as much as GF doesn, as he is just going to keep stalking them during the chase. another case of not "getting your power stuffed".


    and im not even going to bother with a debate on whether Stridor Spirit is stupidly overpowered or not, because we all know she is. If you disagree then please, do share your secrets on how you can reliantly counterplay a Stridor Spirit. "just dont get found", am i right? that argument is about the equivalent as telling a killer to "just apply map pressure" when facing a 4 man genrush SWF - its stupid and it is nowhere near as easy as you try to make it sound.

  • as for the original 3, i feel like their maps were specifically designed to compliment their abilities.

    MacMillan Estate has a lot of grass and a dark floor, allowing traps to be hidden well (before they made the grass so super shallow that is)

    Autohaven Wreckers has a lot of open areas with few hiding places, allowing Wraith to spot his prey from longer distances

    Coldwind Farm has many open fields allowing Hillbilly to quickly traverse them with his chainsaw without having much trouble doing so


    as for the others, i feel like they were mostly designed trying to make them look good. they dont really strike me as maps that were specifically build for the mechanics their respective Killers came with tbh.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2287976#Comment_2287976

    Doesn't work for GF and Myers when you need to look at them with your power. \

    https://forum.deadbydaylight.com/en/discussion/comment/2287979#Comment_2287979

    Why is it not comparable?

    Why is it not comparable?

    because one is a Perk that causes Ghostface to have to slightly look away while approaching, while the other is an blatantly overpowered combination that eliminates any form of possible counterplay Spirit has.

    one is a slight inconvenience, the other an instant death sentence.


    and no, "just hide" doesnt work. there are way too many Perks covering exactly that weakness (e.g. BBQ & Chili, Lethal Pursuer, Infectious Fright, ...)

  • you're making it sound like every SWF was on the level of that group.


    please note that just because you're facing a 4 man SWF does NOT mean they'd be hardcore sweaty tryhards who'd do anything they can to beat you. 95% of SWFs out there are just friends playing together.

  • map: Haddonfield

    chapter: Binding of Kin

    perk: Dead Hard

    mechanic: lightburn

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