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MrCalac123

MrCalac123

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MrCalac123
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  • I wanted him and still think we'll get him, but I'm not crying over it.

  • It’s simple. If your teammate wants my attention, if I can afford to give it, they’ll get it.

    If they decide to run for the hills and I only see you, I’m not wasting time looking for someone who could be halfway across the map.

    If you’re teammate supports you and throws themselves to the killer and it’s not jeopardizing to go after them, great.

    But otherwise you’re going back on that hook. Sorry, not my problem. Either hide better or better luck next game with your teammates. Also, run Decisive.

  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2427359#Comment_2427359

    I just want some consistency.... like on Ormand it's consistent it's pretty consistent... the snow piles I know I can't bounce of so I can plan on just sliding straight to the survivor and landing a hit... if theres collision on all of them I have to go through 3 if not 5 bounces.

    I just don't want those areas feeling like a section of lery's if ya know what I mean? right now he feel's really good, especially if you watch Lilith Omen, he can open you up to the sliding and how it can actually help.

    I can understand some not getting collision, but thinks like Shack, certain rocks, trees, tree stumps, cars, fences, etc randomly sliding is a big problem. Snow piles, 3 way divided trees, etc not having collision would be fine.

  • @Bravo0413 said:

    I don't really think the slides need to be removed, they just need to be consistent... some vehicles on auto havens you can bounce off of and then others you can't slide even when trying... I LOVE!!! sliding around shack and being able to play it completely different then any other killer, the amount of fun is immessurable...

    this actually is a wierd moment for me atm because I can actually say the Ormand is probably the most consistent map when it comes to bouncing next to the macmillian maps.

    No other character can provide the sort of experience that Blight has for me... even when I have a four man escape.

    Looking down will keep the sliding you enjoy I believe, but regardless slamming point blank directly into a solid object only to slide off of it is just so lame. I just want SOME fixes at least, like the cars, certain rocks, trees, etc

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2427336#Comment_2427336

    Actually, with her bugs Nurse is arguably not the best killer, that honour would go to Spirit but she's bugged right now as well. So, I take back my first statement, since Blight is arguably the best killer in the game.

    In theory, Nurse is the best, then Spirit. Unfortunately, since the game removes your entire power in 90% of games and leaves you as a 96% killer without any power, she's not exactly top tier factoring in bugs.

    Try again

    This is just not true, but go ahead and think this lol.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2427326#Comment_2427326

    He kinda does on Console.

    You already can't use him to his full potential.

    Blight plays fine on console, his changes a few months back enable flicks like PC players can do, he is just much harder to learn. Regardless his collision is beyond broken and must be fixed.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2427330#Comment_2427330

    Personally I think the priority should go to bugs that have existed for over 2 years, such as the sound bugs or the bugs with Nurse's power. I'd imagine that these issues would be more pressing due to their age.

    However, don't create a thread on a public forum where people may give opinions before attempting to police those opinions, thank you very much.

    Good news, you can ask for both. Besides, since Nurse is the best Killer, obviously bugs involving her don't matter, right? Smh

  • @GoodBoyKaru said:

    Even with his collision issues he is still arguably the 3rd, even 2nd, best killer in the game. I wouldn't say he needs it- it'd be nice, but with his current strength not needed.

    I don't care how strong he is, if he isn't working properly he needs to be fixed. If he's not stronger than Nurse, he is fine balance wise. Do not use a killers strength to determine whether or not if they need to function properly, thank you very much.

  • It's normal to feel that way because the game is not balanced properly. A good coordinated SWF who do separate gens at the same time while you chase one of their teammates for anything longer than 30+ seconds results in multiple generators being lost.

    You wanna know why some Killers tunnel? Because they have to, hooking every Survivor equally results in multiple escapes who would otherwise be dead. Do you know why some Killers use NOED? Because otherwise unless you are playing as someone like Leatherface, the Survivors can walk up and bodyblock for each other and happily save their teammate with Borrowed Time for free with the gates 99'd, body blocking for each other all the way to 4 escapes.

    Consistent success with anything besides the absolute top tier Killers demands you play in an unfun way with tunneling, slugging, sometimes even camping. And this happens because Survive with Friends is not balanced and until the Devs do SOMETHING, you will always be at the mercy of a competent and coordinated team running all meta perks like Borrowed Time, Decisive Strike, Dead Hard, Iron Will, Unbreakable, etc.

    The solution is to have the game detect Survive with Friends and give the Killer a desperately needed handicap. Faster movement speed, longer gens, SOMETHING. The difference between a game of solo's vs a game of people communicating isn't even funny, it's just crazy. Survive with Friends have access to most information perks between teammates for free in real life via communication, Kindred, Bond, Aftercare, etc.

    Until something changes, unless you are a scary good Nurse or Spirit (maybe a few others like Blight), you will be at the mercy of these players and depend on them making mistakes, otherwise you have almost no real chance. It is not balanced, and until it is odds are you will occasionally encounter these teams that sadly remind you that the game is not balanced. That's all there is to say.

  • It is inexcusable and is literally, not figuratively, LITERALLY unplayable. Devs, have some pride and fix this already. No one will get excited for new DLC if they can't play the damn game. Fix it.

  • The fog is a bad joke. It adds nothing to the match and conceals absolutely nothing. I saw how it used to be and that actually made sense, but seeing in this game is hard enough thanks to the horrible killer FOV, so...

  • Not fun to play against and simply plays poorly on console. All that needs to be said.

  • @The_Daydreamer said:

    Don't get me wrong, I am all for good position for wraith. He deserves it more than many other killers. But the changed Wraith is disgusting. The most annoying thing is his new speed when he comes out his invisibility since it is faster then sprint burst and it is a safe hit no matter what.

    If their is a palett in his way, then just fake the uncloak put just a yellow or even a purple add on in and you destroy every palett in less than 1 second.

    I don't want any big nerf but either reduce the length of his speed burst or increase the time to uncloak since the most disgusting thing is the range of his hit after uncloaking which makes him unfun, easy to play and way to effective.

    Nerf his addon and his uncloak lunge. No reason he needs either with that amount of speed and stealth.

  • SoloQ survivors need a mini version of Kindred built into the game. Example, when a teammate is hooked, when fellow Survivors get within certain distance, like 50-60 meters, you see their aura's. That way you know someone is trying to save and you can work on a gen. Kindred is still valuable for removing the distance requirement and also showing the killer. Boom, SoloQ just got like 20% better by this small change and wouldn't impact the game negatively at all.

  • @Razorbeam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2406282#Comment_2406282

    Ha you think what we have now is a hatch stand off ? Oh boy, you know once upon a time you couldn't close the hatch ? Oh man I remember having to practice hatch interrupts and all the dumb mind games you would play with each other for 20mins+, that was dumb and what we have now is good.

    You want to take away layers of the game to call it good, I say removing layers from the game and taking away opportunities for intelligent plays makes the game far worse.

    If you don't set up your hatch properly you don't deserve the 4k it's that simple.

    I remember well playing survivor and having the killer make the hatch unreachable before it could be closed and how absolutely draining it was to have to pop a gen alone while remaining hidden, it took forever and was unbearably boring for everyone involved.

    This is literally just twisting what I have said. I want it CHANGED, not taken away. There are no "layers" to the Hatch. It is a mechanic that rewards failure and that is the truth, there is no proper reason WHY it should exist but because I understand being forced to die because of your team failing is not exactly fun, rather than have this completely taken away I desire for it to be changed into something enjoyable. The methods to prevent this are not interactive or fun for potentially both parties, and I want this changed. I want it changed to something more enjoyable for all players, both Survivors and Killers.

  • @unluckycombo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2406264#Comment_2406264

    I really do not get what seems to be your obsession with this concept of 3k's not being victories at 5 gens.

    What does the extra kill get you? Another 1k of BP? Congrats, spawn into the next game and you can get even more then that. The knowledge that you made the game last for ten more years because... 4k or no k?

    Besides, it's not like hatch is completely free. Killers literally move faster then Survivors, giving you a base advantage of finding it first. (Even more so on a high-mobility Killer.)

    Like, I play Killer quite a bit, but I've never understood this idea of 'If it's not a 4k it's not a win'. Can we not just... call it a win because you had a fun match? Or got a good amount of BP, or finished an archive challenge?? Or the fact that you got a 3k at 5 gens when many people can barely load into a match without feeling like a gen popped in the distance?

    Idk bud, not trying to be rude or anything, but I don't get your point.

    My point is that it is bad design. If a 4k doesn't matter why does a free escape matter? All your teammates escaped, so why not give the Killer a free kill? It does not make sense. It's not about what you consider a "win", it's about rewarding objectively poor gameplay because you made the poor mistake of hooking that 3rd Survivor while his teammate is squatting on the Hatch. Even if you know EXACTLY where it is also, one of the final 2 Survivors can run as far away as possible so that when you hook them and they die, depending on what Killer you are playing as you cannot physically get there in time to close it before the final Survivor squats on it waiting for it to open.

    and even with ALL of this said, the biggest issue is that it fundamentally does not make sense to reward someone who failed. Maybe if they came close to succeeding I could understand it, but Hatch without even 1 gen done? Come on.

  • @Razorbeam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2406264#Comment_2406264

    Well I mean from a lore standpoint given the entity feeds off survivor hope the hatch makes perfect sense, also when I slug the 3rd survivor to bait out the last guy to rescue him I'll normally make sure the guy who played bait is the last 1 remaining to repay him for his service and given I'm allowing the 4th survivor to "help" the sluggie I'm also gambling the opportunity for them to outplay me and my master plan to backfire so there's zero morally wrong or bad gameplay about using that tactic, I'm giving them second chances so I can better track the last 2 and make sure they are both injured, it's simple set up.

    And no matter what you say you don't deserve that 4k, you may have played really well for the 1st 3 kills but you clearly really sucked at putting any thought into winning the hatch 1v1 as you refuse to set it up so you win despite caring enough to write the whole essay you did about the hatch.

    There is nothing morally wrong about slugging yes, but it is not fun that this is required to consistently 4k. I don't care about lore, I care about good gameplay. That is what matters in a game like Dead By Daylight. The lore is a bonus, nothing more.

    A Survivor does not deserve a free escape for completely and totally failing at their core objective and that is the truth. It is a bad mechanic and is not fun for the killer at all. A "Hatch stand off" shouldn't even exist, THAT is what I am arguing. And I am trying to find a solution to this that makes BOTH sides happy, so stop trying to reflect this as some personal issue. It is objectively bad design, a person being rewarded for performing poorly is by it's own innate nature bad design. You don't get a victory screen in Mario for losing all your lives.

  • @Razorbeam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2406245#Comment_2406245

    If I downed and killed 3 people at 5 gens and the last guy got the hatch I would call that a failure on my part if I wanted the 4k that badly, given I'm so in control of the game that I've obliterated them that hard I'm not going to let the hatch open until I'm in the strongest position to do so. You take 4ks very seriously and there's often times I don't show mercy and greed the 4k but I've never had the last guy escape and got angry at how unfair the hatch is and not just said gg.

    You need to relax dude, you stomped them on a 5gen, that's good enough.

    First of all, it is a failure in game design. The Entity does not grab one of the 4 escaping survivor by the collar and go "Ah ah ah! The Killer needs his free kill!", that would be ridiculous and would be unanimously hated. Second of all, if I stomp a team without even 1 gen being completed, I absolutely deserve the 4k. Success should be rewarded, and to ensure that in this game you must engage in unhealthy and unfun play styles via slugging just to ensure you don't have someone have a free victory handed to them on a silver platter that they objectively accomplished nothing to deserve. Third of all, you may not care but the game and it's poor emblem system certainly does, the Killer not even pipping despite stomping a team besides the 1 Survivor who escaped via Hatch is poor design at it's purest. It is inexcusable and should not remain the way it is, not even close.

  • @Razorbeam said:

    Wait are we arguing about just the hatch opening for the last survivor here ?? That's a perfectly fine mechanic, 90% of the time I find it first and close it anyway but even if the survivor gets out what do I care I'm sitting on a 3k, hell a lot of the time I close it and down the survivor and let em out anyway just for one last chase.

    You want to talk keys then I would agree they are dumb but that last survivor remaining 1v1 is a nice shake up to slightly different gameplay at the end of a clearly good match for me and it would be frankly boring if it was removed, even on the biggest of maps it shouldn't be taking you that long to find and close the hatch.

    Edit: if the bming on the hatch bothers you that much I advise dancing with them, homie is making it out the game as the soul survivor he has every right to dance before leaving.

    It's not a fine mechanic. A Survivor getting a free escape even if not a single gen is completed is not a fine mechanic. It rewards complete and total failure.

  • @ImBrakingBike said:

    But you can actively search for the hatch when there are still two players left, or even before if the conditions are met so that you know where to go when it opens

    But you can only chase one Survivor at a time, and certain builds make it nearly impossible to find a Survivor who knows how to hide well on certain maps, using certain characters, etc. I'm not saying it is impossible for Killer because it's not, it's simply unreasonable and unsatisfying.

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2406199#Comment_2406199

    What if its a map with two god pallets in a row? Or extremely safe pallets? There goes about 10-15 seconds of your extremely limited one minute. What if they get to an extremely safe structure/tile? You would basically auto lose as a killer vs a good looper if the path they take has resources available. Miss one mind game and add 10-15 seconds easy. On the flip side if this final chase began and you got dumped into a deadzone with no pallets nearby you just lose as a survivor instantly.

    I don't think there is a good alternative because even if you heavily buff the last survivors repair speed, let's even pretend it's instant. The killer will know where the survivor is and once a chase begins it is going to be impossible for a survivor to lose the killer and spend 16 seconds opening the gate. The final chase is an interesting idea for sure but I feel like it has the potential for even worse experiences for both sides than hatch does.

    A minute was simply an idea, it is a solution I came up with off the top of my head within 5 seconds. A solution absolutely exists and that is why I am trying to bring ideas to the table so something can maybe, potentially, change. Or at the very least get people to talk about these mechanics. If the Survivor has those resources available, then fine. Sometimes they won't have any. It will naturally depend on the game. Either side could get lucky or unlucky, just like the rest of the mechanics in this game such as which map you get, what pallets spawn, etc.

  • @Carth said:

    Hatch is fine and a necessary evil. The last survivor isn't going to get a gen done by themselves unless it is already extremely close to being done when the second to last person dies. The same reason EGC was added is the same reason hatch has to exist, a survivor crouch walking around a map for 10-15 minutes cause they don't wanna dc and also don't wanna just die to the killer is not fun for either side.

    Which is why I offered a solution and am more than willing to hear other solutions. It is a necessary evil because an alternative is not being offered.

  • @meatisadelicacy said:

    Survivors teabagging on the hatch is no reason to change anything about the hatch, period. Or I mean, I get teabagged by Ghostface, therefore his ability to do that needs to be changed. Killers hit me on the hook, therefore they shouldn't be able to use their weapon within a certain range of the hook.

    The hatch sometimes rewards bad survivors, and sometimes it rewards a good survivor. I have had a lot of games where killers got more kills than they deserved because people dipped early with a key. I know a killer would never admit that's the case, but it's true regardless.

    If you want to slug for the 4k, don't act like you are forced to do it. When I play killer, I don't care if someone gets the hatch. I'd rather move on to the next game and actually play than spend 5-10 minutes looking for the Claudette who has been hiding the whole game.

    And killers literally ARE sometimes rewarded with free kills in the game now with End Game Collapse.

    To answer your question "If the Killer doesn't "need" to kill all 4 Survivors, why does the final Survivor "need" to escape?" Why wouldn't a survivor use a means made available to win? You can close the hatch. You can slug. You move faster than the survivor. You can decide to take the time to look for the hatch if you're so scared someone might take it. Those are all things you can do to win, so why shouldn't survivors take the hatch if they have the chance to win? You see it as a "free win," and yet there are conditions that have to be met in order to escape via the hatch. You act as if the hatch spawns in instantly with a neon sign that only survivors can see and use whenever they want.

    And then some teammates sit on the Hatch that they found for 10+ minutes while the rest of their teammates are trying desperately to have a proper game. Yes the Killer needs to slug because sometimes a Claudette with Iron Will will be impossible to find for a Killer, the Killer must slug to ensure that the remaining Survivor does not get a free escape. You are supposed to kill ALL Survivors. It is your objective and your goal. And because of this mechanic, to safely ensure that happens majority of the time, you MUST engage in an unfun playstyle because of this poorly implemented mechanic. You may not care if someone gets the Hatch, but others do and rightfully so, having someone escape despite their team failing feels bad. It is not fun and doesn't make sense, when you fail your objective, you lose and this goes both ways. This is how games work.

    I understand WHY Survivors would want the Hatch, that's why I am trying to help find a solution so that both parties can be satisfied with the end of the game. I want an alternative, not just the Hatch deleted. Also there are no "conditions" for the Hatch to spawn, it spawns as a free escape for a Survivor if all 3 teammates are sacrificed, or of course DC'd. This happens even if not 1 single generator is completed, which is simply dumb. I know there are ways to help ensure they DON'T get Hatch, I am arguing that those methods are unfun for everyone and are a needed evil to ensure no one escapes, and are in desperate need of being changed.

  • The hatch needs to be looked at. Stomping a team just for the last person to get hatch even with 5 gens left incomplete is simply not fair. If 3 gens are completed, hatch spawns. If none are completed, it doesn't spawn and final survivor alive gets highlighted for the killer. If 1 or 2 are done, it remains as it is now randomly spawning, but the killer can see it's aura when within a certain distance. This is more than fair imo, and frankly I don't think anyone enjoys slugging or being slugged just to secure a 4 team sacrifice.

  • @Huge_Bush said:

    They should let us sell back items and offerings for half their cost. I wouldn't complain much about the grind if they did that. I keep getting Strode Key on my killers bloodweb and all it will ever do is collect digital dust. As if I'd ever submit myself to that maps torture. I'd love to sell them and get some green and purple add-ons instead.

    I feel the same about getting keys. I do not enjoy keys as a mechanic and refuse to use them, so it's a steep 7k bloodpoint cost for something I do not even want to use sadly.

  • @th3 said:

    I think blood web is only a symptom and not the cause. Perhaps take a look at points awarded in a match. Cause 5k points makes bw progression incredibly slow.

    Yes, I just want leveling up to feel rewarding and not time consuming and only offers perk RNG. Prestige improves this but comes at such a steep cost that frankly there is no point if you wear survivor cosmetics besides the prestige ones.

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