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ObservantOfTime

ObservantOfTime

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ObservantOfTime
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  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824812#Comment_2824812

    3 gen strat is not viable these days due to Circle of Healing. That perk makes it impossible to win the war of attrition against 3 or more survivors

    It's the closest thing to "viable" as trapper is going to get, or do you have something else in mind?

  • Players just hold W these days, so placing snares around a loop is pretty pointless tbh

  • Yeah same here. No problems though, maybe they had to log all of us out for a second.

  • Trapper and his playstyle is pretty much gone. Hit and run used to be a legitimate strategy, and maps weren't this huge when the game first came out. Trapper has to sacrifice early and mid-game for a hopefully good endgame, but that can backfire badly. As a trapper, the only viable strategy nowadays is start playing for a 3-gen right off the start, pushing people off the 3 gens in closest proximity and trapping the surrounding area. End-game perks like NoED, No way out and Bloodwarden are nice, or you can go nuts with an Iron Grasp / Agitation / Mad Grit / Starstruck build and pray you get someone to basement.

    His latest buffs were nice, the add-on to start with all your traps is horrible though, because not being able to pick your traps back up is essentially killing your power. At the end of the day, he's a basic M1 killer, and as long as one can play those pretty well, then he's alright, maybe catching someone off guard with the occasional trap.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822915#Comment_2822915

    Your last paragraph in particular raises a really good question. What is the plan here?

    We're how many months into SBMM? It's still putting fresh accounts against players like me who have 3500 hrs. On top that, you have an absolutely monstrous grind that puts some F2P MMOs to shame and a majority of the content locked behind paywalls. So these new accounts load in with Distressing 1, Deerstalker 2, and Unrelenting against my 4 man w/ 10k hrs and full meta.

    Is anyone at BHVR awake? Hello?

    Yep, that's the problem. Where is this going? Player count is dropping, the system throws new players to the wolves, and seemingly no plan to somehow close the gap.

    Starting out as a brand new survivor is a lot more doable than starting out as a brand new killer imho. At least when you're still green you got your teammates to hopefully carry you, but as a new killer? It's you against whatever the game finds quickly, not taking things like player level, devotion, loadout, etc. into consideration. Speaking of devotion, I would much prefer to see players devotion level instead of their grade, because that gives me a much better impression of how much that particular person has played the game overall. Perhaps display them both, in some sort of combined emblem beside the player name during the endgame screen.

    Anyways, what's the plan? The new player experience is worse than it has ever been, and with every chapter of content added it only gets worse, because there's that much more catching up to do. Sure, players don't need every single perk on every single character, but the staple of killer perks that is needed might as well be years away to a new player. When I think of the average player, a person who plays maybe 8 - 10 hours of video games a week, how is DBD an attractive game to them? Virtually everything cool and useful is locked behind DLC's (sure, some can be bought with shards), and even if you buy the DLC's, you still got to unlock everything.

    Let's consider the "optimal" route a new killer main might want to go. First thing he needs to get after purchasing the base game is the Leatherface DLC, otherwise you'll be earning bloodpoints at 1/4 of the possible rate. That right there is a huge time saver, and should probably be the first thing you purchase, ideally along with the game. Good, now what? Play bubba for god knows how long until you hit lvl 40. Unlock BBQ. Now go play the killer you wanted to play in the first place and keep playing until you unlock BBQ. Great. Now your games will at least yield a bearable amount of bloodpoints, but probably nowhere near enough for how frustrating those matches are going to be. Then you're going to think "Hm, what other perks do I need", and before you realize it you got 6 DLC's in your shopping cart and the next few months tied up for unlocking the useful perks. Maybe you'll have enough shards along the way to buy one with in-game currency. Is this honestly okay? To me, this sounds like a chore and not like a way to forget about my day and blow off some steam.

    So what can be done? Removal of perk tiers is out of the question, that's too much work. I'm a big proponent of getting rid of teachables all together, you buy the DLC and the perks automatically become available in the bloodweb of every character. There's still heavy RNG involved in getting what you want. But that only addresses the perk / loadout issue and not the new player experience. I think the game is in dire need of an alternate game-mode that's basically a free-for-all. Like kill your friends, but with strangers instead. You have access to everything you purchased, get to play the game in an unranked environment, free from whatever it is the SBMM system is trying to do, and earn some bloodpoints for when you want to play ranked mode. The bloodweb system could straight up be replaced by a shop instead, giving the devs better insight into what items / add-ons are popular and what nobody ever buys. Hey, here's a chance for some balancing / tuning of useless or never used add-ons!

    Now that I have ranted about all of this, it's back to reality where nothing substantial is going to get changed, new content gets pumped out every 3 months, and maybe by pure luck, the playercount will be in the greens again some day.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824447#Comment_2824447

    Of course there is, otherwise losing a single match would drop you to the bottom of the mmr ranking, no matter where you were beforehand.

    I'm fairly certain it has been confirmed by the developers that the only thing that matters regarding MMR are escapes and kills. How you got those, maybe the emblem system cares, but the mysterious black box that is the MMR system doesn't, to the best of my knowledge, based on what information has been made public about it.

  • I cleanse every god damn totem I come across for those sweet survival points after single-handedly repairing 3 1/2 generators.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824247#Comment_2824247

    If I play a game against people who have not played before and lose, I feel it shows a far greater lack of skill than if I play against a team of people with thousands of hours in the game and lose. Or, to use a sports metaphor. Just because the jazz lost to the bulls, doesn't mean that Karl Malone isn't a skilled player. If they lost to the SLC boys and girls club Jr team however, that's another story.

    As far as the game is concerned, there is no difference.

  • That's right. Also, map offerings are OP and should be removed. Survivors having control over which map to go to is a killer-only privilege.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824219#Comment_2824219

    Depends on how skilled your opponents are.

    Losing to skilled opponents doesn't mean you have no skill, after all.

    If you lost, you lost. The skill of the opponent has nothing to do with the fact that the outcome was a big fat L. What's the difference? You hook 8 unskilled players and kill 1 of them vs. you hook 8 skilled players and kill one of them. The outcome is identical. Only kills matter.

  • Just run vigil, lmao. IMHO one of the most underrated perks in the game. The 30% recovery speed means I get to use my exhaustion perks again a lot sooner, plus it helps those around you working on gens to recover their DH / SP / BL / Lithe / Overcome / Whatever at the same rate. The amount of times it has saved my ass when sprinting to a gen at the start of the game, only to be pushed off and have sprint burst available sooner is pretty nuts. Also recovering exhaustion during chases actually becomes feasible, and with something like fixated it's even better.

    Vigil is your answer.

  • I see Blight, Huntress and sometimes a Myers or a Ghostface, but I want to say 90% of my matches are Huntress or Blight. Yeah, pretty great game. It's gotten to the point where I play other killers like Plague or Legion, and the players I go up against have no idea how to counter them. Imagine trying to hide when Legion is frenzying, and then calling me a cheater in the post-game chat. Do they not know I get killer instinct revealing their locations? Yeah, that's where we're at with the game.

  • Until I hear from someone who matters, I sleep and enjoy my Bubba. Why fret about things that haven't even happened yet?

  • @Heartbound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823963#Comment_2823963

    I honestly miss the old brand new parts because you felt like a total tool when you missed a skillcheck (especially at the start) and ruined your own life. No Franklins back then either. Nothing you could do about it as killer.

    https://us.v-cdn.net/6030815/uploads/EDQKBR94L0QC/howaboutno.png

    Now Dead by Daylight is COMPETITIVE!

    Yeeeeee

    Missed the mystery box, it could contain a pesky item that may give them survivors an advantage!

  • Why on earth would he be changed? Who said anything about changing bubba, other than forum users whining, who actually matters?

  • If you hook 8 people but kill only 1 of them, are you really a skilled player to begin with 🤔

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823261#Comment_2823261

    they need to remove the bloodweb and make a shop like every other game

    I like map offerings, they keep me from getting my 7th midwich of the day. It's only really abusable in the hands of 4-mans and the masses shouldn't be punished for it.

    DBD mobile has a pretty sensible shop for offerings and add-ons, I don't see why the PC version has to be behind a mobile game in terms of features and QOL stuff.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822915#Comment_2822915

    You'd have to be extremely masochistic to go through it now. At least when I started in late 2018 I was also playing with and against other noobs with one or two perks. I started from scratch about a year ago when I switched to pc and it was about 3 games before it started pairing me up with 2k+ hour reds. Which is fine for me but not an especially nice welcome for an actual new player.

    Bhvr also seem to still have the impression that new players want quicker games over balanced ones. That or they prioritise quicker games for existing players who are already invested in buying DLC and cosmetics over balanced games for new players who might not stick around anyway.

    How about a "quick play" mode, where you have access to every perk on every character that you own, regardles if you have it unlocked or not, like KYF, in an unranked environment, where you can grind and earn some BP. Queues would put you in either killer or survivor role, depending on what's needed at the time. Maybe also add a 1.5x - 2x BP modifier for playing the role that's needed at the moment. Once you got some experience under your belt, goofed off in an unranked environment, had some fun and got to know the game, and leveled some characters, you can then play "ranked", and see how far you can climb.

    That seems like an obvious solution, sadly this is likely never going to happen.

  • @The_C12H15NO2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822915#Comment_2822915

    The devs desperately need to address the grind in some way. Allowing the game to be given away free to players on different platforms surely does attract new players. But like you said, b/c the new player experience is so bad they won't stick around. So it ends up being a waste of $ for BHVR as well as the platform who procured those licenses.

    The grind is an issue, sure. What would help is an actually competent matchmaking system, but because of the low player count, fast queues are prioritized over quality lobbies, further compounding the issue. There needs to be a way of bringing new players up to the same level of the opponents they're going to be facing, without having to go through 400 unenjoyable matches. Having access to decent perks early on would go a long way towards this goal. What's the best perk a new killer can bring for example? NoED comes to mind, probably the single most helpful perk to new players. Perks like BBQ need to be base or at the very least available from the start after buying leatherface. There's just so many things that could be done to boost new players and help them out.

    MMR was a mistake. I know we bitched and moaned about the old system before MMR, thinking it couldn't possibly get worse. Oh how I'm eating my words now. At least the old system just put whoever against whoever, and the resulting matches were a lot more average compared to what we have now.

  • NoED is probably the best common perk out there, and is one of the only things new players can bring that can give them a realistic chance of getting at least one kill when thrown into full loadout lobbies. Everyone has access to it from the beginning, doesn't require unlocking teachables, and it's pretty damn strong. As a new killer who just got the game, what are your perk choices that are going to actually help you? Out of all the common perks, NoED is the best choice. Chances are, you're not going to be able to stop the survivors from finishing their gens, at least NoED gives you a chance to get a kill after the game is basically over. I think it's fine the way it is, though I kind of frown on experienced players bringing it. It's basically a crutch perk for newer players, if I see you got 1200 hours on your profile and still run NoED, I just frown.

    NoED also teaches (the hopefully also new) survivors a thing or two about the importance of totems.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822817#Comment_2822817

    New players should never be matched against experienced ones. Period. They really need to address this, because new players won´t stay for long, when they get stomped non stop in their first 20 matches. They´ll most likely uninstall.

    When instead, they should be matched only with new players and get a "soft" learning curve.

    You get new, fresh players with a single tier 1 perk going against fully loaded out squads, after 10 games of this I probably wouldn't want to come back, considering I probably earned a total of 50k BP in those 10 matches, giving me access to yet another tier 1 perk. I'm honestly amazed at the masochism of new players who decide to stick around and continue on. Loadout and perks don't get taken into consideration when matchmaking, and that results in some seriously whack lobbies.

    Yesterday I ended up going against a Wraith with tier 1 deerstalker against a full meta-perk lobby, and he got relentlessly mocked by obviously much more experienced survivors, and ended up DC'ing after 0 hits and 5 gens flew by. He had 4 hours on his profile. I don't think that guy is going to play the game again anytime soon.

    With the new player experience being like this, how is the game expected to grow? New players are thrown to the wolves, and the one thing that could give them an advantage is locked behind DLC's and endless hours of grind. If someone told me that I need to put in 300 hours before I even have a chance of enjoying the game, I'd probably never buy it. Yeah, you see, in order to not get stomped by the players the matchmaking system puts you up against, you need this perk from that character, this perk from that other character, and also need to buy this one character for that one perk that lessens the grind, and oh, you also need to play hundreds of hours to unlock them on the character you actually want to play to begin with! What a fun game.

    I don't see how this game is attractive to new players, or how it plans to retain them. I recommended this game to one of my friends (foolish, I know), he got 8 hours into it, and we had the exact discussion as above. He said that's ridiculous, and doesn't even want to play SWF with me, because honestly, with his loadout, why would he?

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822829#Comment_2822829

    I play without addons. Sometimes i get a dc/suicide. But most of the time survivors stay for a normal match. Maybe thats the secret. But tbh, i haven´t tried to play with addons, so i don´t really know if that would change the survivors behavior so drastically from what you experience.

    But you could give it a try.

    Man, our experiences are radically different. I really wish the survivors would at least try to play the game. Oh, it's Pinhead, better go stand in a corner and tab out. I'm not even that proficient with him yet. For some reason, the survivors I face in my region at the time of day I'm playing at really don't like playing against him. Just now I had a game where I got flamed for not hooking a survivor who was gesturing at me and pointing at the hook. Nah bro, stay and play the game. I ignored him and dealt with him last, and got called all kinds of names. My only question was "Why queue up when you don't want to play", and the answer was "warmup like I did with your mom last night".

  • I want to know how people have normal Pinhead matches. In my experience I can't go two games without someone disconnecting, running into me and giving up, or AFK'ing at the start of the match.

    Even worse when I use add-ons like the Iridescent Lament Configuration, survivors just quit, kill themselves on first hook, wave at me to hook them, or straight up disconnect.

    What's the secret to having a normal Pinhead game, consistently?

  • The playercount has been steadily dropping ever since MMR got introduced. Ever since this got announced, the playercount has been nosediving despite some pretty okay chapters being released. We're in our 5th month of decline, and I don't see the Ringu chapter pulling us out of this.

    What you're experiencing is a direct result of MMR being introduced in a non-competitive game, and your experience speaks for itself. It's getting harder and harder for new players to get into the game, because the perks one needs to not get tunneled out of the game are locked behind some pretty unenjoyable progression. I wonder at what point BHVR, the self-proclaimed kings of "statistics", will look at the numbers and address the elephant in the room. Our player numbers are back at what they were in April 2021, and I don't see this trend stopping anytime soon.

  • Sure, I'm on board with this idea. At the same time though, killers should not get to use any perks that slow down gen progression, because C / D tier survivors are already struggling enough as is to get the generators done.

  • Blight. Because 7 / 10 survivor games are Blight. I don't mind playing against him at all, it's just the sheer frequency of going against Blights that makes it insanely repetitive and boring. Like, there's about 20 other killers in the game, why is it one Blight after another?

  • Instead of locking us into an arbitrary and nauseating FOV, why not let the players decide what FOV is comfortable for them to play at? Everyone gets to pick what they like, just like any other video game, and play without feeling sick after. Want to play at 120 FOV? Sure, go ahead, but don't force me to play the same way, I might find something close to 100 preferable.

    It's not as noticeable when playing survivor due to the 3rd person camera, but an 87 degree FOV on a 27 inch gaming monitor is outright nauseating to some people. It might be acceptable if people sit several feet away from their screens, where the effect is less pronounced, but the close one gets to their monitor, the more of an issue it becomes for certain people.

    Get rid of the weird stretched res crap and give us an option to change our FOV, without having to run an extra perk. I'm sure that would satisfy most people.

  • Basement is one of the only thing trapper has going for him, removing it would greatly affect his playstyle. Trapper doesn't need to camp basement, he just traps it up and then it's up to the survivors to figure out how to rescue. I consider this one of the more fun design decisions in DBD. The fact that (almost) every map has a basement means I stand a chance playing trapper on huge maps. Camping basement is actually counterproductive for a trapper, because you actually want people to go and try and save.

    If a bubba gets you into basement however, well, good luck. I just hang there as long as possible to allow my teammates to finish a few gens before I let go. It's honestly fine.

    I'd like to see a reverse basement on certain maps that have elevated locations. Something like hooks in the attic on Thompson House, or on the new Eyrie of Crows map, would be pretty dope. Turn the RPD library into a killer "basement" for all I care. The defining feature is only one way in and out, and that is what makes getting someone hooked there a huge boon for the killer.

    Playing around a basement trapper isn't all that difficult if you can coordinate with at least one other person. Getting the Iri Coil add-on though makes it a death trap, and that's pretty cool too. For how many trappers I face nowadays, I still like the novelty of playing around basement since 2016.

  • Happened to me on a few occasions. Either some parcel delivery, or food that comes right as I'm in the middle of the match. If I'm a survivor, I just jump in the nearest locker and hope to get it over with before I get AFK crows, but I can't do that playing killer.

  • If a person DC's then the remaining generator count to be completed should also be reduced accordingly. That's the only way I can see "balance" in a DC situation.

    You're at 5 gens at the start of the game and some ######### DC's because he doesn't like the killer, or the map, or has pizza being delivered. Now the rest of the game is pretty much ruined, because the chances of 3 survivors finishing 5 generators against the killer are pretty much nil. This means the other 3 players pretty much just give up, leading to a ######### game on both sides. In this scenario, the generator count should drop from 5 to 3, so that the remaining 3 players actually stand a fighting chance, and the game progresses as "normal".

    I'm fine with the DC penalty, though DBD should really come up with a way of figuring out why a DC occurred. People should not be punished for legitimate game crashes. If the player leaves the game, either via the "leave match" button, or closing the game via ALT + F4 or Task Manager however should still stick you with a penalty.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820272#Comment_2820272

    Ah, I dont use them honestly. I just collect them. Sometimes I throw in Haddonfield for the Archive which requires to jump from a high place during a chase, because I know that Haddonfield-Buildings are tall enough and there are plenty of them to get the challenge done fast.

    So if you ever go against me on Haddonfield, just follow me to spare the next Killer a Haddonfield-Offering. :P

    https://forum.deadbydaylight.com/en/discussion/comment/2820295#Comment_2820295

    Thats a lot! I have 198 on my Survivors and 58 on my Killers (+probably some on Nurse). And I avoid them as Killer by any means and never use them and some of my Killers dont even have 1 Haddonfield-Offering.

    So far away from 1000.

    Well, I've been playing for ages, and avoid using Haddonfield offerings at all cost, but with this new graphical rework, the map might be amazing! I've got an average of ~20 Strode Realty Keys across my characters, and then I also go plenty of offerings like the Decrepit Clapboard and Harvest Festival Leaflets which aren't available anymore but can still be played. Interestingly enough, they disabled the Strode Realty Key but not the other Haddonfield map offerings, I tried burning a Clapboard, but I didn't end up on Haddonfield. Big sad.

  • Nope. Free infinite medkits should not be a thing, regardless of the healing speed. Fundamental actions like repairing generators or healing shouldn't ever be touched. You want to work on a generator faster? Bring a toolbox. You want to heal by yourself during the match? Bring a medkit. Effects like hiding scratch marks / aura reads or a minute haste effect are cool, because they don't replace a game mechanic. Infinitely healing during the match, without co-op actions is not the way to go. Remember perks like Pharmacy, self-care or botany knowledge? Completely obsolete now.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820176#Comment_2820176

    96 on my Nea and I will use all of them once Haddonfield is enabled again :>

    But during the day so that I am not the one with the longer queue time if some Killer decides to close the game during Loading Screen...

    I just counted between all of my killers and survivors, and I am in posession of no less than ~1000 Strode Realty Keys, and I'm going to play every last one of them, on both killer and survivor! It's time I git gud on Haddonfield!

  • I actually spent a good 30+ hours on the PTB, and I completely agree with the sentiment that she's weak. I don't need a streamer telling me this, but it's nice to know he agrees. The only other streamer that has a radically different opinion on her is Hexy, who legit believes she's S tier, but then again, it's the player here who's S tier and not the killer.

    In all of those 30+ hours playing as and against Sadako, not once have I gotten to full condemned status during a trial, the gens are done before it can build up, even with 2 or 3 luckily placed teleports. If a survivor is halfway decent at looping, then playing as a basic M1 killer is painful. Even wraith is better, he actually gets a decent speed boost coming out of stealth. But Sadako has to rely on lucky TV spawns to make use of her speed boost. The whole condemned mechanic is an entirely ignorable gimmick, and even if you ever, for some odd reason, start to approach 6 stacks, getting rid of it takes ~ 10 seconds at most.

    Condemned needs to continue building up during chases, not be paused like pig traps. People who hold onto tapes and interact with props or perform actions like healing need to build up condemned at 3-4x the current rate for it to be a concern. She's got next to nothing going for her, and I actually think her low camera POV is an impediment to playing her efficiently. She can't even look over a freaking fence that most killers have no issues seeing past. TV's need to come off cool-down a whole lot faster. Survivors interacting with a TV should give you a loud noise notification. It's kind of bonkers how 2 survivors can run across the map, disable all the TVs and not suffer a consequence for it, leaving you without any real power for a good long time. There's potential here, but the numbers need to be adjusted and some mechanics slightly changed. If condemned status continued to build up during a chase, then there's a lot more risk / reward for letting it build up and not caring about it. The slowdown for manifesting needs to straight up go.

    And then there's the tragedy that are her add-ons... The only one somewhat worth seems to be the Ring Drawing, but with CoH people will just self-heal most the time. Yoichi's Fishing Net seems alright in theory, but I haven't gotten any discernible value from it despite the 20% buff to condemnation rate.

  • You get ZERO customization options for your custom games besides choosing the map, disabling perks, items and offerings, all or none.

    Kind of weak, considering mobile DBD has better custom game support than the full version of the game.

  • So... Does someone actually have a video of this "bug" or "exploit"? I can't tell what part of regular gameplay mechanics people consider bugs or exploits these days. Example please.

  • DC Penalty makes the game worse for those who actually want to play. If it gets disabled, people are just going to DC when: 1. They face a killer they don't like, 2. They don't like the map, 3. The killer plays in a way the survivor dislikes, 4. The Survivor plays in a way the killer dislikes, 5. Downed too early, 6. First hook too late, 7. Something mildly inconvenient happens.

    No thanks. This has been my experience every time the DC penalty has been disabled, and it ruins the game for both sides. Optionally, if you're going against a cheater, there should be an option to "DC and Report", which won't give you the penalty, but if you use the system to fill out frivolous reports you yourself get banned.

  • Survivors who unhook before I even halfway turn away from the hook to go somewhere else, like the gen that just exploded, are a true blessing. They could have just waited 10 more seconds until I'm out of earshot, but no, I turn my back and already hear the footsteps going for the unhook. Most the time without BT too. I love survivors who make my life easier. Then it's off the hook, and back onto the same scourge hook for the teammate. I don't know why survivors have such an urgency to save, you can let your teammate hang there for a comfortable 30 seconds or so just before they hit stage 2 and continue working on generators, but that idea hasn't fully manifested itself in the brains of these dive bombers. Also, to the person who thinks crouching behind the killer while I hook is a 200 IQ play, it isn't. I can literally hear you breathing behind me.

  • I'm going to need a proper example of this, preferably a video that shows what this "bug" is. Everyone seems to tell me something different, someone please post a video of this "hug tech".

  • Same. Maps are the one thing I look forward to the most. New killers / survivors / perks are nice, but I end up playing against the same 4 killers all the time anyways. So it would be nice to at least have a different map to face the same 4 killers on.

    I am also still pretty sore about the fact that we did not get a replacement for Hawkin's National Laboratory.

    All Kill Chapter: No map.

    Resident Evil: RPD.

    Hellraiser: No map.

    Portrait of a murderer: Eyrie of Crows

    Hour of the Witch: No map.

    Ringu Chapter: No map.

    2 out of the last 5 DLC's had a map attached to it, the rest did not. I could honestly care less about the killers / survivors, maps are where it's at. After the first week or so, I don't think I'm going to be seeing much of the new killer, meaning it's back to facing Blight, Huntress, Bubba and Spirit on the same old, grey-bearded maps again. How about not releasing new characters, and instead dropping a map chapter? Sure, I get it, maps don't make money, so they're probably lower on the priority list than stupid recolored charms for the rift. The All-Kill chapter had huge potential for an awesome cyberpunk-themed korean city map (think an arena or something with streets on the periphery), but no, it's not meant to be.

    I'd sooner pay $5 for a new map than another killer / survivor I'm going to purchase for their perks only.

  • I am fairly certain that it reveals the aura of everyone except for the person that was unhooked.


    >Each time a Survivor is unhooked from a Scourge Hook, the following effects apply:

    >The Auras of all other Survivors are revealed for 5/6/7 seconds.

    To me, that reads like the aura of all survivors except the one off the hook gets revealed.

  • If DBD could reliably detect cheats to begin with, then cheaters would get automatically banned. While a nice idea in theory, DBD does not manage to detect cheats that bypass EAC.

  • I personally don't have any issues avoiding the crows, and when getting hit by one, getting rid of it before she can line up another shot. The issue only arises if I try and stay in one spot. Hold W, look behind you, and get rid of crows while holding shift + W. Pretty simple once I grasped the concept of it. I find the "send birds to remote gens" much more anoying, I see her power as more of an info power. Sure, sometimes the stars line up and she gets some insane snipes, but that hasn't been my experience. "No counterplay" is a bit of hyperbole.

  • No. Don't do this. Continue to crowd the hook and continue unhooking in my face. I love nothing more as a Killer than not having to go look for survivors, since they literally follow me carrying the downed survivor. I love it. Please don't stop.

  • Condemned builds up far too slowly. IMHO, when holding a tape and interacting with objects such as totems, generators or healing oneself or other survivors the survivor should accumulate condemned at 3 - 4x the current rate. That would make taking out the tape from the TV near a gen and working on the generator a really risky move. Right now, it can almost be ignored for the entirety of the match. Most matches as survivor on the PTB I didn't get rid of my condemned once, and escaped the trial without ever taking care of it. That's pretty pathetic.

  • The game could really do with some more daily challenges. Why limit it to one challenge per day? Why not have a set of rotating dailies and weeklies that can be completed? Pretty much any mobile gacha game has daily and weekly tasks, and at this point DBD isn't far off from being similar to those type of games considering the unpredictable BP grind.

  • @anarchy753 said:

    You understand that people are giving feedback for the PTB so she'll actually see changes before release. She's awful and that needs to be clear so they don't drop her as is and ruin a horror icon.

    >You understand that people are giving feedback for the PTB so she'll actually see changes before release

    Fat assumption right there

  • I too seem to get the same 4 maps on a rotation, in a dozen matches or so. Is it really so hard to come up with a way that all 5 people in the lobby are being sent to a map none of them have been on recently? That should be pretty simple to implement.

  • @ThatOneDemoPlayer said:

    Do you want all Killers to leave? If he's then add new anti-camping and anti-tunneling Perks. If not, then buff Killers to not need to use camping and tunneling

    Do you want all killers to leave?

    Yes. The ones who piss and moan about anti-tunneling and camping perks can vanish into thin air for all I care.

  • I ran a David across all of suffocation pit, eating every single pallet playing clown with brutal and enduring, while one gen after another popped. What he didn't count on was the NoEd at the end of the game, and with every pallet gone, it turned into a 4k real quick lul. He probably thought he was doing really good, what he didn't anticipate is that he played right into my hand.

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