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PrettyFaceKate

PrettyFaceKate

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PrettyFaceKate
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  • @Magikazam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1243031#Comment_1243031

    Except killer should be able to take hostage. Survivors have a extremly gigantic tons of tools to deny any kind of play the killer have and the killer can't do the same. differance is that the killer should acctualy be strong and survivor should acctualy be weaker. there 4 of them.

    Nobody should be able to take hostage. Taking hostage is even a bannable offense.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1234421#Comment_1234421

    yeah, but do you realize how strong the exit gate region is? While the EGC is meant for the killer to be the most dangerous. Having a safe loop because you didnt waste it is one thing, but the exit gate is a massive region where survivors are so safe, that you can practically walk and still escape. Let alone the fact that a fully healed survivor can body block a killer with 0 risk, during the EGC, while during the game, body blocking the killer has actual risks. It does NOT make sense for the 2 minute time limit that a survivor is fully without risks.

    In spirit of the EGC, it makes sense to remove that safe space and make it the most dangerous space in the game to keep hanging out, as the EGC is literally meant to force survivors out ASAP.

    And survivor side, it shouldnt matter too much, there is literally only 1 scenario where it ######### 1 person over. That's it. In all other scenario's, it prevents riskless situations that shouldnt be riskless.

    As for the 1v1 matter, I've actually stated before that the exit gates need adapting, like only 2 bulbs when they spawn close(meaning you can prep the gate more than with 3 bulbs without the killer knowing its been prepped) and 4 bulbs when they spawn very far away. That the EGC itself should speed up the opening of exit gates(which isnt really bad for killers, as the EGC only starts when an exit gate has been opened or the hatch has been closed).

    The egc is meant to avoid hostage situations and stalemates. It's not meant for the killer to be the most dangerous.

  • I did and with anti aliasing enabled, it doesn't matter, it just looks like a black rectangle.

  • It would be interesting to see how this works with the new hook struggle, i.e. if you get the challenge while you're on hook and they escape and you get insta sacrificed.

  • I think the fact that high mobility killers would become more overwhelming was to be expected. The problem is that it can't be balanced by maps alone, because not all killer powers are equal. I don't know if the devs took this into account.

    What makes me doubtful about this patch is gen spawns, though. Yesterday, I've noticed that gens are really cramped up now. I had played on Mother's dwelling, Tomphson's House and Rancid Abbatoir and I had a 4-gen strat right from the beginning around the main buildings. I don't mean long 4 gen, I mean literally in LoS and TR distance. I could have just stayed there and never bothered moving. Today, Ironworks, Coal Tower and Torment Creek had similar issues. It's true that maps are smaller, but gens should spawn more equally spaced apart, because it wasn't even the survivors' fault and they can't stack on a gen as efficiently to break these situations after this patch.

    As for the deadzones, they're definitely there, it wasn't the imagination of those in the PTB.

  • I don't know if there's a consensus on the subject, I can only give you my view. Dead Hard doesn't bother me at all. It's easy to deal with and, to use it to make distance correctly, their pathing needs to be on point, or all they accomplish is to delay the hit for 2 seconds.

  • @nos4a2 said:

    https://forum.deadbydaylight.com/en/discussion/147303/whats-wrong-with-billy-looooooooooool

    His steering add ons don’t work , he has a bump stop to him , his saw goes up and cocks to the right which it never did . He feels clunky as ######### ! Billy got ruined

    I have only played a handful of matches, because AA was too much to bear, but I haven't touched Billy yet. By bump to stop, do you mean when he stops sprinting he stand stills during cooldown? Because I have an idea why they would make it like that.

  • @Rin_is_my_waifu said:

    They require more than one braincells to counter them

    But not more than one braincell to play as them.

  • I've noticed that gen spawn cramped on reworked maps. I played on Mother's dwelling, Tomphson's House and Rancid Abbatoir and I had a 4-gen strat right from the beginning around the main buildings. I don't mean long 4 gen, I mean literally in LoS and TR distance. I could have just stayed there and never bothered moving.

  • @BabyCameron10 said:

    I have played him a few times and he literally just has to just spam his snares to get a free down, once a survivor is down teleport to a gen and use pop, rinse and repeat. When playing against him you feel like you can’t really do anything (at least you can dodge deathslingers shots) not mention he counters borrowed time which is nice but you can easily Camp and tunnel with him. The other killers you have to learn their power very well to get better with them. As for Freddy it feels like they over did his power. Not to mention his add ons with thana and dying light can be fun to do but complete aids to go against. It kinda makes me miss old Freddy. What do you guys think of Freddy?

    Many tiles can actually be shut down with just one, sometimes two snares, with the correct placement. The reality is that many Freddys, even at red ranks, simple spam them because there's no downside to it. In that sense, there's no skill cap to Freddy, because there's essentially no difference in reward between optimal and sub-optimal (even non-optimal) play. For the rest, he has built-in everything for the simple fact of existing. Slowdown, semi-stealth, tracking, camping, etc. I don't know why bhvr reworked him by overloading and overtuning. It might have been a reaction to the fact he was criticized as being the weakest killer in the game, or they were simply pushing for profit from a licensed character. He has barely a skill floor and the highest reward for it of any other character. The rank 1 with the lowest amount of hours I have ever seen had 148h and played exactly like you described.

    @Kakateve said:

    Reeeeee Freddy is so brainless reeeeeee. I can’t mindlessly hold down W at a loop because he knows where to put his traps and I don’t want to waste the pallet REEEEEEE.

    That's not how looping works, not even when the killer chases like a rank 20. If survivors manage to loop you by holding W, then I guess we know how to weigh your opinion.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/145936/idea-to-remove-the-last-second-switch

    I believe that prior to searching for a match, that players should have to lock in their loadouts, excepting offerings.

    Survivors can discuss strategies for the matchi n chat, which in turn could affect the chosen loadout. Locking in before joining a lobby would simply be a nerf to solos. I prefer the suggestion of the op.

  • Players have to swear their arse off to unlock those perks. Then, after all that, they're told they can't use what they've earned. I don't think it would be a healthy feature.

  • No, I always decline. I'll take a hook if it happens to be a BBQ stack, but first I make sure the other survivors are sticking around to rescue. In that case, I see it simply as a way to squeeze out the last few points, like when they give free hits at the gate and you let them get blinding points.

    Aside from that, I can accept the outcome of the match as is. If I performed poorly, I will simply have to improve.

    I understand, but not justify, why certain players will actually take the offer and then proceed to bm for no reason. They might be fuming and misread the intentions. Still, it's a petty reaction.

    On a sidenote, I would also be fine in being sacrificed when the killer decides to give me the hatch. The reason I take the offer instead is that it is simply more expedite to end the match there and then, rather than getting into an 'argument' with the killer.

  • If you're on PC, go into settings and make sure you have the crossplay option enabled.

  • @Cheers said:

    The thing is for killers it appears like a normal hit.

    Also on Xbox I'm yet to experience this.

    I don't buy that explanation entirely, though. I'm sure some are explainable because of latency, but there must be more to it. I definitely had hits that didn't connect on my screen and yet the game gave them to me. I'm not talking about borderline cases. Yesterday, I had one that was really disgusting. I lunged through a pallet gym coming at a right angle. I was just hoping to make them panic and drop the pallet. I knew I didn't have the distance. I knew it wouldn't have connected. I saw it didn't connect on my screen, except... it did and it was delayed as well.

    32-36 ping and almost 1k hours.

  • It sounds like you're taking the game too seriously. Don't worry, we all have at some point.

    Secondly, you realize you're versing better players. Take it as an opportunity to learn. You won't improve going against worse players than you. As you go through the learning curve, it'll get better. Been there, done that.

    Good luck.

  • I have a simple rule: don't do to the other side what you hate being done to you when you play that side.

    DISCLAIMER: it requires playing both sides.

  • You are Legion. Any half decent survivor won't heal anyway. Sounds like a build for a yellow rank killer.

  • Bloodlust 2 and 3 are completely outdated with the next patch.

    Also, you shouldn't be able to build bloodlust if you initiate your power to any degree (touch m2 or ctrl, depending on the killer), because a killer's power is meant to end chases, just like bloodlust. You either use your power OR you use bloodlust to end chases, but it makes no sense to be able to get both together as in 'I messed up but it doesn't matter because I get bloodlust anyway'. Ending chases means to score a hit, just to be clear, in line with the in-game definition.

    Lastly, it's also questionable to be able to build bloodlust when you already possess the haste effect from other sources (example, PWYF tokens).

  • Not as Spirit. Her power is guaranteed to come back regularly. The Oni must work for his and he doesn't have it early game.

  • Jeff, to hang around.

    Feng, Kate, Yui and Jane, for science.

  • Even if this got you a 'vacation', and they would really be pushing it if the recap of the events is accurate, at the very least I struggle to see how this would be worthy of a perma vacation. These game interactions and worse ones happen all the time. It seems petty to single out a very fringe case at best.

    Also, Feng's behavior qualifies as refusal to engage in normal gameplay and taking the game hostage, imho.

    Plenty of times, whenever I saw survivors being useless to their team, I made sure they died and spared someone else. The whole thing seems to be a fiasco, tbh.

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229495#Comment_1229495

    Just because those Perks might be very strong on Billy doesn't mean they need to be gutted for other Killers as well.

    I never suggested to that, that's why I said I don't know how that could be balanced.

  • As a former Billy main, now Oni, there are 3 things that make him broken:

    • Some of his add-ons, especially in combo.
    • Infectious Freight. It's become meta because on Billy this can end games faster than the sweatiest genrush and some 'content creators' popularized this playstyle just for the sake of being annoying to others.
    • Bamboozle. This makes gameplay very stale, i.e. burning through pallets mindlessly with minimal interaction.

    Eliminate those and he's a very interactive killer. We know the devs are going to touch the first point, but I would have no idea how to fix the last two.

  • @MegMain98 said:

    He had a full 180° flick on his PTB and it was nerfed to 90° on release but soon afterward he was bugged where his flick was basically non-existent (I think 30°) and he wasn’t as good as he was before.

    Now he is back to his 90° flick like he had on his release. He was only OP on his PTB when he had a 180° flick.

    This^. Oni is my new main. The uber flick was an issue of unintended stacking Q and E with mouse. Then they accidentally overnerfed him. The PTB flick was ridiculously op and the nerfed one almost useless. Oni is just in the right spot now, although one can say I'm biased.

  • The result is not surprising. It's surprising that a killer of Otz's caliber didn't already know this. I said this in the other thread where @Almo purported that camping works because of survivors' fault. No, that's half the truth. Camping works because of game design. Put corrupt intervention and noed, proxy, force trades and tunnel, and a 2k is almost mathematically guaranteed even in the worst case scenario. For the remainder, the survivors will be stomped even before noed comes into play. The "just do gens and punish the gens with a 1k" is an illusion and it works only with optimal survivors who must be on comms as well. Solos get destroyed by this.

    The fault here is not that the devs accept this style as legit (although I find it questionable), but that they don't do anything to empower solos against this no-brainer gameplay.

    I said it many times on this board. Camping DOES work. And it works well too.

    Be happy that there are killers even in the red ranks that refuse to adopt this brainless style (shameless plug) and don't be arseholes to them.

  • @Thatbrownmonster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227781#Comment_1227781

    Yep and funny how you can play respectfully all game and still get tbagged and told to end yourself . Pretty funny

    It goes both way. You can still play respectfully and get facecamped and smacked on hook. Certain people just like to be arseholes and there's no changing them.

  • No, it's not. EGC would be active and the timer running. The game would end within a sure time frame without any way for either side to avoid it barring exploits. The EGC functionality was implemented exactly to deny hostage situations. Therefore, when it's active the game is not hostage by definition.

  • I am lately. I usually take a couple of days off to re-energize. Rotating killers helps a lot for variety. If I play survivor, I burn out back quickly, that's why I usually do only one match a day for the extra XP. It's probably because I go solo.

  • @Demogordon_Ramsay said:

    Because every single time I play Survivor I want to go against no one but Oni and no one plays Oni and it makes me depressed.

    I read the title and I was about to demon dash to defend my main, but you baited me good. Well done. Oni is love, Oni is life.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227105#Comment_1227105

    its not a bug.

    this happens when the game has filled all the tiles with stuff (such as T L walls, trees, jungle gyms, etc) but has not reached the minimum amound of pallets the map needs to have.

    this allows the game to ignore the minimum distance between pallets and forces double pallet spawns.

    this phenomenon can also be seen with hooks btw.

    the good news: he had the fewest pallets he could have had that game.

    I'm aware of how maps are generated. What I meant is that I've seen that exact same spawn on Coal Tower and, at least a few times, there was no shortage of pallets or maze tiles elsewhere on the map.

  • @Deadeye said:

    There was already a discussion several month or maybe over a year ago, regarding Thana taking effect on killed survivors. As a killed survivor already slows down the game most effectively, it would be overkill and that is I think also the reason why it got removed (if I remember correctly, that it once affected dead survivors as well).

    I would rather make it 4% for all tiers and add another stackable effect, so the slowdown stays 'balanced' but the perk gets some more value. Like survivors within 10/15/20m scream and give away their location when a survivor dies or whatever

    This change would sound about right. It would also make sense of the phobia-of-death part.

  • They should be buffed to be less rng-dependant, but also nerfed by giving a penalty to the Pig for tunneling trapped survivors.

    For the first point, one possibility is that the removal of the trap requires 2 (even 3) keys. The timer activates when a gen is completed, or if the survivor starts to repair a gen. Also, make it so that the timer goes twice as fast if the survivor hops on a gen.

    For the second point, an active trap (timer ticking) becomes deactivated (but not removed) for the remainder of the trial, if the pig downs/grabs the survivor. That would mean that the survivor cannot be re-trapped if they don't remove the trap at the boxes and they can escape through the gates. Also, make it so that progress at boxes is not reset.

    These make it so that the traps are more consistent and useful for slowdown as a secondary objective, but there's also reduced room for scummy plays which could be very frustrating.

  • Pretty sure that's a bug. I've seen that exact spawn on Coal Tower a few times.

  • Freddy is very dull, although pallet Freddy has a fun factor in him. But never with a forever build, bleah.

    Hag is straight-up horrible.

    Campslinger had some appeal for me initially, especially because I come from FPS games. However, once you realize you just need to spam m2 to zone the survivor, make them lose distance and bait them all-around, it becomes too much single-player and boring.

    @Schmierbach said:

    Hillbilly, simply because anytime I play him the match ends in 2 minutes because most teams snowball into a 4k.

    From a former Billy main, I understand what you mean. Infectious Freight and Bamboozle are real powerhouses on him and that's without even taking into account add-ons. However, addonless and using other perks he's very fun, imo.

  • Making non-meta perks more viable would be a better option.

  • 32% would be too much especially when stacked with other slowdown effects and/or on killers that can keep you injured, like Plague or Legion.

  • It's still wise to pre-cleanse totems near the gates and the basement.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224515#Comment_1224515

    The funny thing is they explained why precise hitbox are not required and does not benefit the game..

    And 2 weeks later, a killer that requires on point precision came out :)

    In other words, business as usual 🤣

  • @KingFrost said:

    Styptics are just as gamechanging as most iri add-ons for killer.

    Styptics, BNPs etc. are consumed upon use anyway.

    And btw, the comparison to iri addons specifically is laughable, considering that many killer iri add ons are gamebreaking and those that aren't have lower rarity addons that are even more powerful. Maybe you would have had a point with old Styptic, but that and the Syringe have already been nerfed.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224788#Comment_1224788

    It gives you a miniscule effect that is countered by doing what you should be doing normally to apply pressure to the Killer and prevents you from using other gen regression Perks like PGTW and Surge. I honestly think Monstrous Shrine is better than Ruin because at least Monstrous Shrine isn't a Hex.

    That's in line with what I said. I specified it does little against optimal survivors. The fact is, optimal survivors are rare. I rarely verse them even at rank 1. As such, Ruin is still pretty darn good. It's simply not mandatory, but neither was OId Ruin, despite what everybody on this board used to say.

  • It's anti-tunnel, but not strictly anti-tunnel. In your scenario, you went after the two who were unhooked. Perfectly legitimate and logical choice, but it doesn't change the fact that the perk worked as intended. Also, I don't get your point when you remark that they were unhooked one after the other.

    You say it's unfair that DS works at the exit gate. They could say that it's unfair that tunneling works at the exit gate. They're the sides of the same coin. Camping/tunneling grow stronger in the endgame. So, it necessarily follows that any anti-tunneling perk would become stronger as well. They're tied together.

    Was the change a buff? Opinions vary on this subject and you're unlikely to find a consensus, because it's indeed a matter of of opinion and not of fact.

  • Sounds more like you are the one who's going against bot killers.

  • Because it's actually a very decent perk and actually strong when used correctly. I underestimated it after the rework, I'm not going to pretend otherwise. I generally run hexes only for fun, but Ruin is far from being a dead perk. Of course, it does little against optimal survivors, but so did old Ruin.

  • @Lexilogo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224176#Comment_1224176

    Spirit and Oni aren't exactly comparable at all. I call Spirit an Onryo because that's her direct inspiration in every single way, that's very clearly the creature of folklore she's intended to represent.

    Oni is not actually an Oni. He's a demented "samurai" who was CALLED an Oni and has manifested a curse that caused him to take on physical properties akin to an Oni and manifested his rage, but he is not an actual demon (even if he fights like one, which is why I called him a "demon" in my original rankings- but he is not a literal oni) and that's very clearly established. (also, even if he was an oni... honestly wouldn't change his position in my list. The Michael Myers factor is just too strong and the rest of the Killers I placed that high are there because of supernatural properties)

    The reason why I rank Spirit/Nurse as the highest Killers is because I assume they are playing by the rules of being ghosts, with Spirit being specific as an Onryo and Nurse being a more generic Western inspired ghost. In both of these scenarios, it doesn't matter how physically strong you are, you can't fight back physically against a supernatural force like them. Ripping someone's metaphysical manifestation in half is probably cathartic, (if you can grab them in the first place) but it's very unlikely to actually accomplish anything.

    Unless we invoke Entity shenanigans (which is presumably also how pallets affect nurse/spirit, last I checked ghosts don't usually care when wood falls on their "head") but I specified that if Killers had supernatural powers beyond the trials, such as freddy, I'd run off how they worked there without assuming they'd work by the same restrictions they do in Trials. So, no Entity shenanigans to try and make the fights fair.

    Obviously, having the top two positions being "they win because they're ghosts lol" is a little unsatisfying and feels cheap, but I think it's still true.

    Concerning the second and the last sections, if we go by how their power works in their backstories and ignoring the special rules of the trials, as you said, the issue is that there's no evidence that the Nurse or the Spirit could be capable of hurting anyone while in their ghostly form outside of the Entity's realm. Also, there's no established notion of what the 'ghost rules' are and how threatening ghosts are in the characters' backgrounds. The Nurse was presumably alive when she carried out the massacre at the asylum. The Spirit never killed anyone in our reality and, even if she manifests herself with the characters of an Onryo, that only happened in the Entity's realm, not our own.

    The only one that interacted with our reality while he himself was something else and somewhere else, is Freddy as we know from his franchise. We also know that one needs to grow frightened of him before he's capable of hurting them. He's effectively a dead child molester and I can hardly picture any of the in-universe killers feeling remotely threatened by someone like him, even in their lives before being taken by the Entity. He might get away with not being hurt because he dwells in the dream world, but he also would be unable to hurt any of them because he's hardly a scary figure.

  • @Peace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223354#Comment_1223354

    "Calm Spirit does not counter the Madness Tier-up Aura-reveal when The Doctor has any "Restraint" Add-on equipped."

    Thats what i found in the Trivia, so some docs are able to make you scream. Maybe it helps to know.

    To add to this, the Doctor will still receive the notification of the score event when he hits you with static blast of shock therapy, even though Calm Spirit prevents the scream bubble from appearing.

  • BBQ, Iron Will.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223201#Comment_1223201

    Yes i will embrace the dog ######### hit boxes, the weird auto aim, and the invisible pallet hit box.

    This game isn't perfect, but it sounds like you just went through a rough patch. Take a break, it always worked for me.

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