RareMinerals
RareMinerals
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- Username
- RareMinerals
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Comments
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I've experienced this issue as well.
To replicate:
Step 1 : Boot the game
Step 2 : Play as killer in a public match
Step 3 : In-game, chainsaw a survivor as they enter a locker
Step 4 : After the survivor falls out of the locker, they will be unable to be picked up
ADDITIONAL INFORMATION
- Character played: The Cannibal
- Perks played: Monitor and Abuse, Corrupt intervention, BBQ and Chili, Pop goes the weasel
- Map: MT Ormund Resort, in the basement specifically
It seems like you can hit survivors into these spaces, but they can't crawl there by themselves.
Below, I have video footage of the survivor being unable to be picked up.
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I like most of the stuff! The changes to wraith and the blight pov fix are awesome, a decent mix of good-ish perks on both sides. Nothing meta breaking, but a few things you might see in niche builds from time to time.
The killer is obviously pretty disappointing, and there are a ton of bugs suck. But, with dbd you kinda come to expect the bugs, so with the lowered expectations it wasn't too bad. The only one that really gets under my skin is blight sliding on things. I was so excited to play him with the fixed POV, so the sliding is sooooo frustrating!
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It makes me sad seeing hillbilly so high on so many survivor tier lists. I wish that the overheat mechanic would be removed so we would get to play against more billys. I'm sick of getting spirits and freddys. Free my boi bhvr.
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I really hope they rework gideon meat plant soon. It's in desperate need of a re-work.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2087550#Comment_2087550
No billy needs to walk faster, because that's the way you make him viable at pallet mindgames
Billy has a ton of pallet mindgames available to him that other killers don't. Feathering your chainsaw at pallets, hitting curves, or sometimes even just strolling through a pallet with a revved saw can get hits or even chainsaws that other killers can only dream of.
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Billy is by no means a weak killer, and he needs no buffs.
The overheat mechanic wasn't so much a nerf to his power level as it was a frustrating annoyance. I'm not arguing that the overheat mechanic is good, I'd give my left nut to see it removed, but Billy is still easily one of the most powerful killers on the roster. He can easily win at red ranks with no gen slowdown perks, which almost no other killers can do. Granted, there's a lot of qualifiers to that claim (he needs a map that can compliment his mobility, a coordinated team can still make mincemeat of him) but calling billy weak is flat out wrong.
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Nope, just trying to get all perks all killers. Only prestige one character, for the achievement.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2074004#Comment_2074004
Some people go for kills over anything else.
Right. Noed is a bad perk if you are going for kills, or pips, or . . .anything, honestly. The only thing Noed does is make you play with 3 perks for most the game, then get 1 kill at the end while everyone else leaves (if the survivors play smartly).
There's a reason you only see noed on killers who play poorly. It's a perk that looks good to players with poor game sense.
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I've been hunting for BBQ and chili on hillbilly. I've unlocked 74 perks, but still no BBQ. The grind in DBD is like the grind in some ######### free to play mobile game. I've been playing for 1500+ hours and I still haven't finished unlocking perks. The grind is ######### awful, and new players should be warned that their options for playing will be extremely limited unless they plan to invest 1000+ hours into the game.
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All these comments about the trickster 'needing' noed are weird. NOED is a bad perk. Running it on trickster makes him weaker.
Survivor frustration with NOED isn't because it's an OP perk, it's just super frustrating to go against.
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You say
"This is a choice made by the players, as a result of a side effect of the game's design that unfortunately must stay the way it is"
but that's untrue on both fronts. Firstly, it isn't a choice made by the players, plural, it's a choice made by one player, to bully and abuse the other players. Secondly, the game's design doesn't have to stay static.
I'm no expert game designer. Plenty of people have made suggestions about how to combat face camping. I don't know what the solution to face-camping is. What I do know, is that face camping is a deeply frustrating, unfun, and unfair part of the game. Getting facecamped can essentially end an entire game for you, with no real input on your part. I would really like to see some more action from the devs on combating this issue, either experimenting with community suggestions or trying their own solutions. I don't expect them to get it right on the first try, but ANYTHING would be better than the current state of suffering.
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The shrouds are really user hostile design. The shrouds that spawn survivors favorably are killer items, and the shrouds that spawn survivors in a killer sided way are all survivor items. Feels bad to have 'noob trap' items that not only cost bloodpoints but actively hurt those who use them.
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@FengisKawaii said:
The nerf to Trapper was welcome, I hate being stuck in a trap :D I don´t think they will ever make him decent, we need some ez auto pilot wins after all with all the Spirits roaming around. The first 1-2 attempts don´t even matter unless the Trapper is already within like 10m of the survivor
I don't think it was supposed be a buff or a nerf, just a change to reduce randomness. It just really frustrates me that they would kind of reduce the randomness, but not remove it all together. It seems to show that they understand the frustration that the RNG causes on both sides, but at the same time won't fully commit to fixing it.
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@Yords said:
It is pretty dumb honestly. I don't understand why the devs didn't just give trapper a fixed time for his bear traps when a survivor steps in it. That way, it is much more consistent.
I think they've said before that they want some kind of tension, as the trapper is walking up to you.
"Am I going to escape in time?"
But I don't see why the time needs to be random for that same tension. I've definitely had moments like that when a killer is coming at my generator with a pop ready, and generators have a set time to finish. I think the same level of tension could be achieved without all the depressing and frustrating randomness.
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NOED is easily one of the most frustrating perks to run up against as a survivor. Getting punished for completing your objective feels awful.
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@SebaOutbreak said:
It's better than what he had before. Personally I always had the worst luck:
- As a survivor, I was never lucky enough to free myself from a trap before the Trapper got me. Sometimes with 6+ attempts.
- As the Trapper, survivors aaalways escaped on their first attempt. Always.
The current system feels a bit more fair for both sides, at least to me.
The new system is certainly more fair than the previous system. However, it still has the potential to make frustrating situations for both sides. I think it would be much better if the RNG element was removed altogether.