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Ryuhi

Ryuhi

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  • @Mooks said:

    Just gonna say - if you actually think that devs being bad at a killer would justify buffs then how about if those same devs are struggling as survivors?

    it’s not the devs job to be good with the game features they develope. It obviously helps if they know what they are doing - but I am pretty sure they are keeping up with the community anyways.

    controller needs plenty of QoL in general. Doesn’t matter if a dev can play trickster well on controller - it’s not impossible to play him well enough especially against casual survivors

    Thats not their point. Their point was that the state of trying to play trickster on controller should never have passed any smoke tests, it's extremely evident that it needs improvements. They are implying that it was just never tested.

  • @NerfedFreddy said:

    Blaming BHVR for controller's imperfection and lack of precision. Send your criticism to Sony or Microsoft

    ...Have you tried it? half the nuances of his power are designed specifically to screw over controller users. I get they're alternating throwing knives being thrown ambidextrously, but its far more than just "mouse is more accurate than thumbstick by design" stuff.

  • Main event knives should ricochet by default, since the power basically guarantees they get to some type of LoS blocker in time to keep it between you and your slow moving machine gun ass. Its basically just for synergizing with the addon that uses it to replenish knives, and if someone is extremely out positioned (which that forced timer really helps with.) a power that situational really should be either storable or have more utility baked in to help it actually live up to a name like "main event."

  • @TerraEsram said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229833#Comment_3229833

    You made me laugh

    Yes, I'm trying to "water down my wine" to think a bit about how to manage the thing, because it's true that when you look, once the difficulty curve is "tamed" well, it's above all mistakes that cause you to lose, if you are fully in the game, it becomes harder, that and the coordination

    The concern of the MMR is that they should still rework it well... Because if it really worked, I wouldn't have had three diametrically different parts at this level, limit I had

    My level

    too powerful

    Too weak

    https://forum.deadbydaylight.com/en/discussion/comment/3229836#Comment_3229836

    It's why I'm trying to find a solution, a kind of brainstorming without biting our noses

    And making a system like "there are quick games and ranked games" isn't going to help either, because basically if people play, it's also for bloodpoints and iridescent shards, if we start making a system or, the only way to increase the power of these characters is in ranked... People will just leave, or stay in custom

    However, I often have fun testing as a survivor, with all the skills and items, about healing or generators, and I can't do it as fast as them (knowing that I sometimes cast chronos to see how long it takes for the first generator to be made)

    On this subject, yes, I agree with you, it would be necessary to find how they manage to abuse a mechanism which is not supposed to act in this way

    BHVR have been very clear that they have zero intention to split queues (and would much rather combine them whenever humanly possible) so yeah, not much chance in seeing any type of opt out or separate queues there as you surmised. And yep, thats why I prefaced my ideas as purely examples of the overall design approach i reiterated, about targeting the problems directly. The examples were just, well, examples of the type of thought process that would go into those types of changes, as well as the ways they could be tailored to each individual issue as they are identified.

    Its not even so much about the idea as it is about the approach, which is the big thing that the devs really need to iron out: Every time a nerf like Thana happens, all it does is ruin the perk for everybody except the two killers who got the disproportionate value from it. Every nerf because of nurse as an outlier turns that thing into something that only the nurse will even see as viable anymore. The focus just needs to be shifted on normalizing extremes within each variable instead of just lowering the entire variable so that just its peak is normalized. There are other avenues that could be approached as well, like "efficiency overheat" where doing gens too quickly could cause a delay before they could be worked on (even something like the killer getting a basekit version of deadlock that specifically works on gens being worked on by swf members) but obviously ideas like that start to need more fine tuning, and could even just have applications to the game at large (maybe if gens are done too quickly in too rapid of a succession, an item needs to be collected to be able to start repairing again) and could even be applied to the killer role as well (tunneling out the same survivor quickly makes the hook timer take longer, maybe it teleports them to a different hook, etc but doesn't apply said lenience to SWF members) in an attempt to achieve pairty.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229710#Comment_3229710

    I think there’s something going on with newly made accounts. I’ve heard multiple people making this same mistake say the thread appeared on the front page for them. I’d probably make that mistake too if that was the case.

    I think its actually the search feature. If you just search for things without using any of the sub filters, they seem to be in a completely random chronological order. Im guessing it has to do with a relevance priority instead of a date based one.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229822#Comment_3229822

    I reject this line of thinking. Something being fine in low mmr but game breaking in high mmr is a problem. Inexperienced/low MMR players will eventually become more seasoned and improve.

    The only reason Legion can get by with hit and run is because they can not only injure easily, but they also inflict Deep Wound, which will slow down your healing. Of course, if you can still power through gens while keeping the heals up, even Legion will struggle.

    I think its a very common misconception that people have with this game that "extremes are fine, since average use isn't as bad" instead of "extremes should be more normalized to allow them to be properly balanced." The devs very clearly struggle from it often as well, like when perks like thana get slapped back down to earth with the fury of a thousand suns the moment they became viable. They could have easy addressed the disproportionately strong synergy specific killers had with it, but instead they blanket nerfed it so hard that said problem killer synergies are the only ones who get any value out of it now.

    This game has outgrown its scope by years. We really need to start taking that into account when things get changed or updated, the chaotic balance of the game makes everything, even player cleverness, a very wide variable. We need more normalizing and less overall buffs/nerfs, and its always heartening when you see them but disappointing when the hamshank fisticuffs get brought back out.

  • @TerraEsram said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229827#Comment_3229827

    That's why I said that the game should check the team in place to see its escape rate, if it is very high, to impose new limitations during the game, so as not to punish everyone (those who play with friends, or those just for fun)

    For example, if the team accumulates more than 80% escape rate over a certain number of games (very easy to reach 80% escape rate when you start the game, unlike after XXX hours of play), and although during the game they have more generators to do, or they take longer

    I'm sorry if I misspoke earlier.

    Thats not a particularly good metric, because it would affect other players as well. 2 man SWFs are actually the most common in most of the breakdowns they've released in the past IIRC, and 4 mans are the least common. Not only that, but you can have a swf of good players who aren't even on comms, they might just be pairing up with people they know won't ragequit on first hook or anything like that. Its important to target why SWFs can break mechanics that solo players are considerably less likely to be able to, effectively putting in sanity checks to prevent exploitation.

    With your proposed system it not only doesn't address the issues directly, it creates a large window for false positives to simply punish players who win frequently. That is particularly bad with how MMR works, because the higher the difference between opponents, the more it shifts due to the outcome. On top of that, escape rates are an extremely easy to manipulate variable, especially if the desired result is deflating them.

  • @dspaceman20 said:

    No

    Edit:

    In all seriousness I don't think they should nerf swf since there is not a realistic or reasonable way to do so

    There are ways to do it, they just need to focus them specifically on what swfs abuse about their advantage. as you posited, blanket nerfs would be unreasonable since the majority are just literally people playing with their friends.

  • @TerraEsram said:

    So... A little context I think will be necessary (sorry for the big text)

    After three games yesterday, I was thinking some questions, about the survivors I met...

    With my first game, when I see some nicknames of two survivors, I think they were together, in SFW, the other two in SoloQ... The game ended very badly for them, despite their attempts to block when I was carrying my prey, they all lost, with only 1 gen to go

    The second... Despite a big doubt about cheating (impossible to catch up with survivors at times, I barely turned around when they were already at the other end of the map, and even by charging my strike, they managed to outrun me and gain 5/10 meters away and three gen pop in same times almost immediatly) I lost miserably, just one dead, they fled with teabag and mockery in chat, knowing that I had made the choice not to attack one that seemed AFK, my bad

    The third... All the survivors were hooked twice, and zero gen had been done... I decided they could mostly get away, they really had no chance, they were also SFW, like the two previous cases

    Where I'm coming from is very simple, when I'm playing killer, I still want some tension, some fun, not just going to a survivor, knocking them down, hooking, then going on another survivor, like a robot, but not stand no chance against them either

    When I see that indeed, I have more difficulty facing the SFW, when there are 4 of them, despite my doubts for the second part, I tell myself that, in reality, BeHavior, can very well see certain details against them , they can see which tag, usually play together (since they can't be changed) as well as their escape rate

    The problem is not the time it takes for a generator to be made, when you are a beginner, you blow yourself up, you are an expert, it is too simple for you, I rather wonder... What if, when the game detects that we are dealing with a certain type of team, this kind of SFW which infuriates many killers here on the forum, that they have additional generators to do to succeed in escaping, that they have more difficulty, depending on their skills, to pass the game(more times on gen, more difficulties to destroy or making boon, etc..)

    It's just a theory, an idea that came to my mind, and, thinking about it, I tell myself that it wouldn't be bad, since for them, the difficulty stagnates, where the new ones struggle to understand all the mechanics of the game... A balance in this area, rather than punishing everyone, except those who need it

    The issue with blanket approaches to SWF is that many of them aren't the death squads we all come to know and hate. Most of them are just streamers or a few friends messing around in chat while playing, and they're usually not even a 4 stack. Punishing them for how efficient players abuse the hell out of their advantages isn't exactly the best approach, which is why the focus should be on swf advantages directly, and limiting their bonus efficiency.

    This is something that is purely an example, but lets say you limited perk loadouts between swf. We'll use Head On as an example. With Head On it is very often used as a means to prevent hooks, and double locker setups especially cause issues with this. Due to the amount of coordination involved with comms, it can be very easy to force lose/lose situations against the killer any time there is a double locker, or if they can communicate where they are going to go down and the nearest hook that is likely to be traveled to. Without being able to convey that information, the chance of exploitation is considerably less, which is why its not normally an issue. Therefore, Head On would be a perk that could be considered for a type of limitation (be it only one per swf, or none at all.) Alternatives would be to reduce the effectiveness of the perk, either through a longer "prep" time (maybe 5-6 seconds?) a shorter stun, a longer exhaustion amount, etc.

    Flashlights are another example, as they again can be used to coordinate lose/lose situations (once again with lockers especially, funny enough.) Like with head on, it could have either similar limit/prohibition, or reduced effectiveness (maybe the blind takes longer, battery drains faster, etc.) They can be a bit more tricky though due to the fact they can be found in a match, so its important to focus any debuff decisions on the players themselves rather than the items.

    There are a lot of other ways that im sure could be implemented to have a similar approach, but the bottom line is that any nerfs to SWF should be very specifically focused toward things that they are able to abuse beyond normal players, and shouldn't just be a blanket -20% action speed or anything hamfisted like that.

  • Considering how long and how many variations there have been of this bug, without knowing which type of sound emission they use for each effect, I wouldn't have the first suggestion on how to fix it. That said, im sure the answer is in the UE4 documentation on sound attenuation methods somwehere:

    Reference for the various models available for controlling the attenuation of sounds.

    If you ever wonder why footsteps suddenly don't make sound through walls, im almost positive this is the same issue and has been for years. I'm also fairly certain its related to why it happens with gens when you turn your camera so that a wall is between the gen and the camera, even if you're actively working on said gen.

    Edit: looks like possibly something with how Attenuation Occlusion is set up? For OP's case in particular, it might have to do with Attenuation Listener Focus.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229663#Comment_3229663

    head on needs big buff to be honest. it has 3 second channel time, to use it in a chase, you need to use quiet&quiet so you can do rushed action in chase and the reward is 3 second stun which is mediocre reward in term of distance for exhausts. pretty much all of its aspects needed to be buffed. there should be no activation time for using it, you should have some build-in surpression when going in lockers without needing a another perk and the stun should be 4 seconds long. a killer can easily check a locker before picking up near a locker.

    Smash hit is another really bad perk whose only purpose is to counter enduring spirit fury. Its too easy for killer to respect pallets for you to get stuns. I think the perk should increase pallet stun hitbox a little bit, so its harder for killer to respect pallets when its activate as secondary effect similar to balance landing's stagger reduction effect. currently, you will naturally counter this perk as killer without really doing anything special.

    both of those exhaustion perks need buffs lmo.

    1) you don't need Q&Q to use it in a chase, as long as you have enough distance you can fast vault into the locker and force a standoff. You can even pair it with deception and get even more crazy with it.

    2) it was never intended to just be an on demand stun, which is why it has a setup time.

    3) your buff suggestions would make it absurdly strong in swf.

    4) learn to use the perk properly if you want to. Use it for distraction scenarios, or even saves as the killer walks by. It's not a club you just beat the killer over the head with, it has nuance for a reason.

    As for smash hit, I don't think its a fantastic perk, but i absolutely understand why it works the way it does. Its actually extremely effective if you use it to mindgame killers into respecting pallets: If the killer needs to use their power to deny the pallet, you get an option for when they don't do so:

    an example would be huntress. when looping her with her 110 speed, she slows down even more to throw a hachet, which is where the mindgame comes with her at pallets when going around corners, like say a jungle gym: she cant even remotely see where you are to throw if she has to charge too early, so they usually go for it late or try to force an M1 if they think you're not going to use the pallet, and charge early if they think you are. If they see you're respecting the hatchet option, they'll be more likely to go in for a m1 since you're not using the pallet early. Pallet stun in this case gets you distance, but she's huntress, so how much that distance matters is a different story. Smash hit, on the other hand, gives you massive distance, and it doesnt even need to be in a straight line. This applies to any killers who need to slow down to use their antiloop in a non-trap fashion, or even just prepare it early like wesker/demo/etc. Again, it absolutely has its case uses, they're just not as universal as some others.

    Also the expanded stun range is an absolutely horrible idea, the pallet collision is already outside of the killer's perspective as it is. I've always jokingly referred to pallet stuns as dropping the pallet on the killer's toes because of how far in front of them it actually is from their view.

    You're welcome to think they need buffs, but you'd probably benefit more from leaning how to use them in their current iteration before demanding more. Or just use other perks you prefer instead.

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229588#Comment_3229588

    But you’re using up the pallet either way.. head on requires you to be in the locker for 3 seconds to activate it, let alone be near a locker. Smash hit doesn’t require anything you wouldn’t normally be doing

    Smash Hit prevents predropping pallets, which can honestly be better than stunning the killer in many situations, like spirit fury/enduring. Sure, it would give you enough distance in that situation to likely make the difference, but it also might not depending on the situation/killer.

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229580#Comment_3229580

    Facts forget about head on but honestly I never understood why it was an exhaustion in the 1st place. Should have a cool down of like 40 seconds or something. Or at least grant the survivor 1 - 2 seconds of a speed burst for the 1 second loss of the 3 seconds that the killer is stunned because you’re mid animation and then when you start running you’re slow

    smash hit works the same way, you stun the killer AND get the speed boost AND the killer might have to waste time breaking the pallet

    Head on is an exhaustion perk specifically so it can't synergize with other exhaustion perks. being able to stun the killer on demand like that is a pretty big deal, especially if you could then sprint burst and get to the next map over while they recover.

  • @ACleverName4Me said:

    So the devs said when reworking dead hard that they saw how it was being used as a third health state and they didn't want that. So they made it to where if they got hit they get... deep wound...a third health state.

    This perk is in every lobby, every game and it's still annoying. Why make dead hard be a third health state? Seriously... dead hard needs to go under the knife to make it as pointless as new hex: ruin. Yeah I'm serious.

    This perk is still making matches frustrating because I'm still having to wait it out, getting constantly body blocked (even when I'm not tunneling) and the ones who run it thinking they are gods should actually get their heads checked. 2 hits per survior is a fair game make that 3 though? Makes the game a headache and a chore.

    The new version of dead hard is much more about reads than reactions. There are still plenty of people who can and use it that way, which is why it is still meta and popular with them. The change was a major skill floor adjustment, which was the main problem most people had with it, and why the devs adjusted it how they did. They made it harder to use effectively, and removed lose/lose situations from it.

    The plan was never to just nerf it into worthlessness, and that should never be the case with any balance changes. Thats what you do when there's a problem and you simply can't think of a solution. They thought of a solution, and honestly its one of the better solutions they've come up with regarding how to handle a problem perk.

    Learn the counters, learn the situations people want to use it in, adapt. Since Its usage is much more focused on reads than reactions, so just think of it as another layer to the mindgame.

  • @MalevolentSadist said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229503#Comment_3229503

    My original post got removed twice so i stopped caring but comparing dbd to a fighting game is stupidity

    Why, exactly? I'm not comparing their structure or even their balance, I was giving a very concrete example of why mechanical skill is not the only type of skill. I thought it was particularly fitting considering fighting games have very long and precise strings that can have timings that require 1/60th of a second accuracy, yet the simple action of tapping the forward button is considered one of the most skilled aspects of the entire game. Likewise with parrying in games like dark souls, especially considering how notorious they are for latency.

  • @MalevolentSadist said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228163#Comment_3228163

    pressing a button for a second chance in mid chase is not what i would call skill. it still extends chases to other tiles. they removed the lose/lose? it is still lose/lose if they know how to use it and still problematic majority of the time. old dh and rencent do the exact same thing, extend chases, it is just less annoying.

    Parrying in Street Fighter 3 is done by tapping forward. In souls games its a single tap of a shoulder button. You don't need to have massive mechanical requirements for something to be skill oriented if the skill required is technical and mental more than mechanical. The lose/lose is gone because there will always be a gap between the dead hard and a pallet drop, and that window also includes the potential to trade. As killer you can also lunge to bait it, aim over their head so that they are not within the auto-interact cone emitted during the lunge, then block the pallet from their side before they can put it down as youre finishing/recovering from the lunge. It isn't lose/lose, just in their favor: massive difference.

    They also don't do the same thing, as again, it went from a dodge to a parry. It does not gain any distance unless it is used in a direct interaction, which was not the case when it gained distance from just being used. The distance needs to be earned, which is the big thing you're ignoring. It does indeed still extend chases just like all exhaustion perks, which is exactly why it still has the same limitation as them of said exhaustion effect.

  • Admittedly I play much more survivor than killer, which I then balance by observing other killer players. I feel even just understanding both roles makes you better at your own due to the perspective and awareness it provides, it helps you think out what your opponent wants to do more often and understand how to limit their options more effectively.

  • @MeanieDeeny said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228278#Comment_3228278

    Map offerings can for sure be very frustrating, do you main a particular killer or do you play different ones?

    While six times in a row seems a little insane, I will say I had autohavens three times in a row last night..so who knows…

    anywho ..while larger maps are obviously harder for a killer, I will say I’ve learned that sometimes you (yes you as the killer) just don’t do well on certain maps. And it’s actually your skill there and not whether it favors either party. I mean this in no cruel way, I’ve had to learn and adapt myself. There are maps I am dog water on and my boyfriend can go to the same map, as the same killer and destroy swfs.

    i main Trapper, so no matter how much I hate a map, I’ve learned which area is useful to trap out and it becomes gg’s no matter the map. That being said, if some maps were to disappear forever, I would not complain a bit. Also if I already see a bunch of high level prestige’s in my lobby (that are def swfs) I bring an offering to cancel any map offerings, at least skews their plan a little.

    I actually rarely play killer for a variety of reasons unfortauntely, but I do still give it a shot now and then especially when i get like 40 dailies in a row but I've generally stuck to weaker(ish) killers like wraith/pig/plague/artist/etc due to not putting in the work to get good with better/more difficult ones like nurse and blight. Since i barely play the role, I just don't have it in me to trial by fire learn all their nuances while putting up with the toxicity that comes from people seeing them.

    My main issue is just that certain maps are very disadvantageous for certain killers (while some are admittedly advantageous for some as well) which is why I just never liked map offerings in general. I do like the idea of builds that are centered around a type of map though, which is why i wish it was disambiguated to indoor vs outdoor, mostly just so killers can avoid maps that are pretty much free wins against them due to their loadouts or overall map synergy. Artist's power feels kinda useless a lot somewhere like the game compared to even a map like mother's dwelling, while scratched mirror myers is the exact opposite. After all of the ways this has been exploited in the past with survivors being able to identify who the killer is in the lobby, its always felt like something thats needed an update due to the way current offerings were/are abused.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229297#Comment_3229297

    so you agree then? but then again apparently not "sorry not sorry" with the flashlight clunk

    No i can agree to disagree, I was just asserting that you were willing to make the same concession elsewhere.

    Edit: like this:

    They can remove exploits without making them feel clunky

    Is something I absolutely agree with. I just do not personally think the flashlights are anywhere near as clunky as you do I suppose.

  • how would you even handle perks that prevent one another?

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229294#Comment_3229294

    yes lol, I've talked about deathslinger many times. don't be trying to pull that crap in an argument

    It's not "pulling crap," its trying to find consistency in an argument, and thus, common ground.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229291#Comment_3229291

    I don't care about the spinning thing that's whatever. but how clunky they feel is not OK.

    Im sure you agree that Deathslinger's nerfs should be reverted then, right?

    Edit: Actually, Billy's as well? His "clunkiness" was introduced before he even got reworked, and they decided to make him even more disorientating afterwards.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229276#Comment_3229276

    if that was the only reason they would of just change the visuals and sound design.

    they could of changed just those 2 things and kept everything else the same and it would of been perfect for everybody

    Except they also got rid of all of the unintentional uses of flashlights that exploited ingame issues, like clicking to "warp" turning animations and the notorious clicky clicky. They did change the sound design and its one of the things that gets complained about constantly, and you can only do so much with the raw concept of luminosity.

    The only people who miss anything about it (other than the currently bugged aiming, which has been bugged a dozen or so times in the past as well) are the ones who wanted to exploit it and had their exploits closed. sorry not sorry.

  • @Sandt21 said:

    So BT became basekit. AND Unbreakable is becoming basekit. SO lets say DS also becomes basekit.

    Here's my question: does these three survivor perks becoming basekit across 4 survivors each equal the amount of power Killers got though recent base kit buffs (10% faster recovery to hits, 10% faster pallet breaks, 2.5% regression when kicking a gen), or do these three survivor perks becoming basekit across 4 survivors each far outweigh those killer buffs?

    (They far outweigh)

    People aren't allowed to have perspective in this game, they're only allowed to want more advantages to stack, and if they're free all the better.

    Its why so many balance discussions in this game are absolutely pointless.

  • @WeakestNurseMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229184#Comment_3229184

    That's where buffs to killer would come into play, you saw my previous thread about this exact issue right? I'm just trying to see the other side on this matter.

    No more basekit buffs with "we'll get killer later" approach please. I always compare this game's balance to a jenga tower because there is no approach at parity, just going back and forth (or back multiple times before forth once) and everything else keeps getting thrown on the backburner.

    Both sides have a lot of problems in the game, and ironically many of them are the same problem with different impacts. Focusing on one over the other is why the balance has always been so bad in this game in the first place, it needs more unilateral solutions.

  • like most basekit suggestion conversations, I think you don't understand how strong DS still is. It is just fine as a perk, and still has far more useful applications than most people seem to think. It even resets endurance after BT/OTR to allow for more endurance effects without needing to mend.

  • @pizzaduffyhp90 said:

    The Events show there's potential to add unqiue side objectives to the game. The Halloween events we've had the nectar in Blighted plants during hollow blight and now we have transfering voids. The Christmas event didn't have much side objectives but, we could interact with Snowman to hide from the killers and the lunar event had the cards.

    The only side objective we've had that's not been event related has been hunting the knome a while back. So why can't we get more unique side objectives that aren't just event related?

    Its literally because of low MMR. High and even mid MMR would benefit from side objectives quite a bit, but it would absolutely bottom out the floor in low MMR where killrates are already at their highest. I actually would like to see them imposed as a method of "efficiency overheat", aka if gens are getting progressed too much too quickly, and it could be paired with a similar side objective requirement for killers if they get a kill too fast.

    Basically those types of ideas shouldn't be thrown in the game as a blanket adjustment, and the events that have them are usually good examples of why. I believe they absolutely could be used as efficiency limiters though, in an attempt to address the genrush/tunneling "arms race."

  • I havent played her since, do you mean they're more affected by gravity or less? all levels of charge?

  • @Bot_Salvo88 said:

    The only real thing about hag that bothers me the most isn't even the trap spam. It's my fault if I fall for it. The real problem for me is that the camera focuses on a triggered trap, making me feel lost as I'm running in one direction.

    There's a trick for this, If you get caught by it a lot, set the trap off on purpose by walking forward, then immediate start running backward the moment you get the pop. If its only the matter of the camera specifically while running, just be ready to pivot the second you hear the pop, and keep track mentally of what angle its going to put you at with the camera lock. Sometimes running toward it at an angle and then immediately adjusting the angle on one axis helps a lot, so like running toward the right of it then holding back and right when you get close enough for the pop.

    They're all assuming you can see them coming though. If you have trouble finding them, flashlights not only burn them but highlight them, making them an extremely hard counter to her power.

  • Forcing headpops like that throws games. You cant pressure anything and crouchwalk stalk people trying to get their traps off. Not only that, but there are ways teams can work around it, like 99ing multiple gens and poping them specifically when nobody has a hat on. Its like facecamping in the sense it likely guarantees one kill, but it throws the entire game to do it if the other survivors realize whats happening.

  • OP definitely didn't do themselves any favors with the title, but im pretty sure the topic was intended to be about how the pallet into pallet restrictions lately seem to be as lax as they used to be years ago, with pallets being able to (and somewhat often) spawn in ways that turn unsafe pallets to chain with and make loops out of combining tiles rather than just tiles themselves. Tiles that chain together are considerably more powerful than they are without being able to, even stuff like that weak pallet in the first image.

    If I had to guess, part of the frustration might also come from the fact that hooks are as awful as every about pathing by comparison, especially on maps like midwitch or the game. Makes the two seem pretty contrasting when compared, at least to me personally.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228278#Comment_3228278

    Map offering should be used by no one not killer or survivor.

    For specific maps? agreed 100%. I think they should exist for weighting indoor or outdoor maps though, due to specific builds kinda requiring one or the other.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228290#Comment_3228290

    Some opinions are biased though, that is just a fact. Some people on here provide opinions with their side in mind first, before even attempting to look for a line down the middle.

    Nobody is dismissing their opinions as they are still intact. However, I am also allowed to agree with another forum member should they point out something that is obvious. May not be obvious to you or anybody else, but that's the beauty of opinion, you don't have to agree with it.

    I never said opinions aren't biased, just that it is more conductive to understand why their bias is there and try to find common ground. A lot of problems in this game affect both sides even though people's perspective prioritizes one over the other. We can all be breaking a lot more bread and making the game better if we discuss issues with each other instead of at each other.

    I absolutely agree that people can be biased, but i can also state that people might only realize that about others but not themselves. And to clarify, I'm not implying that directly at you because of your post or anything, just presenting a small mindfulness that might help you gain insight from people you frequently disagree with due to the contents of said post.

  • @Pumpkinbros said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228278#Comment_3228278

    to be fair, it's not really is it

    if you've gone to the same exact map 6 times, what do you think you should do at that point, should you

    A. Put on a sacrificial ward

    B. Bring a map offering

    C. Deal with it, you're a humble killer anyways

    D. Go to the forums to complain

    when there are counters specifically to make it so survivors can't do this, already in place, there is no reason anything needs to be changed especially the sacrificial ward, which is literally the direct counter to being sent to the same realm 6 times, I mean seriously, it's right there.

    you're implying there can't be an

    E. devs actually fix map imbalances

    since this is the official forums where that type of feedback is taken. the entire point of starting a point with "to be fair" is saying that while not agreeing with the person directly, their logic is not necessarily flawed. While your posit that them complaining will not directly fix the issue is likely true, for all you know it could very well be the account that a dev takes to their team lead to use as a case example of an issue they've been trying to explain. Survivors have 4 chances to use map offerings per match, which means that killer can either use their one slot to attempt to win out, or use their one slot to use a nullification offering: all assuming they have a spare stockpile of either type. You can't do that every single game because they are consumable.

    Does it make a solution to not running into it a 6th time in a row? sure. Does it fix the underlying problem? absolutely not.

  • Associating names with either side specifically is equal parts their bias being relevant, and you assuming bias. Either way, it makes both parties look like fools. Even people who post in favor of one side more than the other usually have reasons, and dismissing their opinion specifically because of a perceived bias is an even bigger fallacy itself. We all just have to learn to sift through opinions for insight.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228270#Comment_3228270

    Yes. I understand how a common feature of the game works. Stunning a killer with a pallet during a loop, which isn’t easy against any mildly decent killer, doesn’t circumvent my point. And while bloodlust is lost after a basic m1 hit, there are many killers who can down in chase really easily. They probably don’t even need to rely on bloodlust when tunneling.

    You don't have to stun the killer unless its an unsafe loop, and even then you can still mindgame the drop. You're also backpedaling hard from the BL argument to try to make it killer specific, which is an entirely different conversation. You are right that if a killer is tunneling efficiently, then they do not need BL. BL only becomes a factor when the game is literally saying "hey killer, we noticed you've been in chase for a bit and havent had any luck or even interaction, lets try to help and wrap this up." Its literally the game playing one of those award show "wrap it up" outtros to try to force some interaction. If the killer doesn't need BL and gets downs before it activates/before it reaches higher tiers, that means the killer started the chase from a much more advantageous position than the survivor, which means they engaged the chase well. Or that the survivor was extremely bad and entered it poorly. Either way!

    Time has an extremely relative relationship in this game: 1 second can do more than 1 minute under the right circumstances. Thats why, again, the more time you waste from a killer and prevent their agency against your teammates, the more damage you are doing than they are. If you are good in chase you want to be tunneled, practically beg for it, unless you are also confident in the ability of your teammates. The thing you want most is for the killer's time to be wasted, regardless of who is doing it.

  • @Pumpkinbros said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228217#Comment_3228217

    unbreakable is literally going to be base kit, that's not a meta perk, dead hard is counterable, I'll give you adrenaline, and if it happened the 5 times, don't you think you could've brought a map offering the 6th time, instead of complaining about it? you'd think you'd learn by the 6th time, but it just seems you're using that as a number for favors, you don't try to counter or put any effort into making your own life easier, you put all that pressure on the devs to do it for you.

    and like many people have said, it's truly up to the players to decide the meta, self-care is the worst perk in the entire game, yet Asia-pacific servers have it as the #1 most used perk in the game. also isn't there only 1 "op" map, Gideon's meat plant? like there aren't many maps that I would consider "OP" besides Gideons, are you telling me they took you to Gideons 6 times? lot of holes in your story, kind of get the impression you're not really telling the truth

    To be fair, being required to take a map offering (or the counter offering) should never be required to have an acceptable experience in terms of maps. Many of them are very clearly skewed in either favor, and in all honesty map offerings should pretty much only be for killers whos powers/loadouts need specific types of maps (aka indoor vs outdoor.)

    People bringing RPD and Game offerings every single time shouldn't force the killer to give up their offering slot just for a chance at a more balanced map.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228243#Comment_3228243

    This. It's been this way since 6.1 in my experience. At least 20% of my games are against CoB/Overcharge/Eruption killers who are utterly clueless in a chase but make the game take 20+ minutes and hard tunnel everyone.

    How can they make the game 20+ minutes if they're clueless in chase and tunneling constantly? Not that I'm doubting your experiences, just that the two concepts are kinda opposite. Killers who are bad in chase but still tunnel are providing long periods of not pressuring gens, so they shouldn't even be able to make the rounds reapplying the kick perks in time unless people just arent working on them.


    @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228249#Comment_3228249

    That isn’t the counter to tunneling. Killers have bloodlust..?

    Do you understand how bloodlust works? all you have to do is force them to kick a door or break a pallet to reset it. It even resets when they score a hit, and takes 15/25/35 seconds to rank back up. If they need to BL both hits there damn well better be 1-3 gens popping in that time, which means you already won the chase. Not only that, but if they are tunneling you can be more proactive with both your routing to force them to have to reset BL, while also predropping safe pallets to prevent getting hit. Its why killers don't tunnel confident survivors, they know they will lose more time than they save. Thats why its the direct counter to the strategy.

  • @Regulus47 said:

    Welcome to Dead by Tunnel. Been happening since 6.1.0, ain't going away any time soon.

    Especially since the counter is to get better at looping, which requires effort.

  • Why is it BS when it requires reads more than reactions? the only time you can use it on reaction is when a killer lunges from downtown, or a ranged attack has enough travel time to do so. that only leaves a 0.25 second window (+/- depending on latency) to time its short 0.5 second duration. You can also actually bait this one, since they don't gain distance if you miss: just swing in a way that misses, and you only lose distance from the whiffed swing.

    It is extremely strong in very specific situations, but they involve committing to an option so hard your opponent is forced to guess what you chose. Its the exact concept behind mindgames but consolidated and compressed into a single interaction.

  • I had a suggestion in passing a bit ago concerning the unevenness of survivors being able to bypass the penalty and quit early while killers did not, and if the former will not be addressed, i definitely agree the latter should instead at the bare minimum:

    @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215108#Comment_3215108

    Oh ye I was memeing, I definitely understand how hopeless it can feel when outmatched by survivors. There have been suggestions in the past to let killers open the gates early and start the EGC when there are still gens left, but simultaneously deactivating any EGC perks like noed and blood warden so that killers have a forfeit option earlier in the match like how survivors frequently ragequit on hook. I've even had a more fleshed out idea:

    Have a shrine in the basement that only that specific killer can interact with. If they do, the match ends: all survivors alive escape (including if downed and bleeding out,) and it can not be activated if any survivors are on any hooks. Everybody gets any points they accumulated (including the killer) and any additional bonuses (especially regarding the survival category) are applied as normal.

    There's even room for flavor animations for all of these things. The killer could have a first person animation of the entity entombing them for punishment/prep for the next trial, survivors could be pulled into the ground and teleported to the exit gates then flung out of them, etc. Hell, they could use those fancy new wesker animations to do it.

    If they're not going to address suicide on hook in any meaningful way, they have to give killers a way to get out of trials without eating a penalty or afking and playing a better game while they wait. They've got to address one or the other if they want pairty in their dc punishment system.

    but the idea was to either let killers open the exit gates before gens are done (with heavy restrictions like disabling egc perks) or to have a shrine in the basement that is killer specific, and have it function as a "forfeit button" with plenty of room for flavor animations to make it more natural. Its a situation that mostly just needs pairty one way or the other, one side having a DC bypass kinda needlessly defeats the point of the penalty.

  • Dead Hard is actually one of the few perks that changed its meta while still being the same perk icon. Instead of just shifting the usages around like DS/IW merging to OTR, giving BT basekit, trading gen slowdown perks for gen kick perks, and most of the other changes that didn't address the root causes of the issues, Dead Hard actually did.

    They removed the lose/lose situation usage, and converted it from a "press x to correct mistake" to a "press x at the right time to slap the killer's hit away and assert dominance over their blade wipe while gaining distance as a reward." It went from a dodge to a parry in terms of its function, and raised both the skill floor and ceiling to boot. It requires more skill, has more direct interaction, more counterplay potential and more mindgame potential all at once. The animation/icon/name might be recycled, but everything else about it is wildly different. The only reason its still meta is because good players learned how to adapt (just like most meta changes,) but it was one that directly tackled why DH used to be meta (and most importantly, didn't replace that with the same issue elsewhere)

  • @Crowman said:

    Why aren't the devs realizing that no one wants to play against swf?

    Nurse has already been reworked and survivors will never be happy with nurse as it's unlikely the devs will change how her power functions. Nurse will always be able to blink and survivors will always complain about it. Same with Legion. Legion will always be the killer who runs around putting survivors into deep wounds and survivors will always complain about it.

    People rage quitting is not a valid reason to change a killer as there's no way to guarantee the rage quit was because of the killer.

    The best part about it is that they are so sure of the fact that nobody wants to play vs swf, they refuse to separate their queue/opt out/any alternative simply because the amount of people who would opt in wouldn't even be remotely sustainable. And they are very well aware of that.

  • @hatchetChugger said:

    https://forum.deadbydaylight.com/en/discussion/350325/cant-believe-people-are-really-trying-to-argue-against-the-flashlight-changes

    They could've done it in a way that doesn't screw over people who like to click their flashlight for 360s/moonwalking. They could've just added an option in settings that hides flashlight beams and mutes the clicking sound for people who are epileptic/find it annoying.

    I mean to be fair those never should have been a thing in the first place, and completely exploit the difference between running animations and the alignment of the collision box. They also have a disproportionate affect on killers who use a controller as opposed to M&K, so they don't even do anything half the time and further exploit a mechanical restriction the rest of the time. I know they're sikk skillz and whatnot, but they were never exactly worth preserving. For a lot of people thats simply another win.

  • if you mean like there were ini adjustments you made and the update reset them, the answer is likely yes. Pretty sure it has to update that file to sync with any options that get added/removed, so they likely reset everything that isn't directly accessable ingame by the player (as opposed to the ones that are, like resolution and similar options) to their expected default values in the process.

    So stuff like framereate lock alterations and vsync seem to "fix" themselves every time the file needs to be updated, basically.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227545#Comment_3227545

    Look at the window by the car in the corner of Garden Of Joy. Alone, it's a weak window. But because that pallet is there, and that pallet is next to another loop, usually a jungle gym, it's strong. What is stopping this new tile from spawning next to other tiles like that? They spawn close to each other all the time, especially on Azarov's Resting Place. And even if it is a 'weak' tile, maybe we just perceive it as so because the 'normal' tiles we're used to, like jungle gyms and 4-walls, are so ridiculously easy to run. It's not often you have to adapt and make snap decisions like you'll have to at this tile.

    While i think many of the status quo tiles like jungle gyms are indeed more strong than not, I don't think this one is a very good alternative. It actually has a lot of problems for a lot of killers, which basically makes it both extremely dependent on the surrounding tiles, as well as bully squad fodder. I understand what you mean about it as a link tile more than a main one, but it doesn't really suit that well for a variety of reasons, and it can spawn in corners and adjacent to deadzones/equally weak tiles. The only way it would really be ok as is, would be if the placement was static and the rest of the map was designed around it, like the office in lerys (or most static tiles above basements, now that i think about it.)

    I made a suggestion topic for the devs about what i think is wrong with it and what considerations to take when addresing it, feel free to check it out and put your 2 cents in for the devs if you'd like. Dunno if they'll bother since they rarely comment on feedback forum posts, but im hoping they might have snuck the tile in on purpose hoping for feedback on how to break up the usual L/T into Jungle Gym into Killer Shack into Another Jungle Gym into another L/T into etc etc.

  • @Ryuhi said:

    It's... absolute horrendous. I have to be that blunt, because its very clear that an attempt at something new was made, but that it only has half developed ideas strewn about and ignores many problems currently in the game. To start, here is a bad pixel art grid of an overhead view of the map, trying to match scale and distances of everything as close as possible (kept having to pause and replay video, so it is based off of the iteration witnessed and should hopefully be accurate enough to illustrate each point.)

    https://us.v-cdn.net/6030815/uploads/788VQCZ2QI8T/sprite-0001.png

    Its rough. For a legend:

    Purple circle is the hook, Red boxes are lockers, yellow box is pallet, green box is vault, blue box is the gen, black boxes and circle are the tall walls and flaming barrel. I also tried to include icons/letters relevent to the items to help with any color confusion. To start with, lets go over the problems for each side individually:

    Survivor

    1) The pallet. The most glaring one to most people, the pallet has absolutely nothing going for it. When this tile was witnessed, it was in a corner in the top left, meaning that the pallet leads absolutely nowehere. The only way it can link to any other tiles is to the north/west and the south/west, which is extremely situational. Due to the short length of the walls surrounding the pallet, there is nowhere to go. This in itself is not a terrible thing, but it is also too ineffective at even the minimum afforded by other unsafe pallets: they will generally have a "long side" that allows for mindgames concerning jumping the pallet or not. and that is not possible here. It is a pallet that is specifically for stunning and then gaining distance during the stun specifically, because there is pretty much zero instances where they will need or even want to break the pallet.

    2) The lockers. The SW locker is far too close to a similar interactable, which opens the floodgates for input overlap to choose the wrong option. Admittedly I play survivor on controller, so I'm not 100% on how these types of overlaps work on keyboard, but they sure as hell affect survivors a lot, and are best avoided rather than expecting every person to go into their settings and remap their controls to lose years of muscle memory just over this change (assuming they even know to do so in the first place.) It is a situation best not instigated, so intractable should as a rule always be at least reasonably far apart due to this issue. Obviously its unavoidable when it comes to things like healing a person under a pallet, but in instances like this its just a pointless avenue for input errors.

    And thats only the first one. The second locker in the top is completely useless except for one very bad application i'll get to in a moment. But the biggest issues are that it is facing almost every single avenue of approach, having line of sight even from the southwest area (due to the locker door itself being visible when opening/closing) and it is not placed in a way that even allowed for deception plays or much of anything. Its like its literally just there to get off the gen to hide your aura, or maybe sneak in to make a flashbang (or two, get it?) if the gen is deadlocked or something. The only other thing its good for is something the other one is as well, flashlight saves. Both of them can invoke flashlight saves despite being good at almost nothing else, making them extremely bad placements.

    3) The hook. Short one, but the way the hook is designed it has a maximum unhook angle while having nowhere to go afterward: It is 100% dependent on the surrounding tiles to have any hope of escape, which also makes it very bad against killers returning to the hook.

    4) The vault. Another of the most glaring ones, this vault might as well just be a launchpad. It serves zero purpose other than activating Lithe, and the one side is so tightly packed it is impossible to even make mindgames with. The recession is also kinda facing the wrong way for how it is applied, making it seem especially random and pointless. It also suffers from the same "where to now" problem as the pallet: you either run to the pointless pallet, or you flee the tile from near its middle (on its relevant axis) hoping for a better connecting one

    Now on to the problems for the other side

    Killer

    1.) The walls. Having a tile with all highwalls isn't necessarily a bad thing, but their placement becomes important. When they are completely random like they are, it causes any killers with ranged abilities to have very little chances to line up their attack, especially the huntress or other killers who cant use it in extra narrow situations like the Demogorgon. It feels like Deathslinger, Trickster, Pyramid Head and Wesker make it out ok, but even the artist gets hurt pretty bad just by ironically useless the layout is for survivors: They basically end up almost all having their m1 be as effective as their power, in some cases like huntress even moreso than their power. Its always important to remember that any killer who needs to slow down to prepare their ranged power will always struggle against short tall (non)loops (like running in circles around a large rock, for example.) The placement paired with height just makes the tile revert many killers to M1 because of how anathema it is to their powers.

    2.) The lockers. Pretty much already went over it in survivor, but the locker blinds being so horrendously easy on both available ones, including the one right next to the hook. That one in particular is important because of its placement, right next to the hook: This means it is prime for stun loops like Head On/Flashlight save/DS/Flashlight save/etc: all while resetting their endurance effect with any of the saves allowing them to easily use a perk like dead hard at any point to make the disengage. It makes the survivor completely immune if another person is nearby to make the save, and gives them multiple tools to break away from the forced lose/lose at any time.

    3) The hook. Another repeat, but for a bit different reason: It is positioned so that saves can be gotten from maximum angles, but not accounting for the approach ones properly as well. Due to the way it is designed, it would be extremely easy to foce swings to hit the person on hook instead of the unhooker, especially with a lot of the aim dressing issues in that department as it is. This positioning is not only very bad for that, one of its directions leads directly into both a pallet and locker, which means that the killer needs to make hard/fast reads on the seconds following the unhook, all while the unhooked person with BT is basically encouraged to bodyblock a hit and let the other person escape, which then promotes tunneling them out. While they admittedly have to "waste" the pallet here, since its a pallet thats only use is focused around securing the stun to gain distance that isn't much of an issue.

    4) The barrel. These barrels are absolutely awful in general, but the placement of this one is strangely specific. It gets in the way of tightly looping that part of the tile, and is positioned in a way that it makes lunging around that specific corner near impossible due to aim dressing issues, almost as if thats exactly why it was placed there. It just straight up gets in the way more than any of its other obfuscation (light and sound) purposes provide impact.

    5) The geometry. While obviously a second half of the walls themselves above, it gets a separate spot because of how absolutely uneven many aspects of it are. While im sure some of them may be more visual than actually catching collision wise, I also feel like a lot of them were done intentionally to try to prevent hug tech and other similar reasons: don't do that. I know that there is major outcry to remove it and that there are likely many people on the team that agree, but that is a separate issue that needs to be handled more uniformly: Testing it on random experimental tiles only makes them even worse for all killers, due to how important their collision size difference is vs survivors (especially in tight areas and around short loops, like the aforementioned slowdown during power prep.) If thats the reason, don't do it for that, and even if that isn't the reason, make them harder to snag on regardless.

    Possible solutions in followup post.

    As for solutions, my assumption is that the idea is to have a tile with all high walls, a hook/gen/2lockers/1pallet/1vault/1barrel, so I tried to use them all in better ways in my example to try to help:

    Sprite-0001 fix3.png


    As we can see, this layout attempts to fix as many of the above issues as possible: Loops now exist, but are also still nowhere near as strong as on tiles like jungle gyms: looping between the pallet and vault and delaying the pallet drop leaves tons of room for mindgames on both sides, and killers with antiloop or ranged powers have reasons and places to use them. Lockers are both functional and far less abusable, and even positioned in ways to promote deception plays while also being visible from less angles when the killer is approaching the tile. Less input overlap, the barrel's aim dressing issue is rounded down to be similar to how it is at L/T wall tiles, the vault flows into the rest of the loop (as well as disengaging from the tile) far more effectively, and every group of geometry is designed to not get killer wider collisions tripped up on minor unevenness. The hook is positioned in a way that gives it a slightly reduced 180 degree unhook window, but also positioned in a way that survivors can still quickly escape LoS from most of its unhook angles to minimize the negatives of that.

    The gen is a bit of a free radical, and can be placed in quote a few different areas (including detached from any walls) but I felt like this one was the least offensive method of maintaining its positioning in the original version. In fact most of these elements are fairly variable, but this is mostly an example of how I would pair all of these elements and (what i assume to be) the ideas behind the attempt at the tile. They don't necessarily have to be symmetrical or anything like that, but everything is aligned the way it is specifically to prevent the problems with the current iteration, most importantly from both sides. As it stands it's basically a killer sided tile that also sucks for killers, so I don't think anybody's going to be particular happy with it.

    If anyone else has any other examples/considerations/etc feel free to chime in as well, I'm sure there are plenty of ways this tile could be salvaged, especially since this one has a few similarities to existing tiles.

  • So I tried recreating it using a grid and going for rough estimation of distance between elements to try to find out how this tile is supposed to actually be used, and good lord it looks even worse from above:

    Sprite-0001.png

    This was the iteration that I saw from a video and was able to use as a reference. I know my art is terrifying in itself, but entity preserve this layout looks like they just threw random stuff together. Just in case a legend is needed:

    Purple circle = hook

    Red rectanges = lockers

    Green rectange = vault

    Blue box = generator

    Yellow rectangle = pallet

    Black squares/circle = tall walls and flaming barrel

    It has way too much going on and yet nothing that actually gives it value for either side. Both sides of the pallet are too short with nowhere at all to detach to (unless presumably another tile is linked and provides that escape, but it didn't here) and there is zero need/reason/potential to mindgame anything on pretty much the whole tile, even though they're all tallwalls. A lot of the tall walls also have a lot of unevenness to them for either side to get stuck on regularly, including more subtle ones like a refrigerator being part of the vault area on the right.

    The pallet and locker are way too close together, and just begging for the wrong action to come out if pressed at slightly the wrong time for either. The locker on the top right is visible from both angles of approach, making it almost entirely useless (except for flashlight saves! those work on both.) The flaming barrel is literally only there to eat swings through aim dressing, it creates a completely random pathing obstruction for a completely random and pointless position, the vault serves absolutely zero purpose except as a lithe activation, and the placement of the generator is better for abandoning the loop preemptively than it is for using it.

    Its one of the few actually killer sided tiles in the map, and only because almost every single element on it is either problematic or downright ineffective. In order to make sure of it, you basically need to secure a pallet stun, then have smash hit/99% sprint burst/lithe to be able to get away in time if on the north side of the pallet, since the killer will never have to break it. If they have enduring you're almost guaranteed to take a hit. And since everything is so short, any 110's who slow to use their power are basically going to be just m1ing due to how short everything is and how the only animation lock areas are the ones that have obstructions all over the place.

    I think it might be objectively the worst tile in the game at the moment.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3225772#Comment_3225772

    That's a cross wall, and its really good if you know what you're doing in a chase. I run killers on that thing for ages, and it chains well into other tiles. Just because it doesn't have a pallet doesn't mean it's bad.

    Ima be honest, thats the one I thought this topic was originally about, couldnt really tell from the picture until i saw it ingame for comparison. As someone who actually promotes making more safe pallets unsafe, I definitely agree that new tile with the pallet and the little pointless window is an absolute abomination. The cross wall one is a fair bit better even without the pallet.

  • @Laluzi said:

    If I had to guess, it's because there's just always been something really intensive on the roadmap. Anniversary, Project W, now they're working on the finishing mori system because as Telltale puts it, [Everybody disliked that.] With Christmas coming up, it might be a while yet before there's any time they can dedicate to her.

    But yeah, Sadako desperately needs help for all of the reasons you listed. Seems like her overly cautious mori mechanic seriously gated how much power they were willing to give her. I still can't believe she has a lullaby. I thought Pig was a bad stealth killer because she had map props that told you who it was at the start of the game, but damn, her stealth looks good compared to Sadako's.

    It could even just be part of the contract for some reason. I think its half the reason why people even want a response, either an acknowledgement or a clarification or anything.

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