Sabraiz
Sabraiz
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- Sabraiz
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It does, but there are no tokens or something like that on it.
The speed increase is just really small, 14/(1.2+n*0.2), where n is the number of cleansed totems.
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@van9684 said:
https://forum.deadbydaylight.com/en/discussion/comment/2302793#Comment_2302793
Im rank 4. You talk ranks like it matters. I’ve seen plenty of red rank and purples who are not great. 🤷♂️
So you looked in a mirror.
If you know that ranks doesn't matter why do you care so much? Additionally if it was so hard to rank up you wouldn't be red ranks since all you face are campers and tunnelers, strange how that works.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2301067#Comment_2301067
Van is a bait poster. Imagine Sluzzy, but more... aggressive. Not a fun aggressive either, trust me.
I know. Just annoys me with this constant spouting his false narratives.
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I won't say that no killer needs a nerf, but I will say that nerfing at the current state of the game, bad matchmaking, should be avoided until SBMM, if they ever finish it, is completed.
Currently a lot of the "imbalance" is not caused by killers/survivors being overpowered, but how useless the current rank and matchmaking system, the difference between a rank 1 and a rank 1 can be like night and day.
And no, no killer should be nerfed just for casual players. By making killers unable to compete against the good players you will ruin the game even more. Or maybe you like the long as survivor queues? Because they will get worse, no one will want to play killer if all you are is a toy that can only follow the survivors around.
Here a controversial opinion, casual is not an excuse for not improving and learning to deal with new stuff.
As someone that plays both survivor and killer, the game would be extremely boring if all killers were the same.
And thirdly, no we don't need more pallets on the maps. A balanced map shouldn't be 100% safe and catered to survivors, there needs to be risky zones as well.
But honestly, try playing Killer past rank 20 and see how fun it is for killer to chase survivors on some maps where you can chain together endless tiles, for example the middle part of Suffocation Pit.
I personally don't think people who only play one side should constantly make threads on how overpowered and brainless killers are.
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@TheClownIsKing said:
Good gravy...
Theories about how the devs operate, and base their decisions off of.
Accusations without any iota of solid evidence.
Disgruntled claims about bias that make absolutely NO SENSE for a business to make that WANTS to stay in business.
Believing streamers have complete, total, unyielding influence on what does and doesn’t get put in a game.
Invented narratives.
I could go on...
Geez Louise, many of you need to get a grip, grow up, or both.
I agree.
For example I do like to watch a bit of Otzdarva's streams, but man do I feel sorry for him for all the constant questions that he gets like he was one of the developers of the game. Not gonna lie I get so frustrated with the viewers sometimes that it's hard to watch for longer periods of time.
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@van9684 said:
https://forum.deadbydaylight.com/en/discussion/comment/2300821#Comment_2300821
Then why can survivors compete on red ranks and killers cry they can’t if they aren’t getting 4K each round? I’d say the survivor grind is much more steep, whereas killers top out early and can’t cut it later.
Ok, this post barely makes sense. "Killers top out early and can't cut it later". What does that even mean?
Also, killers need vastly more blood points than survivors ever do. Whenever a new killer and survivor is released, the survivor only needs enough bloodpoints to reach level 40 on the new survivor to unlock the new teachables and then enough to get them on their survivor of choice, unless they decide to switch.
But a killer needs to get all perks on all killers if they want to make more than one build, since killers aren't just skins they actually need to invest more blood points than survivors to be able to play all killers.
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All killers requires skill to play, just like it takes skill to play survivor. Both roles have to use their eyes, ears and based on that make calls based on that information to hopefully win, whatever someone decides that a win is.
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It shouldn't but in the very tiny likelihood that you do get banned for it, they won't do anything to help you.
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@KeiOrtem said:
https://forum.deadbydaylight.com/en/discussion/comment/2300630#Comment_2300630
lol I legit said that and I quote "even if it is the license holders fault."
And yet, you had to ask
"Ok like so I understand but when there are skins of the characters that look like THIS?!?!?!"
Bhvr still has no say in the matter, they still don't the characters so they can't do whatever they want to them. So why are you posting just another pointless thread instead of contacting Capcom and negotiate a deal to add the skins you want to the game?
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Which part of the license holders having the final say of what outfits they could use for the game, goes above your head?
So what if they have ridiculous outfits in their own game, it's Capcoms property. So they can do whatever they want and decide what other companies that have gotten the right to use their characters likeness in another game series get to do with them.
So, want to complain? Direct it towards Capcom.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2299543#Comment_2299543
Like i said, i dont have anyone to play with. :P
I have gotten it as a solo survivor a few times, so it is not impossible to get even solo. But of course, you will need to get a bit more lucky as survivor than if you were in a group.
But the hope is there, I would honestly say don't obsess about it, you will get it at some polnt.
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@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2298217#Comment_2298217
Yeah, but you won’t face the best swf everyday.
And you won't face the best Spirit or Deathslinger every day either.
@femotek820 said:
https://forum.deadbydaylight.com/en/discussion/comment/2297821#Comment_2297821
If every chase is 30secs you have only one option as solo.. uninstall
If we're gonna talk about time, assuming a 12 hook game, maximising the number of chases that each survivor gets, would take 360 seconds, and 5 gens being done sequentially by one survivor, worst case scenario, takes 400 seconds. Seems pretty even time wise, especially considering outside of new players there should be no game where only one survivor repairs all generators while the others sit in a corner.
All of this is of course ignoring travel time that both sides has to do to find survivors/generators.
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If you really want to prestige a character, the best time will be during the anniversary event.
But do be aware that the only thing you get for doing it is a bloody outfit. And level 1 to 50 takes about 1.2-1.3 ish million blood points, and to get all perks maxed you will require a lot more. Additionally each level of the blood web will also become more expensive at prestige 3 than no prestige at all since you get more rare nodes in the web.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2295708#Comment_2295708
so does that mean completing it for survivor and killer?
Would completing it for only one of them be considered "everything"?
Sorry for the snarky response, but the previous poster did write everything.
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@van9684 said:
Well on here nothing a killer does is toxic apparently. It’s always survivors fault. Noed is because survivors didn’t get enough totems, not a reward for a killer who did poorly all game. Maps are survivor sided yet devs keep removing loops and windows, and the 4K rate is sky high. Killer tunneling? That’s survivors fault since they did a rescue, right? See the theme here?
All second chance perks are rewards for doing poorly, whether it's on survivors or the killer it doesn't change that fact. And survivors have a lot more of them to run, which cannot be completely nullified before they even have an effect on the game.
Do you ever come with any kind of logic or facts with your constant complaining?
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/2292535#Comment_2292535
Well ur prob in low ranks. The higher you get the less your left on hook. Green ranks is pretty much the point where your not really left on hook purple and red you're never gonna be left on hook if you r not being camped.
It happens in red ranks as well, hell sometimes survivors refuse to leave the trial because they need to teabag the killer a bit before leaving, which in one of my survivor games where I was being cornered by the killer, my teammates almost killed me because them staying in the match just being in the exit gates stops the hatch from opening.
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The killer getting stuck in the environment because of a bug, probably?
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BBQ is fine, as has been stated many times the aura reading helps the killer to know where to go to apply pressure, which unsurprisingly alleviates camping.
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@DanielPaint said:
https://forum.deadbydaylight.com/en/discussion/comment/2291680#Comment_2291680
So a survivor should bring detective hunch every round for the chance that the killer has noed?
Works against Ruin and Devour Hope as well. I personally bring it regurlarly when I feel like it.
How is bringing Detective's Hunch just in case of hex totems such an issue? If you have such an issue with totems it's only natural to bring something to help, no? Also over time you will learn where the totem spawns and shouldn't need it much anymore.
Also, bring a map + the addon that shows the map auras to all survivors to increase the totem cleansing speed.
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@DanielPaint said:
https://forum.deadbydaylight.com/en/discussion/comment/2291662#Comment_2291662
Most totem spots are relatively bad hidden and easy to find but a few are extremely hidden.
Detectives Hunch ruins any totem spot.
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@Sonzaishinai said:
Add something like everytime a gen get's fixed everybody screams and reveals their location.
Technically a buff but it will also remove the most annoying part of noed. The uncertainty of the killer having it.
With the above change after the first gen you know it's do the totems or deal with noed.
So a weaker Bitter Murmur?
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In my opinion, no perk or killer should currently be nerfed, heavily that is, or reworked before the SBMM system comes out, to get proper matchmaking data on how the perks/killers perform.
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@van9684 said:
https://forum.deadbydaylight.com/en/discussion/comment/2290181#Comment_2290181
Says who? He’s to new to know how to optimize him. He can hit over and through walls and pallets. I’m not seeing many lose and I’m not a new player so I’m not sure where you’re getting your ideas.
He cannot hit through walls, period.
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@van9684 said:
Survivors being toxic isn’t game breaking where as with killer, they can take an entire game hostage if they’re in a bad mood. Survivors play to have fun. Killers play to get a 4K. It will never be fully balanced as the grind is so much different between killer and survivor. It’s refreshing to see a good survivor or survivor team.
A killer can barely take the game hostage, only way they can is if the survivor somehow gets themselves stuck in a corner so the killer can bodyblock them, while this is despicable if the killer does it and never moves. They can never do it without the survivor screwing up.
While survivors can just CHOOSE to hide all game, just doing enough to not get crows, never progressing and forcing the killer to stay in an extremely boring game. No screw ups required by the killer, just the survivors wanting to do it.
Also, don't give me the "players in professional games/sports all do it to get in the opponents head". Compared to professional games/sports there is no money on the line, nothing is on the line except whatever amount of pride you have determined by yourself to bet on it, you play for fun, I hope. So while survivor toxicity might not be "game breaking" it is ruining other peoples enjoyment of the game.
And before you go all whiny about tunnel and camp, the killers objective is to kill you, while yours is to evade the killer and repair the generators to ultimately be able to escape through the exit gates or hatch, if it comes down to it. Try to think how your or your teammates actions might have contributed, not always but sometimes, to the tunneling/camping. Wait a few seconds before unhooking, don't be seen going for the unhook and much more.
Not that I am expecting a reasonable response from you with actual logic.
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Agreed, way too bright now all of a sudden I struggle with following scratch marks in the corn. And the corn has been made even worse to see through now.
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It's not even that strong, plenty of survivors counter it by not camping pallets/windows where it is possible to lunge to either side of the pallet/window as soon as you uncloak, they just move further away from the killer that is hugging the wall staring at the wall uncloaking which forces it into a normal M1 chase, where Wraith is well average at best since all he has is M1.
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As you said, one of the problems with the perk is that it is both a hex and has a very long cooldown for a pretty weak effect. It even helps survivors by preventing them from dropping the pallet on you after you hit them, which leads to the pallet not being wasted.
Second is as you also mention 16 meters is honestly completely useless, if we do the math of the distance a survivor gains after being hit, feel free to correct me if any of the numbers are incorrect I got them all from the Dead by Daylight wiki.
3 seconds of weapon swipe animation after a hit, I have no idea about the movement speed of the killer during the animation it's pretty slow so for simplicities sake I am assuming the killer barely moves, 2 seconds of on-hit sprint burst for 150% movement speed. During these three seconds the survivor gains a distance of 16 meters, if they just are able to just go straight, before you can begin chasing again.
And comparing this distance to Hex: Blood Favours range it doesn't look good for our perk at all.
On top of this we can look at how long the effect lasts, 15 seconds on Hex: Blood Favour, and how long before the killer catches? Assuming 115% killer, the movement speed difference of 0.6 m/s would mean it takes 20 seconds to gain 20 meters of distance on the survivor.
Like above, the duration of the perk isn't even long enough for you to catch up on a straight line.
Once again, if something is wrong anywhere, please correct me.
The only time the perk would see any value is if the survivor decided to not leave the area with the speed boost from getting hit.
And how to change it? I really have no idea, just thought it would be fun to try and put the math behind why the perk might need some changing.
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Rather than saying it is because of bad survivors or killers it's just that the average skill of the playerbase isn't very high which leads to killers getting those high kill rates. Killers have lower skill floor than survivors but higher skill ceiling.
In addition to this the killer only has to rely on him/herself and no one else, which is both good and bad, when it comes to the stress you feel in game, where as one bad survivor can throw the game for the survivors by giving the killer snowball potential at the wrong time, which can be hard to recover from.
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@CapricornZeus3 said:
https://forum.deadbydaylight.com/en/discussion/259156/is-blast-mine-supposed-to-not-count-as-a-stun
I mean, it's rare but was the killer running lightborn? Because if he was, he technically wasn't "stunned"
Lightborn only protects against the blind, not the stun.
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@van9684 said:
https://forum.deadbydaylight.com/en/discussion/comment/2288455#Comment_2288455
All perks for tunneling and slugging. I guess we know how you play killer lol.
Yea you know how I play killer I guess, I tunnel if I have to, sometimes you just need to force back the momentum of the match, "camp" if survivors are obvious about rescuing before I even get the chance to leave.
Sometimes the tunneling happens by accident, sometimes because the rescuer hides or runs to a super safe tile while the other survivor is left to fend for him/herself.
From your posts I can see how you play, die super easily and then go and whine on the forum.
@bubbabrotha said:
https://forum.deadbydaylight.com/en/discussion/comment/2287851#Comment_2287851
It is. You move at 90%
That's a downright lie. You always move at 100%, 4.0 m/s.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2288497#Comment_2288497
Can you read?
Both sides do things that are not fun for the other. How is it one sided, based on your responses in now multiple threads it seems like you are one sided. Play both sides and then you might start to see the nuances of the game. The two sides have opposing goals...
Honestly, don't bother. All his posts are the same negative tone how killers are op and unfair, filling in for Sluzzy.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2288455#Comment_2288455
Hmm? No, there is no gathering information on if the Killer is camping, defaulting to that assumption is actually the optimal choice.
What Survivors are expected to do is gather information on if the Killer isn't camping.
So basically, genrushing is even more the optimal choice even if the Killer isn't camping (because the Survivors don't know for sure if the Killer is). Which is a problem.
What you do and don't see or hear is ways to gather information.
Survivors used to wave their arms based on killer proximity on hook, but over time this has turned into them just waving their arms whenever, so that doesn't work anymore sadly.
Also, I have to wonder how I barely ever see any camping compared to every other survivor here? And no EGC "camping" doesn't count and neither does defending hook if survivors are seen going for the unhook, which happens a lot, and then they most often proceed to loop around the hook making it impossible for others to save.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2288200#Comment_2288200
I mean basically all that boils down to is: "Hey Survs, assume the Killer is camping and sit and spin on gens". Bloody stellar gameplay.
Just like the killer has to constantly assume every survivor is running DS, Unbreakable, Dead Hard and brought the kitchen sink with them for good measure. That's part of the game, gathering information from what you are seeing in the match.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2286171#Comment_2286171
So again, the argument boils down to "it's not as fun for the killer". The presence of walls make it more difficult to hone in on survivors. That's what you're saying.
You're completely missing the point, what he is saying is that the survivor turns right but the scratchmarks goes left. I personally have encountered this many times, once I had a survivor run past some stairs and for some reason the scratchmarks went up the stairs instead of following the survivor. That's what makes them inconsistent.
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@justcherry84 said:
https://forum.deadbydaylight.com/en/discussion/comment/2286931#Comment_2286931
Thus doesnt really matter tho since whatever points my teammate gets doesnt benefit me. He isnt giving me his points. Like one person replied in this thread, when you play survivor you're also playing against other survivors.
I can tell that you're limited in your thinking. The bloodpoints your teammates does not benefit you? Ok, so there is no difference according to you if you get teammates with perks or without perks then?
No matter how little you think your teammates bloodpoint gain benefits you, the killer still has to face four of you.
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If you view it in another way, survivors earn more blood points than killers. The game is 4v1, if you add up the survivors score and compare to killers, usually they earn more as a group but less individually.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2255730#Comment_2255730
How do you lead killers on long chases when the killer comes right back to the hook and hits you off the hook. Even if you had a 1 second head start, you are going to go down within 2 feet from the hook.
If this happens, your teammates screwed up, nothing to do with killer. Your teammates can either delay the unhook and work on a gen close by while waiting for the killer to get further away, or IF your teammates has to unhook you right this second, protect you by bodyblocking the killer from reaching you.
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According to twitter, contact their customer support.
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@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2285454#Comment_2285454
No I’m good but killers shack is weak.
Not surprised with this opinion having read your other posts, but killer shack is pretty safe for a few loops on its own. And if certain tiles spawns with the shack window pointing the right direction, you don't even need a pallet for it to be super safe.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/2285194#Comment_2285194
I thank you for it but, would you have a problem with placing an arrow that goes to the upper floor, I mean from the lower floor you start the line of the arrow and it ends on the direction the stairs are going up, not the ones that are in the floor and goes and lift the terrain a bit but doesn't go towards the other floor.
I hope you don't mind the comment, I know it's a hard work to do so... I am a master builder so I know how hard is to do a blueprint... I was just saying as an easier way for people to understand the map... I haven't played a lot on the map either so the only stairs I know they go upstairs are the main hall ones and the fire escape ones... if they're the only ones feel free to let me know.
I can also add that detail, if you want. I might need to play RE to get a better vision of the map...
I don't mind the comment at all, thanks for the input. I could absolutely do that, There is just on problem that I don't know how to do in that case. Which is that the "second floor" of the main hallways is visible on both floors. But I'll do the changes and if there is anything else, please do let me know.
I also do apologize for the random RE2 item locations, which aren't there for the DBD version, hazard of borrowing the map from somewhere.
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It's just latency, same thing can happen in many first person shooter games where you die after rounding a corner.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2285194#Comment_2285194
Oh god, thank you. I was looking for a reference guide before it went offline and couldn't find one. Gonna bookmark this on my phone to use when the map goes back online. You're a lifesaver.
I have seen a gen in both the library and the lounge (obviously not at the same time, it was one or the other.)
I should also probably mention that the top generator in the main hall on both the first and second floor is the same generator, just to make sure there is no confusion.
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@Laluzi said:
I figured out where four gen spawn locations were before the map got shut down. One more and I might actually be able to complete a game on it.
I progressed a whole hook stage in half of those games because my teammates couldn't figure out how to get to me from their location.
It's beautiful, but so much of a maze that it puts Lery's to shame. At least Lery's has signs from a distance that can be used to find gens. Midwich's main path is quite straightforward. The Game is a maze, but it has so many access points between floors that getting lost is less impactful. RPD wasn't built for DBD gameplay and it shows.
I got you covered, did it by memory so not 100% and only played it like three times on PTB and twice on live before being disabled.
First Floor
Second floor
Those are the possible generator spawns that I know off. Yellow are passageways where you can walk through, turqoise is drop downs from second floor to first floor, dark red line above Darkroom is one of the basement spawns. The base map is shamelessly borrowed from RE2 Remake.
Edit: I missed a passageway that goes into the lower part of the Darkroom from the left.
Edit 2: Also missed the added stairs to second floor in the West Wing, it's the west hallway to the left of Records Room and you end up outside the S.T.A.R.S Office.
Edit 3: Updated the maps with the few doors/passageways I forgot the first time, added the new west wing stairs. Also as requested by @Saitamfed, I hope I got what you meant somewhat correctly, I added arrows indicating the direction of stairs, I hope it made it clearer, if not let me know. I appreciate the feedback.
Once again I apologize for my paint skills. :D
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2284769#Comment_2284769
About what, the incessant, entitled, tiresome, endless whining and whining and whining and whining and whining every day, all day, in 20 threads per week, about how "everyone" hates the indoor maps and no one should be allowed to enjoy them because a bunch of selfish killer mains can't stand having anything other than open fields with no obstacles to get 4Ks on?
Or was it something else?
@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2284734#Comment_2284734
It's got pallets on it and it's not a giant open area, thus it's BAD AND POORLY DESIGNED AND MAKES LIFE ABSOLUTELY MISERABLE FOR EVERYONE.
This "disable all indoor maps" ######### is getting out of hand. How about we just disable everything so NOBODY gets to enjoy anything in this game? People act as if getting the RARE indoor map that pops up maybe once or twice a day is like being thrown in front of a moving train that's on fire and built out of AIDS-infected hypodermic needles. Good GOD people, pump the brakes on the ######### melodrama.
Now you're being a bit childish when you apparently don't grasp WHY killers dislike indoor maps, especially Midwich and now RPD. The biggest issue for killer is that there is no skill involved on those maps at all just hold W until you can get close enough to hit and then repeat ad naseum, there is no mind games just W.
You do know that the majority of killers only move at 4.6 m/s, while survivors move at 4.0 m/s right? That is only a difference of 0.6 m/s. It means that a distance of 6 meters between a survivor and the killer is 10 seconds of holding W. And the fact that has been mentioned many times in other threads of why Midwich is bad is that you cannot cut the survivor off by moving diagonally, you are forced to follow in a straight line.
Unless you're right on top of someone when you start the chase, you can waste multiple minutes walking around the upper floor hallway before even beginning a chase with the survivor, since a chase can only begin when the killer is less than 15 meters from the survivor. And this is why the majority of people dislike Midwich.
Compared to almost any outdoor map, which you complain about, where actual skill from both survivor and killer matter, Midwich is a bad map for this type of multiplayer game.
Also indoor maps don't only pop up once a day, survivors are never afraid to use map offerings to get maps where they have the advantage on.
And before "killer main", I play about 80% survivor and 20% killer, most of the time I just touch killer for the dailies, especially the stronger ones, Demo for life.
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Furtive Chase from The Ghostface also works, in addition to Nemesis from The Oni as previously stated.
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@aroell said:
Borrowed time is a must have if you are playing survivor, most killers will tunnel even at 5 gens.
If the killer is tunneling with 5 gens left something is terribly wrong. Have you tried doing generators while he tunnels? Should be able to get at least one done. Or are you all chasing after the killer?
As for a build I'd agree with first poster, just switching out Prove Thyself for Borrowed Time or Kindred.
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@Hoodied said:
Leon, he is still trying to get him to go on a special date with claire’s sister
Chris and Claire has another sibling?
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@Phasmamain said:
How does it even get to a point where you can ship a patch where clown’s bottles don’t slow? Did not a single person during play testing think that they should try clown?
All 5 of us clown mains are pretty pissed right now ngl
There was at least one person running Clown on the PTB and if I remember correctly, survivors disconnected because it wasn't the Nemesis. Because imagine testing more than the newest killer on the newest patch.
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Don't wanna get tunneled? Wait more than 5 seconds before unhooking. Don't want to see camping? Don't be obvious when going for the unhook and don't loop the killer next to the hook. So many times survivors cause the "tunneling" and "camping" by not being patient.
Also, as stated by AVoiceOfReason earlier the difference in pressure when you have three compared to four survivors left with only one or two generators left is immense. So, sadly sometimes someone just has to go to make up for the map design and/or split survivor spawns.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2282886#Comment_2282886
Shelter Woods has extremely weak pallets, high visibility from across the map, zero loopable structures besides the jungle gyms and shack, non-chained structures, mostly exposed gens, and no main building. The large size doesn't end up being much help to survivors when the killer has an unobstructed walk from every point A to point B; there's no walls or buildings in the way. Chases are generally very short on this map due to the lack of resources.
The other two main buildingless bland maps have more going for the survivors - Wrecker's Yard has more pallets, loops, and hiding spots, and Rotten Fields has corn to block LoS and more chained jungle gyms in my experience.
I wouldn't call the majority of the pallets on that map extremely weak, none of them has both sides being so short that you can lunge around them from one side to the other. And when it comes to places to hide, the side without the shack has plenty of rocks to hide behind on either side of a jungle gym, where you can force a killer to waste time searching.
And not to mention how you can use one of those rocks to waste a few seconds before getting hit by just simply looping around it, since the smaller survivor hitbox makes it so the survivor is almost on par with a 110 killer in the time it takes to travel the distance around the rock.
And by my calculations, it takes roughly 30 seconds from point A to B across the diagonal, and roughly 20 seconds just straight across. That's quite a long time for the survivors to work on gens. While a survivor takes roughly 35 seconds and 18 seconds respectively.
So if survivors just spread out properly and don't work on generators right next to each other they can set up a rough end game for killers on the map because of the size. No coordination is really required, just ask yourself if you should complete the generator you're working on whenever you see another generator be completed. If you have played for awhile you should have an idea of how the generator layout is on the maps.
About the other two maps: Wreckers Yard is fine, a bit dark like all the other Autohaven maps, other than that I think it's one of the more balanced maps in the game, like Coal Tower. Additionally of course Wreckers Yards seems to have more pallets, it's the eleventh largest map in the game, roughly 2 000 square meters smaller than Shelter Woods. Like I wrote pallet density, smaller maps will appear/feel like they have more pallets since they are closer to each other to make up for the map being smaller.
Rotten Fields is the complete opposite of Shelter Woods with zero line of sight and the killer constantly having to guess where survivors are. Also similarily to Wreckers Yard, it is smaller than Shelter Woods and in turn has more chainable pallets/tiles.
In the end all maps have roughly 11 - 13 pallets on them, other than maybe The Game, which is an abomination in it's own right.
I never said Shelter Woods is perfectly balanced but it sure isn't an automatic loss for the survivors, just like Haddonfield/Any Farm map/The Game isn't an automatic loss for killers, just that it might be more difficult, but not completely unreasonable.

