Avatar

Samatrain

Samatrain

About

Username
Samatrain
Joined
Visits
125
Last Active

Comments

  • @HerInfernalMajesty said:

    I agree with you. I have been enjoying recent dbd soo much.

    All of these past few chapters and paragraphs are the reason I've come back after ~6 month break!

  • Not sure exactly, but maybe the steam spring sale will bring some DBD prices down? Assuming you're on PC of course

  • Tons of safe pallets which is great for survivors, but becomes killer-sided once those pallets are gone. Killers who's powers aren't strong suffer greatly since they just have to concede and break every pallet. I think the map could benefit from more windows and less safe pallets.

  • Lots of pallets, but none of them are really safe. Strong window in the portal room, upstairs is not worth looping as a survivor. Hard to navigate on both sides but once you get to know the map it can be much stronger. I missed it honestly, no map should be taken away but it definitely needs some work

  • This map feels fairly balanced to me. I definitely play more killer than survivor but I'm never upset when I load into this map. First of all, visually it's amazing. For gameplay it definitely feels unique, it's structures aren't obnoxious (except mayyyybe the main building) and feels like a good change of pace from many other maps. It's got it's unique staircase buildings and the gallows which bring some variety, and none of the pallets are too strong. The breakable wall at shack is also very unique and nice as a killer.

  • Some new colours would be great but might cause some visual problems, otherwise I there are only so many sharp-looking shapes you can come up with...

  • For me it's been Singularity. I didn't think much of it on release and when I tried it the power felt clunky. Came back a few months later, and after watching some videos of people playing him and it just clicked.

  • I don't think a character that mimics others in such a way has to have it's power designed around it. The Unknown reminds me a lot of Fiddlesticks from League of Legends, and that character is just so cool now

  • This map, I believe, is overall survivor-sided but sometimes window RNG can make the survivors' time even easier. Some rooms can be chained together in ridiculous ways that wastes a lot of the killer's time. Pallets aren't as much of an issue as the windows


    I love the look of Lery's and it has a nostalgic feeling of when I was new and things were still scary.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/407714/adrenaline-nerf-incoming

    I suspect they'll keep the effect relatively strong, it'll still heal and give a sprint burst (potentially it will no longer be tied to exhaustion) in return, they'll make it so if you are being carried or on a hook, it doesn't "bank" the effect, then you get it after you are unhooked. As well as making it so it doesn't remove killer powers like freddy.

    That would strike a pretty good balance i think.

    The effect not working while carried or being on hooked would be great, it's a little thing but it makes a difference!

  • I personally don't enjoy him because of how he looks. For me, the look of the killer matters almost as much as the power. While I get that he's a pop star, he still feels so extra with his cosmetics.

  • What everyone else is saying: the map is very big. The size makes it hard to get from point A to B but the loops are nothing special mostly just filler with 1 pallet.

  • IRON MAIDEN!

  • Honestly, games have been feeling shorter than the past few years (atleast for me). Gen blocking is annoying, yeah, but if my gen gets blocked I usually just try and find another one to fill the time. Later in the game when 1-2 gens are left it gets pretty frustrating.

  • Gen blocking in general is just so obnoxious, but I think DMS has been problematic for a while now.

  • I don't think that would be necessary, tracking is already a skill that killer players have to develop using all the things they are given (blood, scratch marks, sound). I feel like removing chase music would make it too easy to track and find survivors. If you listen closely enough you can still here steps and breaths fine with music playing.

    That would probably be a decent buff for a killer like Spirit, but definitely not needed.

  • I like the idea of spacing lockers out, especially when maps put 3+ right near eachother. There's that one Red Forest map that has like 5? right next to eachother which is so redundant for Dredge

  • The main building is honestly more fun than before with the changes. From the view of a killer player I like the change up and how there is now less emphasis on that annoying maze-like fence part. The locations of the other major loops are spaced out enough so they are bearable, and loops can be chained together pretty effectively (which might be my only concern)

  • Too many houses, and too many of them are too strong for the survivor side. Killers stand little chance in the Myer's house and the bungalow. Windows are in places that makes it really tough for killers to keep up and track. On the flip side, the street loops and the loops between houses are super, super weak and make for easy hits if you can find a survivor there. Also killer POV can make it frustrating to navigate some houses.

    Because of the disparity between loop strengths, survivors are forced to run the houses as much as possible and killers just have to suck it up until the gens pop. Lower mobility killers struggle the most because of this! Also some gens are just too difficult to defend, mostly those found inside the houses.

  • The main house can be rough for killers, and the gen that spawns up there sometimes can be difficult to defend. One of the areas next to the house can waste alot of time in a chase since there is a pallet between the house and a jungle gym. The other side of the house is not very remarkable but has the cow tree, tractor and shack which can be run pretty well. The dead zone in the middle can be nice for catching people out though and overall the map feels pretty easy to navigate

  • Wayyy better than before! Still tough sometimes as killer I find since the main building is so tight and offers no line of sight (coming from a slinger and singularity player). The proximity of some strong loops like shack into cow tree or vice versa can mess you up as killer but of course once most of the pallets are gone this becomes a lot easier.

    For the survivor side I have no complaints, the map feels fine and kind of just blends in with the other farm maps.


    1v1 cowshed

  • I think this is a fairly balanced map, especially by Coldwind standards. The map is a good size and the main building isn't too strong for either side; rather both sides have to be careful and aware of the generator there. If the gen gets completed, that can hurt the killer since it's in a fairly open spot, while if the killer defends it, that can be an important gen that can be a pain for survivors to complete later on.

    Loops are spaced out enough and not overly obnoxious, dead zones aren't too common and good map knowledge should keep you out of the few that there are!

  • I think Sanctum of Wrath is pretty good for a map when it comes to both sides. 3-gens are a bit strong but since gen changes that's less of an issue. The main building is unique and kind of fun. I never find myself getting frustrated with the main structure but it might be a bit weak for the survivor side since there are only a few options.

1 2 ›