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Seraphor

Seraphor

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Seraphor
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  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2402605#Comment_2402605

    It's called bloodwarden, the current No Way Out.

    I genuinely think a perk, that locks gates when you open them and then also regresses them is incredibly unhealthy for the game.Survivors finish their objective, open the gates and then get locked in and die?

    If they haven't opened the gates they haven't completed their objective. Killers can regress gens, so why not exit gates?

  • @DoomedMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2402623#Comment_2402623

    Uuuh they actually put it on live, did they revert it ?..

    It was live for 48 hours... two months ago.

    I get TC's issue, I have it too. Purple killer, facing nothing but red rank death squads, with the occasional yellow rank noob stomping that's entirely unrewarding.

    For that 48 hour test, I was placed against survivors of my skill level, and the games felt so much better for it.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2402503#Comment_2402503

    And I usually get like 10 seconds on that per match.

    You could easily do it in two matches, so at least one of those you're reaching 30s.

    I could maybe see it being 20s, or 18s, but much less than that would be too easy.

  • @DoomedMind said:

    https://forum.deadbydaylight.com/en/discussion/270535/option-to-turn-off-swfs

    The problem is that it hurts people that just want to play with their friends. Punishing people for that reason is some hell'n'bad design.

    The problem here is that you met people that are not in your range of skill (thx MMR system, solution of all of our problems, eh ?) . I mean, I play sometimes in 4SWF, mostly 2SWF, and my two other friends are not that good in the game so they are down quite easily, we're not that of a threat, and we're, together, around purple rank. And with that kind of option, we would get punished for wanting to play together and have a good time.

    See what I mean ?

    We don't have an MMR system yet. So yes, it literally would be a solution to this problem.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2402521#Comment_2402521

    Counter to end game collapse? EGC only exists to make sure the match ends, it isn't a tool for survivors or killers, and at the points of survivors being able to open the gates, the killer can too, 99ing is fine.

    Please explain to me why you need EGC to start as fast as possible, I'm curious.

    Absolutely 99ing is fine, it's a tactic. But there should also be tactics to counter it. Opening the gate yourself as a killer is one way, with it's own downside, but there's no reason why there shouldn't be others if you're willing to pay for them with a perk slot.

  • I'd like to share my version of this thread with a much simpler solution:

    @Seraphor said:

    There are now 95 survivor perks and 84 killer perks

    When the game launched, there were approximately 30 survivor perks and 20 killer perks.

    Every year adds 12-15 perks for each.

    In another 2 years there will be ~120 survivors perks, and ~110 killer perks.

    For established players who have already caught up with the perk grind, this isn't a problem, but for new players (and the game thrives on new players) this is fast becoming an insurmountable mountain to climb.

    120 perks, to get on just one survivor, would require you to level all survivors to level 40, and then make your way through an additional ~150 bloodwebs on that one survivor.

    27x40=1080, so around 1230 bloodwebs, at an average of around 50k per web = 61.5 Million Bloodpoints

    That's just one survivor, and not even accounting for the Prestige system.

    This is an insane amount to grind, and it's not necessarily possible to fast track it in any way, as it could be that one perk you're trying to unlock for your main survivor that just won't spawn on the bloodweb, and it takes you the full 61.5 million bloodpoints to obtain it.

    So there's two huge issues here, the insane amount of bloodpoints required to obtain the perks you want, and the ridiculously low chances of spawning the perks you want. This is only going to get worse with time, and BHVR need to do something to address it.

    One solution, that could solve both facets of this problem without doing too much to disrupt the current progression design is:

    All perks, when unlocked, are automatically available for all survivors or killers at tier 1

    So when you first begin the game, all survivors and all killers automatically have access to; their own teachable perks at Tier 1, and all generic perks at Tier 1.

    Upon unlocking a character's teachable perks at levels 30, 35 and 40, all other characters instantly acquire that perk at Tier 1.

    The result of this change is two-fold:

    1. The insane perk grind is reduced by a THIRD, as you now only have 2 tiers to unlock for each perk via the bloodweb instead of 3. Now you may think "but that's just a band-aid fix, eventually we'll have enough perks that it'll climb to 61.5m again," however...
    2. The frustration of not finding the one perk you need is almost completely removed. You will have access to all perks that you 'own' on all characters, at Tier 1. This is an immeasurable quality of life improvement, that will massively reduce the urgency to grind out perks for a character. If you need a perk, and you've unlocked that perk as a teachable, you already have it, albeit in its weakest form.

    Some perks will benefit from this more than others, for example BBQ & Chilli is not worth all that much as a BP multiplier at Tier 1, so you will still want to grind it out to Tier 3, however some other perks such as Inner Strength, are still completely viable at Tier 1, requiring you to simply wait 2 more seconds in a locker to regain a health state.

    The quality of life that this change would bring to newer players is huge, allowing them to play with any of the perks they have, without needing to invest hundreds of hours into the game before they even get a chance to use them. The 'pressure' of the grind is massively reduced, while still providing incentive to grind to 'level up' the perks you have. This could allow newer players to actually consider the Prestige system, which is currently something that is essentially written off for anyone with that huge perk grind still ahead of them.

    Meanwhile established players that have already caught up with the perk grind, will be minimally affected, as it will now take them merely 2 bloodwebs to acquire all of the new perks instead of... 3 bloodwebs.

    Most of all, this change would be such a drastic improvement, without disrupting the value of items, add-ons and offerings. The bloodpoint 'economy' would still be maintained, with Rare, Very Rare and Ultra Rare items and add-ons remaining just as 'rare' as they are now. There's no need to change the BP values of anything in the bloodweb. The grind will still remain as much of a grind for items and add-ons as it is now.

    I see a lot of people suggesting things like; "remove perk tiers entirely" and "increase bloodpoint rewards", and while these aren't entirely unreasonable suggestions either, I also doubt they're things BHVR are realistically going to consider, because they do have their own vision for what the grind should be, and the value of bloodpoints is something they have to consider. Remove the grind too much, and people have less reason to play, and less incentive to play well. But this suggestion is much more realistic in that it shouldn't completely disrupt BHVRs vision.

    However you have some good ideas here, especially the BP bonus offerings that do need to be buffed, as it is the browns and some yellows are practically worthless.

    Oh and Prestiging does increase rarity. Not by much though, effectively 2-3% I believe.

    Three dailies per day might be a bit much, especially when you miss a day and then you have six... do you get nine if you miss two days? As it stands the daily system allows you to hold up to three, with a potential fourth pending, so you can take a break for up to three/four days without the FOMO setting in. I imagine if you got three per day it would be much more annoying to miss out on a day. Maybe this could be something that only gets triggered when you've completed every single Rift challenge.

  • @limierr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2402455#Comment_2402455

    The idea is interesting but quite hard to put in place. I mean imagine to have a fast killer, How do you want to remain for 30s at 10m of him ?

    It wouldn't be a problem at all. We already have Rift challenges for "remain undetected within 10 meters of the killer for 60 seconds".

  • I think No Way Out is more than strong enough as it is without this 'anti-99%' tool added to it. It seems like that could be a perk in it's own right.

    Maybe something like; If a gate reaches over 90% complete and the survivor disconnects, the next time a survivor attempts to open that gate it will be locked and all survivors will be Exposed for 6/8/10 seconds.

  • @SnakeSound222 said:

    I’ve never liked the glyphs and from what I’ve heard these new yellow glyphs sound annoying and can easily be lost if the Killer happens to find you while you’re interacting with one or is a dick. They should have just stuck with the red ones.

    On the plus side, if you fail and lose the yellow glyph, it will respawn nearby, probably within about 30 meters from what I could tell. I chased one around the map 6 times, and each time it spawned it was more or less within sight of the last one, baring any LOS blockers.

  • @limierr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2402447#Comment_2402447

    The idea is to get more token with a downside. The main point is to offer a good stealth tool which will penalize gen rush in compensation. A bit like inner strength works were you waste 14s to cleanse a totem and around 8s to get heal (without taking account the search time ).

    Downside or not, I don't think there's a real call for it to have more tokens, it's not just 3 chances to stealth, it's an incredibly useful info perk that persist for the duration of the game. Even when you're out of tokens and your aura can be revealed, you will know exactly when your aura is revealed and can work around it.

    But for the sake of argument, I could maybe get on board with gaining an additional token for every 30 seconds you remain within 10 meters of the killer without being detected. The downside here is making a risky play that could get you caught, so it seems a fair cost.

  • @limierr said:

    No. Distortion is suposed to be a solo perk to work like a lone wolf.

    However there is a buff that the perk could deserve , it is a way to get back some token with a downside.

    An idea could be to request to a survivor to for exemple hide for 8s in order to get one token.

    It doesn't even need more tokens.

    The idea is you get three free chances to avoid detection, and with those three chances you learn what perks the killer is using. You can use Distortion to detect; BBQ & Chilli, Nurses Calling, Bitter Murmur, Scratched Mirror/All Seeing Blood, etc. And then with this info, you can avoid future aura detection by countering them; getting in a locker or close to the killer when someone is hooked, not healing close to the killer, being furthest from the killer when a gen is completed, etc.

    It's an info perk as much as a stealth perk, and the info you get from it is pretty strong as it is.


    The only 'buffs' I would give to it, and the first isn't so much of a buff as a 'fix', are:

    • Only consumes one token against a Tier III Lethal Pursuer.
    • Extends to the other survivor when healing/being healed against Nurses Calling. (which I guess kinda goes with TC's first suggestion, and it could work like Prove Thyself and apply within 4 meters, 8 is too much)
  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2401811#Comment_2401811

    Because 3 people on a forum of people who think they're all gods at the game say so? lol

    They're objectively horrible. Having to do an action alone is silly when the killer can interupt you anyways but to then double down on it by making you land skill checks in a way entirely unique to this game? WHAT? Even the color of the skillcheck wheel being messed with on top of it. Total overkill and just pointless.

    Says the person claiming their opposing subjective opinion is "objective".

  • This seems like a good compromise. Maybe something like a red skull that fades in and out over their portrait while being carried?

  • @Red_Beard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2399667#Comment_2399667

    But you weren't supposed to get the down though because the server saw that the pallet was down far enough to stun you before it saw the hit to the survivor. So you didn't really lose the hit, it just looked that way on your screen because of latency.

    The problem is, on the killers screen, they should have got that hit. If the killer cannot discern whether or not their hits should actually connect anymore, then killer is impossible to play. You need to see into the future, and predict where the servers think you are, not where you actually are on your screen.

    It's much easier for the survivors to do this when it favoured the killer before, because survivors are looking into the past, they just need to give some extra distance between them and the killer, they know where the killer is coming from. But for the killer to compensate in the same way as survivors used to do, the killer has to look into the future, and predict where the survivors will be, before they get there.

  • @SpaghettiYOLO said:

    3 people on one gen with Prove Thyself is pretty disgusting. The rare instance all 4 can get on a gen with PT is basically a robbery.

    Some serious downplaying in this thread when it comes to PT. And the guy saying it isn't a max 45% bonus? LOL please go actually read what it does before claiming things. It most definitely is a max of 45%, which is ridiculous. Usually the max is 30% as three is what will be on a gen while the fourth takes the killer on a 30 second chase. That's all 3 needs. Just 30 seconds.

    And Thanatophobia is only a max 20%. PT smashes Thana. With how many teams are so determined to pile up on gems, PT doesn't need to be 45% max anymore. It used to be healthy, but it's not anymore. Needs to be a max of 20%, just like Thana. But that would mean balance and I'm beginning to question if the devs really want true balance in this game.

    A maximum of 20% would barely touch the penalty for cooperating on a gen, and so the perk would be less than worthless.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2400392#Comment_2400392

    Prove thyself only provides a 15% buff to each survivor meanwhile each survivors suffers a 15% penalty per each other survivor on the gen.

    It is not giving 4 people 45% boosts on the same gen. It is only giving 4 people 15% boosts.

    Correction, it's giving three people 15% boosts.

    With one instance of Prove Thyself, you still only (almost) negate the penalty for three out of four survivors, or two out of three, etc.

    So all in all, survivors grouping together to complete gens with Prove Thyself is still less efficient than all of them splitting up. So there's no way in hell this perk is too powerful. I'd be way more concerned about Brand New Parts than this thing.

  • @Artick said:

    When killers say "x survivor perk is not fair" what they actually mean is "x survivor perk is not complete garbage and actually has a small impact on the gameplay which requires me to very slightly adjust my playstyle which I refuse to do and instead demand it to be nerfed because it worked wonders in the past".

    And vice versa.

  • The timing is a little weird. I would say they could work if the footprints appeared 20-30 seconds after (so 10-20 seconds after scratch marks have vanished) but then disappear after 60 seconds.

    If they were permanent, this perk would quickly become useless after about 2 minutes as the entire map would be littered in footprints and they would give you exactly zero information at that point.

  • Nah keys are fine, it's the Hatch that needs to be nerfed. Have it only spawn:

    • When there is one remaining survivor.
    • When all gens are repaired.

    Simply put, this eliminates the chances of the hatch spawning (and thus a key escape) when there are still objectives left to complete. Just as the killer has to complete all of their objective before they can mori. (2 hook stages before the final death hook)

    This way, a key is just turning 2 possible exits into 3, which can be useful with a fast killer or when the exits spawn right next to each other, and it allows the last survivor to reopen the hatch if the killer closes it, allowing them the chance to escape, because the chances of the last remaining survivor actually managing to open the gate when the killer is just bouncing between the two is very low unless it's something like The Game or RPD with a slow killer.

    With this change, I'd say Keys should actually get a buff. Maybe something like, opening a chest with a key has a significantly greater chance of a rarer item, but consumes some charges.

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397819#Comment_2397819

    I'm not interested in pity hits or bloodpoints that are often denied because they'll cross the gate line before the hit can connect. People who stay at the exit for any other reason than to wait for their team mate to arrive and escape together are #########.

    Some people do want the BP though, killer and survivor, so not all survivors who stand at the exit line are being toxic, they're giving the chance for a few more chase/hit points.

    This is what I'll often do if the killer is there. I won't wait around unnecessarily if they're not coming to the exit gate but if they're in the vicinity I'll stick around to get us both extra chase/hit/protection points, especially the later as I run WGLF.

  • @Jarol said:

    Indoor maps are actually better than open maps, maps like Lery and Midwich are balanced.

    Lerys maybe, and Hawkins, but indoor maps with multiple levels are a real problem. You can't tell if a killer is on your level or above/below you. This can give them a huge amount of map pressure, or allow them to catch you off-guard when you think they're on a different floor but they're actually right behind you.

    Terror Radius should be a 3D orb, rather than a 2D circle, so that you'll get a lesser TR when they're above/below you, and be able to better gauge how 'close' they really are.

  • @Freddy96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397912#Comment_2397912

    Based on what?

    You want the list ordered by alphabet or release date?

    "Solos would have the benefit of using any meta perks" no shot really? As if right now its different and solo experience is any better.

    "There are 94 perks" and 84 of them suck

    I thought it was already common sense that nerfing swf without buffing solo would be the actual worst way possible to fix this game but dbd forums i guess

    The issue with 'nerfing SWF' has always been that it would inadvertently nerf solos at the same time.

    This doesn't do that.

    Usually the common opinion is that solos should be buffed, and then killers buffed in turn, but anything that nerfs just SWFs without nerfing solos, which this does, would also work fine.

    "There are 94 perks and 84 of them suck"? You are part of the problem with this game. Learn to play without DH and DS.

  • @Freddy96 said:

    So killers will be locked and won't be able to use some perks/killers/addons against solos amrite?

    Based on what? How would you determine what perks, and how would you 'lock them' based on the make up of the survivors?

    Oh right, this is just a 'tit for tat' nonsense reply.

    Solos would have the benefit of using any meta perks they want, while SWF would be limited. It wouldn't really be a big hindrance to SWF players, because there are 94 survivor perks to choose from, it would just prevent them all from running DS, DH, BT and Adrenaline at once.

  • @truegod_10 said:

    I recommended a very similar idea a while ago and people did not seem to like it cause I did not really receive feedback on it.

    I really like this idea and thought it could be implemented by locking survivor builds after getting into a pre-game lobby; similar to how killers can no longer change killers once they enter the pre-game lobby.

    Locking in the build is a good point.

    So while in the pre-queue lobby, with just your SWF, you would not be able to 'Ready' if another survivor was using the same perks as you. Once you're all using different perks, you can all 'Ready' and enter the queue.

    Once you're in the pre-game lobby with the killer and any additional solo survivors, your build is locked in place, and you can't change your perks. Only item, add-ons and offering.

  • @Gunkpump said:

    I agree EGC is a godsend, but I feel it can still be improved upon. At that point the game is already over and they know it. That's why they are standing there waiting for me to show up so they can teabag and leave. I shouldn't be forced to use No Way Out or Bloodwarden and take up a perk slot just to avoid survivors being trolls.

    You're not though. Just walk up to them and get another free hit and more bloodpoints, as you force them out of the exit.

  • I would honestly be fine with this. In many ways it would make SWF more interesting, and encourage you to play different builds. have a survivor who takes priority rescuing off hooks because they have BT, a survivor who's priority is cleansing totems because they have Counterforce and Inner Strength, a survivor who's job it is to run the killer because they have DH and DS, etc.

    I think It's just as dull for the survivors when everyone is running DS, DH and BT.

  • Any length of time that is less than the EGC or the Bleedout timer, both of which have a maximum of 4 minutes, is deemed perfectly acceptable by BHVR.

  • @Red_Beard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2396569#Comment_2396569

    Do you mean if two people are looking at him it only reveals for one of the two, or if two people are looking at him it won't reveal for either? I'm guessing it just prioritizes one person, correct? When I was behind the Ghostface slapping his ass he walked away from me and I kept looking and he never came out of stealth. If there was someone else looking at him at the same time and it was just prioritizing them, I think he would have came out of stealth. So I do not think that was the issue on that occurrence.

    Not saying you are wrong but do you have source of someone from BHVR stating this?

    If two people are looking at him at the same time, only one of them will get the audio notification that they're in the process of revealing him. Lets call them survivor A. If they stop revealing him before he's actually revealed, then he won't be revealed. Meanwhile the other survivor B will be staring right at him that whole time and won't be revealing him at all, because survivor A is taking priority.

    I wouldn't be surprised if there's some kind of bug too where, once survivor A stop revealing and has failed to complete the reveal, survivor B, who is still looking right at him, still doesn't get to reveal him, until they look away and then look back at him, or something.


    As for the source from BHVR, this was discussed on the boards around the time his reveal mechanic was last changed and I believe devs weighed in at the time, so no source, it's just been 'absorbed knowledge' since reading it then. I don't know exactly how big or the exact position of this central 'box' where he needs to be, but based on the examples you posted above, it's entirely consistent. The time it didn't work were likely due to obstruction. Or, just because it's DBD, a bug.

  • Killers really don't have any justification for thinking that DS is too strong or frustrating anymore, outside of the niche scenario of getting hit with it inside the exit gate. (because if the survivor is downed in the exit gate with DS then it's a free escape no matter what you do)

    Survivors now can't do anything to progress the game while they have DS active or they lose it. If you're getting hit with DS four times per game, then you are tunnelling. There is no other explanation.

    Being unable to get in a locker makes it easier to tunnel a DS survivor, because now they can't hide, or bait out the DS. You're just looking for a sure fire way to tunnel and slug any survivor who has DS.

    Taking a protection hit? First, the chances of a survivor with DS being at full health and able to take a protection hit safely is pretty damn low. Secondly, in most cases this would in fact disable DS upon getting downed. Basically, if you have DS, but you get tunnelled and downed, and there happens to be another survivor within 10 meters... you have no DS.

    You are trolling, right? You must be trolling.

  • Frankly, they missed a trick with the Twins. They could have been used to add in the coop killer mode. Two killers who individually are much weaker than any other killer, but work together.

  • Not making any sounds at all sounds like a fair trade off for being injured, and leaving pools of blood everywhere, when it's taking up a perk slot.

    How about a perk, that made you completely silent all the time, but you were permanently exposed? Would the permanently exposed part sound like too much of a penalty? If so, then Iron Will should be fine.

  • A certain amount of his body needs to be visible within the center region of the screen, which is a square box.

    If too much of his body is obstructed, by solid walls, grass/corn, or even your own head, then it won't work.

    This is why he has a mechanic to stalk around corners. if done correctly, he can't be revealed because not enough of his body is visible.

    And as pointed out, only one survivor can reveal at a time.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2394644#Comment_2394644

    I think they should decrease the 99% chance of the Killer finding you and hooking you first.

    You can decrease it to 25% by not being stupid and making a scene.

  • Is there anything you can do that wouldn't give you a Poised token?

    "You get a token! And you get a token! And you get a token! And..."


    I think Bloodhound just showing the aura of pools of blood within that range would be awesome enough.


    Blood Favour would fix pallets in place... permanently?


    Overall, nice ideas but I think you've gone a little bit overboard on each one.

  • They're not likely to make any changes to the pip system seeing as it's all being redone and repurposed when MMR is implemented.

  • Why? Unhooked survivors with BT bodyblock the unhooker anyway. If you're going in for a hook rescue, you're taking the chance that you're putting yourself in harms way.

    WGLF does need something like that, but 40% of a generator seems too low, and arbitrary. I'd say a full generator.

    You should be able to complete 2 generators, and get 2 unhooks or 2 protection hits easily enough.

  • One of the main points of the rituals is to get players to play both roles, and try out and level up different killers/survivors.

  • Actually, this map should be brilliant for the pig. Survivors will never be able to get their traps off in time.

    in Why? Comment by Seraphor
  • None.

    But a Kindred-lite ability, that instead of showing you the auras of other survivors, showed a directional indicator (like Killer Instinct) when you held a button, would be useful for solos.

  • I've just levelled up Wraith, so he's currently sitting at 70 something 105% cakes, and he's not really my 'main' as such. But he's not a bad one to farm BP with.

  • @ShinobuSK said:

    What is your ping? I usually have around 40-70ms is that is considered a high ping, I may be playing killer much less in the future.

    40-70ms isn't 'bad' per se.

    Good ping would be 20-40ms, and anything over about 80-100 is considered 'bad', so you're squarely in the 'mediocre/acceptable' range.

    Thing about ping however, is the quality of your connection at your end (whether you use wifi, ethernet, how good your router is, etc.) can cause fluctuations in ping. So 50ms might not be bad, and you may even hit 30ms, but if you're flipping between 30ms and 80ms because your connection isn't stable, then you're gonna feel it.

  • People are DCing because there is no DC penalty currently.

    The regular DC penalty when it's reinstated is fine as it is. First DC is 5 minutes, then it progressively ramps up after that, and the reset period is unknown (intentionally) but is more than 24 hours.

    Essentially, you get one "free" DC if you consider 5 minutes isn't too long to wait, anything after that is shooting yourself in the foot because there's no way that the timeout is worth the time saved by simply waiting out the game you're in.


    But they do need to be a bit more lenient on killer Adepts, considering you only need to survivor to get the survivor adepts.

    Something as simple as counting any DC as a full and complete 3-hook sacrifice for the emblems (but not necessarily BP) would be good. Or simply redoing adepts entirely and having any 4K (including DCs) count.

  • @Lord_Tony said:

    im telling you legendary skin makes the most sense, jason himself offers nothing new

    But does it make sense for Jason to use bear traps?

  • @Exxodus21 said:

    The change seems to have also made it so your hit swings through a survivor before they vault a pallet/as they vault a pallet. I just played a match on Midwich that I wound up throwing while chasing a Laurie to test it after the first time it happened. Every time she vaulted a pallet and I swung for her my weapon went through her and hit the pallet, even though on my screen she was clearly at the beginning of the vault. This game is somehow getting better and worse at the same time.

    The problem is, and has always been, that unless players are perfectly synced (impossible unless both playing very close to the server with an awesome connection) then one side is always going to be favoured over the other. It's just a tug of war, does it favour the survivor, or the killer? You gotta pick one.

  • @Zokenay said:

    Wasnt the change made so its impossible to have the stun and the hit at the same time or something like that? meaning that if you got stunned you dont get the hit, and viceversa

    If anything the "illusion" of the downed survivor is likely just latency

    Idk havent payed much attention to this change

    No, stuns and hits simultaneously are still possible, but there's a much narrower window for them to occur.

    Basically the pallet has to be less than halfway down when the hit is registered for the hit to count. If the pallet is more than half way down, the hit won't go through.

  • @BingBongMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2385520#Comment_2385520

    I agree, variety is good, but variety shouldn't mean that gameplay on a map isn't fun for either side.

    RCPD was a literal copy and paste job. Which literally made no attempts to make the map fit with DBD's style of looping gameplay.

    Yes you can eventually get used to the layout. But it still doesn't change the fact that the map was designed for an entirely different style of play that does not align with how DBD is played.

    Nor does it change the fact that the majority of loops on that map are hot garbage for survivors.

    That's funny, I've got someone in another thread telling me how RPD is ridiculously survivor sided.

  • @ShinobuSK said:

    I was trying to disable trap under a pallet and was very careful to position myself to be able to do it.

    Spoiler alert: I pressed the button when the promnt says disable trap and my survivor was caught in a trap since she tried to drop the pallet instead anyways

    Well you still disarmed the trap, you just did it with your foot.

  • While there's a load more in this game that isn't true to RL, and this is a pretty small nitpick... It's actually such a small change that I don't see any reason why they couldn't change it.

  • @malloymk said:

    Purple ranks is where it's at.

    Purple ranks still pair you up with red ranks more often than not (matchmaking takes 6 ranks in either direction, and red ranks can only go down).

    So Green is where it's at.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2385556#Comment_2385556

    On the fence with this one. That means potentially you can get stunned 12 times and don't give me that ######### about don't tunnel. I have been hit with DS hundred times because I hooked another survivor, Seen someone with BBQ, downed them, Ds stunned. Plus I get a lot of trials where survivors are the same skin. I guess I would be ok with the change but it can't still be 60 seconds if so.

    It doesn't really matter how long it takes you to hooked someone else, and then down the other person, if you got hit with DS, then it was a fair stun, because that survivor hasn't done anything to progress their objectives the entire time it took you to down and hook someone else.

    Eat those 5 seconds, and revel in the knowledge that they wasted up to 59 seconds doing absolutely nothing.

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