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Seraphor

Seraphor

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Seraphor
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  • It's for leaving games that are literally unplayable. That means hackers holding you hostage, or bugs that prevent you from progressing the game, or RL emergencies that mean you literally cannot play. It does not mean getting a map that you claim is "unplayable" or going against a killer you deem "overpowered".

    If a game is literally unplayable, then a DC penalty is a small price to pay.

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273548#Comment_3273548

    Hawkins.

    Good use of verticality with unique loops.

    Not bad lighting, too large, flat, disguising scratch marks, hard to distinguish borders and pallets and a nothing burger of a main building.

    Can you please tell that to the thousands of players who would refuse to play on Hawkins and DC when the offering appeared, proclaiming 'good riddance' to it's departure.

    I loved Hawkins so much, but at the time it was like RPD, everyone hated it. And now I like RPD, so I wonder what would happen if RPD were to be removed...

  • Why can't players ever be happy with a map?

    People always hate something different, and can't agree on what they want. Can't be indoors, can't be too open, can't be too big, can't be too small, can't have too many loops, can't have too few, can't be the same layout as an existing map, but can't be a different layout either.

    RPD and Garden of Joy aren't that bad, I've learned my way around RPD now and honestly, I do just fine as either role there. Garden of Joy has issues, but they're niggles, hit boxes and the lighting in the house, that's it.

    I'm personally fed up of Coldwind, MacMillan and Azarovs, and while the new map does have it's issues (colour palette and pallet colours) I'm sure it's layout will end up being just fine once I've learned my way around it.

  • I think regression perks of the same type shouldn't stack.

    Perks that apply a repair speed debuff. (Pentimento, Thanatophobia, Dying Light, etc. Should be easy enough, only the most potent debuff is active at a time, or there's a maximum debuff at which no further potency is applied. for the record, the same should apply to healing and repair speed buffs too, probably +50% is fair, which is just slightly higher than Prove Thyself)

    Perks that inflict instant regression. (Pop, Jolt, Eruption, Pain Res, etc. A little trickier to implement due to varying activation conditions. Perhaps an 'instant regression' effect has it's own 'Exhaustion' style debuff that prevents another one being used for x seconds, could be conditional on the perk. Jolt could be 10s, Pop relative to how much regression is applied, Eruption 15s, Pain Res 20s.)

    Perks that block gens. (pretty much already do, you can't block a gen that's already blocked)

    Perks that increase regression speed. (Overcharge and Call Of Brine, just make it so they can't stack, and the maximum regression speed possible is 200%)


    Stacking multiples of the same type would be as inefficient as Exhaustion perks.

    You could still stack one of each if you wanted, but with each one working differently, they each have their own workarounds, and don't all synergise anyway, like you can't kick a gen that's blocked by DMS, etc.

    You can't be hit by Pop, Eruption and Pain Res plus Jolt all at once and bring a 99% gen to like 40% in the space of a few seconds. You can't be demoralised by a -60% repair speed debuff that makes gens take 3 minutes to repair, etc.

  • @Canas said:

    This map is an unholy mess, they literally got pallets stacked next to each other.

    https://us.v-cdn.net/6030815/uploads/Q3U9AAABF6TW/are-you-kidding-me.png

    I only see two walls.

  • Would help if I could actually see the pallets on this map. They blend into the walls.

  • Survivors can outrun the guards.

    They despawn when a hooksave is made.

    Survivors can grab the standard to despawn the guard and get a speed boost.

  • I wouldn't call it useless.

    A serial DCer is still prohibited from playing with other players for the same durations. They can do whatever they want on their own in that time.

  • @BougieBlackChick said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272058#Comment_3272058

    Okay this is confusing then. Because the regular bloodhunt is 100% meaning I get double what I earned. The survivor Q bonus is 100% meaning you get double what I earned.

    So shouldn’t 1.5 mean 150% of what I earned?

    I guess my math ain’t mathing then. 🤷🏾‍♀️🤷🏾‍♀️🤷🏾‍♀️

    +100% is 2x

    1.5x is +50%

    Bloodhunt > Blood Rush

  • As if this isn't exactly what most of the playerbase wanted....

  • That's what 1.5x means. 50% more than normal. If you earn 20,000, you get 30,000.

  • Everyone would just choose Assassin.

  • Have also heard that you need to allow the entire pointing animation to play out, not just hit the button twice.

    So detect the killer via Premonition, do not move, hope the killer doesn't move, point, wait for the animation to finish, point again and wait for the animation to finish.

  • @Peanits said:

    This isn't exactly rocket science, but of course you're not expected to play the way someone else wants. That said, if you're playing in a way that you know people will find unfun, you shouldn't be surprised when they return the favour. You get what you give.

    There's also nothing wrong with realizing that the person on the other end is a person and wanting everyone to have a good time. Play the way you want.

    This is absolutely correct, however the problem with the application of "you get what you give" in this game, is that the favour often isn't returned in the same game, and can't be. Instead, players carry over this mentality between games, afflicting opponent B with the consequences wrought by opponent A.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271842#Comment_3271842

    Thing is

    • Early down at 5 Gen, tunneling/camping will even put survivors at disadvantage that they have no chance to comeback
    • First down with 2-3 Gen done, tunneling/camping to pressure and make the game even out
    • First down with 5 Gen done, tunneling/camping because there is nothing left to do

    Tunneling & Camping are always rewarded at all stage of a match.

    Yet there's no 'unfair victim' to tunnelling or camping mid-late game, all survivors have had a chance to play the game, do gens, make rescues, etc. and for whatever reason whoever gets caught and then camped/tunnelled at that stage has had every opportunity not to be. It's fine if camping/tunnelling at this stage benefits the killer, especially when all the gens are done, because as you say the killer has nothing else to do.

    It's just the early game camping and tunnelling that is the 'unfair' issue. Camping/tunnelling should get progressively more 'worthwhile', starting at 'not at all worthwhile' at the start of the game, sliding to 'the only thing left to do' by EGC.

    Killers who play 'anti-camping/tunnelling' perks, such as Devour, Make Your Choice, BBQ, Grim Embrace, etc. already experience this, and those who make an effort to actively pressure gens at regular intervals throughout the game instead of going for the fastest elimination. If some of these mechanics can be tied to the basegame, in order to prevent early-game camping/tunnelling from having such a huge payoff, it would likely disappear.

    Hooking each survivor once to unlock a permanent buff.

    A buff that's active as long as no survivors have been sacrificed.

    A consequence to camping that gets progressively weaker as gens are completed.

  • Like Dredge or Artist, of course this will most likely be what happens on average. But that doesn't mean that's what will always happen.

    I've managed to pull off some neat 'trick shots' using Dredge's remnant before, I'm sure Artist players can attest to successfully getting direct crow injuries off, and I'm sure many will get use of the Guards for different purposes such as defending gens, hooks, totems, gates, etc.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/355384/asking-your-opponent-to-play-nice-is-ridiculous

    Honestly?

    Because only one side has the power to kick players out of game "prematurely".

    Killer isn't a group role were individual players can be yeeted out of a trial like in last man standing shooters. Only survivor can be cut short in terms of playtime per trial.

    But both sides can and often will make the experience unfun for the other side by playing too casual or too ambitious for the win.

    The problem remains that their is no normal and ranked queue separation like in other games. With the reminder that even those don't prevent such games between different mindset aka you can't keep tryhards out of casual matches.

    Also DBD isn't big enough to split the community like that without extreme queue times.

    You also have to consider what a 'ranked mode' would actually look like.

    Ranked modes typically require a greater level of balance. You're probably looking at banning certain add ons, probably offerings in general, perhaps some kind of 'killer ban' system too, and you don't want players getting distracted by challenges and dailies, so they won't be able to progress those.

    It would end up being a very niche arena for players to sweat and nothing more, because if you want anything else out of the game, any kind of fun that doesn't involve being insanely competitive, then you'll be playing 'normal' mode with everyone else. This 'normal mode' will still be the majority of players, and will still feature a range of skill levels, so you will still need some kind of match making system that tries to take that into account so that newbies and potatoes aren't completely miserable.

    And ultimately, that sort of competitive arena can already be arranged via custom matches, which is where all 'tournaments' are held anyway.

  • @Rovend said:

    Killers can do whatever they want, that is something that will never change.

    Said that, you cant possibly expect the player that was hard tunneled/ face camped to be happy and joyful, so there will always be comments of survs telling to let then play the game a little.

    What i would like is that tunneling and camping were not to be the most effective way of winning in dbd, as both are unhealthy as f.

    This pretty much.

    Camping and tunnelling are and should be valid strategies to use when the circumstances call for them, but using them right off the bat to oppressively dominate from the get go should not be a 'profitable' tactic.

    It should not be 'optimal' for the killer to want to eliminate a survivor before they've had a chance to play the game, in order to secure a lead.

    They should be more 'costly' so killers have to think more about whether or not 'now' is the right time to camp/tunnel, will it actually grant a lead in 'this' situation? etc.

  • Dredge is definitely a DC in my experience as Dredge main.

  • Generally I'd prioritise killer, but I'm not feeling too enthusiastic about the Knight's power, so it'll be Vittorio for me.

  • @AcelynnBen said:

    i had a lobby with me (someone who got infected by high mmr thanks to her friends)

    A 2k hours Mikaela

    A 100 hours dwight

    and a huntress with 6k...

    mmr makes no sense in this game

    I mean, the whole point if MMR is that playtime is not a reflection of skill.

  • Backfilled

    No killers in their MMR bracket

    At this time of day on a weekend the latter is perfectly possible because the matchmaking doesn't have a lot of killers to work with.

  • Don't play killer on a weekend evening, period. You only get sweaty SWFs because that's the only people playing.

    If you see that Killer has +100% BP incentive, stay away from it.

  • Hubris can't come soon enough.

    I've been trying to get this 'stun the killer with a pallet 2 times in one game' challenge done for days.

    How come when I play killer I take every damn pallet to the face, as it's the only way to get rid of them, but when I play survivor killers respect them so much they won't come within 2 miles of them if there's a survivor nearby?

  • @SweetbutaPsycho said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269842#Comment_3269842

    I mean you dont even get that much info from the lobby survivors. You can basically only guess if they are an SWF cause if they are they either don't have their profiles on private and are friends with each other or they mostly have matching names.

    Other than that u can only see their prestige and items which with true bully squads doesnt even matter cause they will switch last second.

    Seeing the killer would give u way too much info in the lobby already. Basically tells u how to hard counter ur killer.

    Legion: Go 4 distortion and 4 sprint bursts and sent him to a huge map. Now hes an m1 killer and frenzy is literary useless

    plague: just switch out all the healing items and healing perks since u won't use them anyways and go resilience and genrush perks. U will never want to cleanse now since it doesnt give u an advantage and plagues power is also mostly useless.

    trapper: go full aura perks like OoO and alert and you mostly know where he sets all his traps and can disarm them

    artist: go 4 sprint burst and just run away from every loop so the birds dont catch you. When artist finally catches up to you if your team isn't completely useless 2 gens are done at least. Just repeat 3 times and the game is over.

    ........

    So in my opinion seeing the killer would be absolutely broken. Would be the same as seeing like 10 of the 16 survivor perks in the lobby and basically knowing which perks u need to counter them.

    I agree with you, but just to point out, Distortion doesn't counter Legion.

    Legion uses Killer Instinct, which isn't blocked by aura blocking.

  • @Katzengott said:

    Problem is how survs are still able to quickswitch. Not just by switching chars, now we have loadouts aswell.

    And killers only can switch builds, but not to another killer.

    Easy solution: When the lobby countdown hits that point where no one can hit ready anymore (at like 15 secs. left), both sides can't switch anything anymore.

    They they'll just switch at 16s instead of 6s.

  • Players have the freedom to play a map offering that will help their build, every player has this option, its fair, and it's not gamebreakingly OP.

    I've been sent to haddonfield by survivors with balanced landing and won.

    I've sent the survivors to Midwich as Doctor and lost.

    Play the hand you're dealt.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270044#Comment_3270044

    You think I wouldn't care if I consistently wind up on maps with highly specific builds to take advantage of those maps' characteristics, or on the same maps disproportionately often at the expense of half the map pool?

    You're underestimating both my ability to over-analyse other people's perks and my frustration at monotony. <_>

    If it bothers you that much you could play them at their own game, by playing a map offering yourself.

    Instead of calling to remove gameplay options and make the game more boring for everyone.

  • @Plsfix369 said:

    I get half of my escapes through key and hatch that I get through plunderer's and chest; it doesn't bother killers and actually boosts SoloQ stats; it also allows me to do last-minute escapes; denying survivors access to key and hatch is just oppressing the SoloQs at this point.

    Hatch escapes aren't factored into stats.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270039#Comment_3270039

    No, I care about ending up on a particular map against someone that's brought a build specifically tailored for that map. Again, people who just want to shine flashlights through walls in Glenvale or any one of about ten reasons someone chose The Game today.

    I also care that since I started playing again I've somehow managed to avoid both Azov's Graveyard (or whatever that realm is) and the Red Forest entirely but have consistently wound up on the Game and Coldwind Farm. Hell, I still don't know what Garden of Joy looks like, because offerings show up often enough I haven't had enough random chances to get there. (Other things that haven't been RNG'd into but someone wanted for some reason are Lery's and Haddonfield)

    Like I said, if you ended up on all the same maps you ended up on, but without knowing offerings were played, you wouldn't care.

    I'm not sure how you think you're disagreeing with me.

  • Map offerings should be hidden, not removed.

    You don't care that you ended up on a certain map, you only care that your opponent wanted that map. If you ended up their naturally you wouldn't care.

    Map offerings are one of the few things left in the game that inject real freedom and variety into it, and I can't imagine being so boring as to want to remove even more of them from the game.

    There is nothing wrong with using your one offering slot to play something that will skew the rng in your favour. Map offerings are no different to blueprints, mists or logs. Plus certain builds rely on a certain class of map. Mirror Myers, Ghostface, Balanced Landing, etc. Losing map offerings will kill those playstyles, and any other niche or meme builds that actually make the game fun.

    No map is so broken or unbalanced that you can’t win on it as either role. I have won and lost on every map as killer and survivor, and I know all of you have as well.

    Make them hidden, so you all can stop irrationally flipping out about them.

    Stop being to spiteful to your fellow players over the gameplay choices that they are free to make, and learn to play with what you get.


    One additional map balance suggestion I have, is that every realm should have multiple maps in it, with at least one that's balanced a little more towards survivors, and one a little more killer sided. This way no matter what offering is played it's still a toss up as to whether killer or survivor has the advantage, but you still get to choose a map for it's features like if it's indoor or has high elevations, etc.

  • @vladspellbinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269587#Comment_3269587

    I wish more Killer players "felt bad" about stomping the rest of the group once someone DCs at five gens.

    As a Killer Main I tend to go into what I call "low-key farming" when someone DCs early, in that I sort of just pull back and still "play normally" but I drop chase often, stop kicking gens, don't proxy a hook as often, overall just try and make it look like I'm trying to hook them all but really I'm not. I'll double hook but let them all out. That is if someone doesn't signal to be hooked again so they can leave.

    As for my first line: I often get lots of other Killer players who don't go easy on me and the other two when someone DCs early and they still camp or tunnel or go super hard for three hooks on everyone and in end-game chat they say nothing about the DC and have no problem with the game having been an easy curb stomp because "It's not [their] job to make sure [the Survivors] have fun" or some other [male bovine excrement] and even a few say they are thankful for the early DC because it makes "their job super easy" and they "like getting an easy 4k".

    I just wish more people who play this game had more compassion and empathy for others. Both the DCers and the Killers that don't go easy on the rest of the team.

    A survivor DCing also screws over the killer.

    Survivors are literally a resource for the killer, so one less survivor means less hooks, less sacrifices and less BP.

    I was recently doing the "sacrifice 12 Survivors" challenge, which as we all know is bugged and registers one kill less than you actually make. So a DC is limiting me to two potential kills, but of course a hatch escape makes that one kill.

    Sometimes the fairest option is just to end the game as quickly as possible, if the game is going that way anyway. Why waste 10 minutes letting survivor live when repairing all the gens is futile, when I can take my 'two minus one' sacrifices and a hatch escape, and everyone can move on asap.

  • @Pulsar said:

    As an unofficial rule, I don't blame people who DC after the first Survivor suicides or DC's.

    It would be nice to receive some official compensation

    I've said before that it should only be the first DC of a game that gets hit with the penalty. If the others don't want to endure a 3v1 at 5 gens they shouldn't have to. SWFs won't benefit because they share the penalty of those in their lobby anyway, but solo's can just move on to the next if they want to.

  • Hag, like Nurse, relies on a different playstyle, and survivors don't like adapting to different playstyles. They want to run around the same wall 50 times until they can smack you will a pallet and repeat until the gates are open.

    Frankly I enjoy going against Hag, as well as Nurse, Mirror Myers and Ghostface, because they actually feel like horror games instead of an asymmetrical beat 'em up.

  • Yes and no.

    Buffing the perk so that SWF is affected just as much would balance that discrepancy, but part of the general balance of the perk is that factor that it doesn't always pay off.

    Lets say it has a 30% success rate, and it's potency is balanced around that success rate.

    If you change it so SWF can't avoid it so easily, maybe it's success rate goes up to 60%. This should realistically result in halving its potency to account for the doubled success rate.

  • There's actually pros and cons for a lagging killer.

    While they gain an advantage at choke points like narrow gaps, pallets and windows, in open areas survivor pathing can be erratic and even involve teleporting effects, making it difficult to track them in longer chases.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267832#Comment_3267832

    The issue with a bloodlust like mechanic is, that the system sometimes doesn´t recognize that the killer is in a chase. Every Huntress player knows how its like to be looped around a rock and loosing bloodlust.

    Ironically, our own community does everything it can to prevent the devs from introducing mechanics that would help with the big issues. When the devs tested a hook pause while the killer is close to the hook, the survivors looped the killer around the hook. When the devs tested the endurance effects to reset, survivors stacked them to get 5 hit downs.

    I´m sure, that there are devs that do nothing else than trying to figure out ways to make the game more balanced/fun. Meanwhile our community finds ways to abuse it.

    This effect wouldn't involve any chases.

    And yes those hook pause effects were abused by survivors. As I stated repair speed effects can't be abused by survivors.

    If survivors attempt to bait the killer to staying within x meters of the hook, they're sacrificing at least one whole survivor not on a gen.

    A whole survivor repairing is worth more than the +15% bonus for the remaining two.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267718#Comment_3267718

    Well, lets see if the devs change their opinion on camping. Originally it was a "feature".

    It is a feature, doesn't mean that a feature can't be badly executed and unbalanced.

    It needs to cost the killer more to do.

    Best solution would be an increase to repair speeds when the killer is within x meters for x seconds.

    Some kind of Bloodlust-like system would be good. Where 20s of camping increases repair speeds globally by +5%, 40s by +10% and 60s by +15%. This could easily cost the killer an extra gen or two when they camp and reduce the chances of them securing any further kills by playing that way.

    This wouldn't be abusable by survivors, because in order to profit they would have to 'just do gens' instead of baiting the killer to stay near the hook.

    If you made it 'all action speeds' and not just repair speeds then you could also apply a 15% bonus to unhooking speed too, making it easier to mount a rescue after a hook stage has been camped. The killer might secure one extra hook stage but it'll be harder to secure the entire kill from first hook.

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267729#Comment_3267729

    But then it's just DMS and PR wrapped up into one perk.... And plenty of people complained about that

    Just lessen the Incapacitated time and you'll see it's usage drop

    PR DMS was complained about because it gave the killer info as well as blocking the gen.

    Eruption still does that already. As the killer, you know which gens you've kicked, and you still hear the scream for incapacitated, which means you know if that gen is "blocked" via incapacitated survivor.

    Eruptions IS the new DMS+PR combo already.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267762#Comment_3267762

    Try going around kicking multiple gens at high level and see if you still win. You won't even get the down to use the perk til there's 2 gens left.

    Are you trying to say Eruption is a weak perk and doesn't have much of an effect due to how hit and miss it can be to use it?

    For one, that's not the experience of most survivors.

    Secondly, Eruption is mostly used with Call Of Brine and/or Overcharge for a gen-kicking centric build. The killers who use this are routinely pressuring and kicking gens, which means they routinely get Eruption to pay off. For one, you always get the 10% regression if you down someone, and you sometimes get the 25s incapacitated too if the survivors are solo, which is much more powerful.

    The fact that this perk is "OK" against SWF but "OP" against solo is a pretty bad design flaw.

  • For some reason playing killer isn't fun?

    I'm not sure why, I have a great time with my flashlight rave parties and wave goodbye to my new friends, bopping up and down as they leave through the club doors unharmed.

    Oh but kill rates are 60% remember.

  • Ignore end game chat.

    There, now you can have fun.

  • Seconded.

    Eruption = 40s of equivalent regression and 25s of being unable to do anything else. (10% instant regression, 5% active regression while you're incapacitated for 25s unable to repair it further)

    Ruin, you could just plow through and repair it anyway, and it had no effect whatsoever. If you did get pushed off a gen for whatever reason, you lost half of the time you spent away from that gen. So if you're not repairing for 30s, then you lose 15s worth of progress. Not the innate 40s of Eruption.

    Plus, cleansing hexes is the whole point of the perk. It's a secondary objective for survivors, which is a much healthier alternative to just increasing gen times, which they did instead.

  • @PB_TORCHer said:

    https://forum.deadbydaylight.com/en/discussion/354958/after-the-meta-shake-up-what-s-the-most-used-perks-killers-and-survivors-use

    Every meta is boring after a bit. I know what to expect from killers and survivors most games. As a killer I don’t use metas and I’m having GREAT results. People aren’t ready for the counter play.

    ‘As survivor I don’t use metas either. I’m mainly soloQ so I run perks that give me info and help us get out asap as a group

    I agree, I hate running meta perks as killer, but I actually miss old Pain Res for the information. I was hoping that would be able to replace BBQ, but it just turns out BBQ is the better info perk now.

    But I've recently been having fun as GoCart Ghostface. Originally picked as a meme build to zoom about the map, but it's actually worked out quite well because survivors don't expect the Agitation/Mad Grit combo anymore without Starstruck to give it away. And because NOEDs nerf dropped it off the top slot, that's similarly unexpected.

    I just wish I had another niche speed up perk to play with besides Agi, NOED and PWYF.

  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263198#Comment_3263198

    so if the current kill rates are 60% and buffing killers by increasing their field of view made it 65 or 70%, survivors should just suck that up...okay

    That's not how stats, kill rates, or FoV work.

    If FoV had a significant affect on kill rates, Shadowborn would already be meta.

    If it did have a significant effect then of course it would require compensatory balancing, but this is one of the things that doesn't. As I said "not every change".

    Plus you can't know if a change in one aspect has an effect on kill rates if change another thing at the same time. You have to study variables individually.

    The 60% kill rate itself is useless information.

    Is it higher because DH got nerfed? Or because gen times were increased? Or because huge swathes of the survivor playerbase are deciding to kill themselves on hook out of protest?

    Who knows.

  • The satisfaction of reaching P100, and a sense of bewilderment when every killer dodges your lobby.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/354864/colorful-rooms-on-the-game

    One of the reasons why the game is deceptively not that much survivor sided is, that it is hard to tell where you are at a glance (so it's harder to keep track of generators and totem spawns and not 3-gen yourself).

    If you add clear markers of where you are, then the map would become much easier for general survivors. Maybe that's not such a good idea considering how killers already complain about this map

    I don't think that would be an issue here.

    The location of these 'rooms' is already a notable 'landmark' on the map. It's the room with the CCTV room above a strong loop, and directly above the bathroom and basement.

  • @hatchetChugger said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265345#Comment_3265345

    Or just remove shadowborn entirely and make Sloppy Butcher a wraith teachable.

    I'd like to make Shadowborn a half-decent detection perk. Something like it highlights survivors within 24m, similarly to how they glow white in Dredge's Nightfall.

  • Wow, he's literally impossible to hit.


    Seriously though, it's likely to do with the red stain. The direction the killer is facing is a pretty key element for survivors to be able to tell, and complex animations could make it difficult to tell if you're in the killers FoV. Sure the red stain could follow the camera (head) instead of the model (legs) but there are cases where the red stain is supressed.

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