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Splinterverse

Splinterverse

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Splinterverse
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  • That would be great. Would also be cool with Jason, Tall Man, Chucky, and even Candyman.

  • I just find Pennywise boring compared to the other licensed options: Jason, Pinhead, Tall Man, Chucky, etc. Yes, I know we have Trapper, but Jason is synonymous with the slasher genre.

  • As a survivor main, I'd be okay with BHVR hiding the player names. However, playing devil's advocate, I do see a reason why the killer needs to see the names. Say you are a killer running an obsession perk. Yes, you don't know who your obsession is while in the lobby. But, if you memorized the names that go with the looks, when you get into the match you will know which one of them is your survivor so you can avoid or pursue them appropriately based on your obsession perk. The alternative is that you have to hit them to find out, which can have a negative effect depending on the obsession perk.

  • No one should feel like they have to GG at the end of the match.

    For example, a solo survivor dying to an Iri head huntress may not want to say GG. Likewise, a mori'ed survivor who was tunneled because the killer couldn't wait to do his/her mori, might not want to say GG. By the same token, killers who felt bullied by the survivors or had exploits used against them, may not want to GG. It's fine. Let them not say it or disagree with your GG comment. Honestly the salt the OP experienced pales in comparison to most salt.

    This game (and its social) are very us vs. them (much like American politics ATM). There's bound to be animosity, salt, etc. Just close the chat window or leave the match ASAP if it bothers you.

  • TruTalent for gameplay.

    Noob3 and HybridPanda for entertainment.

    TheKing and PaulieEster for news and information.

  • I would add that if you are in the open, don't run in a straight line. Rock back and forth, weave around, and generally be unpredictable to make it harder for him to get a shot.

    To me the biggest challenge vs. Deathslinger is that POS terror radius he has. When I know I'm going against him, I try to position myself with the most visibility. I know he will be close when I hear him so if I try to at least see where he is coming from rather than running straight into him.

  • I hear what you are saying OP. I feel the same way generally. I think it's worse on Reddit though. That place is pure killers. We need a "safe space" for survivors.

  • It seems like it is definitely Candyman, but I'm hoping it is Jason.

    1. Jason
    2. Candyman
    3. Xenomorph
    4. Pennywise
    5. Pyramid Head

    EDIT TO ADD: Other than Jason, I'd much rather have Pinhead (Hellraiser) and the Tall Man (Phantasm) or even Chucky (Child's Play).

  • OP no. It's already hard enough as a solo survivor to get to gates or hatch since we have to wait for the last survivor death's animation and the gates usually spawn too close together. Fix those things and then maybe we'll talk.

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1287816#Comment_1287816

    Imagine talking about "very little work on the killer side" when discussing a mechanic that's giving you a chance at a escape despite your team failing at their objectives and the killer having killed everyone else.

    That'd be like me saying that it takes "very little work on the survivor side" to run through gates once opened.

    Not necessarily, Bovinity. You assume that the survivor "team" played well or at all. It is not uncommon, especially with the DC penalty, for multiple survivors to suicide on the hook (or DC despite the penalty). Likewise, there are many solo survivors. Perhaps that solo survivor played well and is now punished because the gates are too close together and there is no counter to an invisible Wraith or traps set at each door. Yes, you can try to counter it, but the odds are against you that you will be able to get that door open. A minimum distance apart for exit doors would help.

  • There are only 2 things that need to happen with the hatch:

    • The hatch needs to open as soon as the third survivor is sacrificed NOT after the full animation.
    • The exit doors need to spawn further apart. Despite what killer mains have said in this thread, 9 times out of 10, the doors spawn too close together. When you have killers that can go invisible (Wraith, Spirit) or have no terror radius (Ghostface) or can travel fast (Billy, Demigorgon) or set traps (Hag, Trapper), etc., close exit doors are incredibly killer-sided. It's not impossible to escape in that scenario, but the opportunity is dramatically reduced with very little work required on the killer side.
  • It would be wonderful, but with all the platforms they're supporting, I don't see it happening. Sorry.

  • I hope it's not. I'd rather have Jason, Pinhead, or the Tall Man.

  • I only find it annoying when the killer is doing things he/she shouldn't like camping or tunneling without justification. But, at that point, the killer is a bastard no matter what he/she does.

  • Empathy because it shows you where the action is at almost all times. It is especially good if someone is running No Mither or if you are going up against Legion. It is map-wide so it is way better than Bond.

    Lithe because you can get away quickly without having to avoid running like you do with Sprint Burst. There's almost always a vault somewhere nearby and if not, you can make one with a pallet.

    Urban Evasion because you can lose a killer with this or avoid them to begin with. You don't know how good your teammates are going to be as a solo player, so it's best to avoid a killer confrontation until you have to. Also, most killers just don't think about UE. They expect tracks and when they don't see them (or you), they move on. Also, think about Barbecue & Chili. They see you moving one direction for 4 secs. Then, you use UE to move a different direction. By the time they get there, you've "vanished."

    The final spot is a toss up between Iron Will and Kindred. Like Empathy, Kindred gives you a ton of info and it can even tell you which killer you are facing. Iron Will is a great perk against Spirit and can be used to escape a chase. Like the killer is expecting to see tracks, he/she is expecting to hear you moaning in pain. Removing the expected can lead to victory.

    Whatever you do, solo is going to be more challenging. Recognize that and have fun!

  • It means I'm being camped or the killer has insidious or the killer is standing really close.

    Also a single flip of the arms means come and get me because no one is heading this way (aka put down the self-heal nonsense).

  • Stealth is the way to go. Maybe don't wear the neon cosmetics and try blending baby!

  • Nice stats. I'm assuming you played these matches as killer since there are no killer stats?

  • Good riddance OP. Feel free to stay away. We don't need you.

  • A DC for the hatch doesn't guarantee that the remaining survivor will find the hatch. And it's not the remaining survivor's fault that the other one DC'ed. The person who DC'ed is going to be punished by the DC penalty. No need to punish the other survivor; both you and that survivor have a chance at that point -- it's a hatch race.

    There are TOO many killers that can simply ruin your chances of escaping through the gates when you are the only one left and the gates are closed. Billy can race between them. Trapper and Hag can trap them up. Spirit and Oni can get to them quickly. Wraith can cloak and wait near them. There are a number of killers that I don't even try to open the gate around. There needs to be that third option (the hatch). Be thankful you can close that hatch and move on. That's good enough with everything else I described.

  • I'd swap Inner Strength for Empathy. It will give you a lot of info as a solo survivor and lead you to others for heals.

    Spine Chill is good, but not super useful against killers with terror radius. I'd swap that for Urban Evasion. Being able to quickly move away (especially when the killer loses line of sight) is a great way to escape. It's also super helpful to not leave tracks but make good distance when needed.

  • @Cheeki_Beaky_Bird said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199818#Comment_1199818

    I wasn't aware there WAS a mechanic for TR sounding different when the killer's on a different floor. I've never heard mention of it before, and I don't think it's meant to be present. Where did you hear of this?

    As far as driving players away, the devs have little choice but to finally start to take steps to make killer more playable - there are so few killer players left that they've been having to match green killers against full teams of red rank survivors, for lack of anyone else to put them against.

    It was mentioned in one of the patch notes at some point after the Saw chapter. I don't remember which one though. They referenced The Game map and how it should sound different if the killer is on the floor above/below you as opposed to the same floor. I think it was also because they were planning more multi-level maps.

  • I would like to see some changes to the maps for survivor mains as well . . . like can we put more than just pallet vaults on the top floor of The Game? Also, how about fixing the supposed "terror radius sounds different based on which floor the killer is on"? It doesn't work as advertised.

    Honestly, I think these changes will drive a lot of survivor mains away, but whatever. I'll try it and see what I think before I choose to leave.

  • Moris should not work on survivors who aren't on their death hook AND only if another survivor was hooked since the survivor was last hooked. This would prevent tunneling and camping. If they can't make them in a way that prevents tunneling and camping, they just need to go. Period.

  • OP -- they can't do this until they learn how to do it properly. The Huntress has her own TR song AND a working heartbeat/ramp in music based on proximity. Deathslinger and other custom songs are not working the same way as The Huntress. IF and ONLY IF they fix that, they can continue to add custom music. Otherwise, they are going to continue to screw up this game.

  • No, maps need to remain large, but things on those maps can be tweaked or perks added to help killers compensate.

    Small maps are no fun to play on as survivor. The few small maps we have suck so much BLEEP. I hate Crotus Penn with a passion.

  • Those videos were likely due to toolboxes pre-nerf. Now, toolboxes have been nerfed and killers have switched to nuRuin, Corrupt Intervention, Lullaby, Thanataphobia, and Dying Light. I play matches at all rank levels and 90% of them end with 1 gen not completed with 4 done. The only rank where that isn't the case is rank 1. There's plenty you can do especially with many OP killers to choose from. Try it for yourself and make up your own mind. Don't rely on videos pre-toolbox nerf.

  • The problem has only shifted to survivors suiciding on the hook, which of course, will take years for BHVR to address if ever. The statistics they released were an attempt to make us think it's a good thing or that it's safe to come back for those who left because of DCs. It's all PR.

  • There is not too much information. In fact, they need to add more to compensate solo survivors vs. SWF.

    We don't have weapons to injure the killer. Information is our weapon.

    We have plenty of BS stealth killers we have to deal with so they can still surprise us plenty. A tier 1 Myers can surprise you. Just get over it.

  • No, no, no OP. They need to fix his TR yesterday. I hate these stupid custom TR songs. None of them work properly. They need to stop with it until they can BLEEPING get it right already. I swear none of them actually play more than 1 match against new killers when testing.

  • He is busted.

    His TR does not work (none of the custom ones do). The original heartbeat music escalated with closeness. None of these custom ones work that way.

    He also has too long of a range. Deathslinger can camp from across the map. It's ridiculous.

  • It IS broken. If you aren't facing the killer, you don't hear the TR until they are on top of you.

    Also, these custom killer TR songs suck. They need to ALL escalate the closer the killer is to you. None of the custom songs (including Huntress' lullaby) give you clues as to direction.

  • He does need some fixes:

    • His terror radius does not work properly (a lot of the custom ones do not). This is especially true if your back is to him. While it adds flavor to have custom TR songs, if they don't escalate based on closeness they are borderline useless.
    • His range is too far. Every deathslinger I face goes far from the hook but then is easily able to basically camp it from afar because his range is so great. They need to shorten it.
    • The "wiggling" when you are on his chain needs to work better. It's a bit clunky and not obvious how it works.
  • I love the responses that say "Wait until PTB". As if BHVR ever implements any changes based on feedback from the PTB. The PTB actually only exists to make sure the code isn't massively game-breaking. The only changes I've ever seen implemented post-PTB are minor at best.

  • No, no, no to the OP. Moris are a problem as is. They encourage tunneling and camping. They need to be reworked or removed.

  • I think they should remove struggle. Then, if someone really wants out they can just go to the killer and get hooked a third time.

    If they don't do that, they should give survivors a benefit from suicides like 1 less gen to do or something.

    This problem has increased significantly since the DC penalty. So we've moved from both sides being punished by DC to just survivors being punished. That is not good.

  • I think DC'ing should be allowed as a form of expression. However, I think when a survivor DCs, the survivors should have 1 less gen to complete and the killer should get a sacrifice for it rather than quitter bonus. When a killer DCs, survivors should get their items/offerings refunded and whatever points they earned up to the DC.

  • I used to main SB, but you really should be running most of the match so it sucks now. Lithe is way better because it is on demand and can work with other perks like Urban Evasion to allow you to lose the killer. It also works with other chase lengthening strategies. The only issue with Lithe is the top floor of The Game map doesnt have many vault options, but u can use it with pallets.

  • No, no, no to the OP. BHVR has said that the game is balanced around two escapes and two kills per match. If you cant get two with gen speeds being what they are (post toolbox rework of course), then try different perks or a different killer. Or somehow improve your skill.

  • My attitude is you should put off being spotted as long as you can and then, when you are spotted, evade and escape the chase if at all possible. If you are unable to do the above, then run the killer as long as you can. The notion that a survivor needs to run the killer right away loses a lot of matches. It will eventually happen. No need to force it.

    My build supports what I've said. I frequently survive and do well with gold or better in my emblems.

    Build: Empathy, Urban Evasion, Lithe, Iron Will.

    Empathy shows me where things are happening on the map and helps me find others to heal or be healed. If someone runs No Mither, I see them all match and can tell if they are contributing.

    Urban Evasion means that I can peace out before any killer with a TR reaches me. I can also use it to lose them in chases.

    Lithe allows me a speed boost to escape if spotted or to accelerate to exit if needed. It sucks on the top floor of the Game map but on other maps it is quite good. I also like that I can run the rest of the time unlike with Sprint Burst.

    Iron Will is particularly useful for evading the Spirit but I've often lost other killers who are expecting to hear me crying and can't.

    I don't like the meta perks for myself and how I like to play. I encourage you to try my build.

  • Getting chased is not required. I think survivors should play stealth until discovered. Then, they should run, juke, loop, whatever to avoid the hook and delay the killer. Deliberately drawing the killer's attention can backfire and can lose the game for your team. Sure, getting chased can be fun and certainly is more fun for the killer than not finding anyone, but I don't think it is the wisest strategy. Go stealth. U will end up getting chased eventually and that should be good enough.

  • My problem with keys is survivors who leave their team behind for a laugh. It should only work if there is 1 survivor left.

  • Ruin is boring to play against especially when it was in 99% of matches. It had to go.

  • My problem with billy is the combo of him with barbecue and chilli. As a survivor main who plays solo only, it feels like every match with billy is just down, bbq to next survivor, down, repeat. A lot of randoms don't counter bbq when EVERY killer runs it. If they don't tweak Billy's speed than maybe they can not allow the combo of billy and bbq.

  • Ruin is so boring to play against and since it is in nearly every match, it makes me want to play other games. It's really a nuisance. Yes it helps killers and yes I can hit great skill checks 70% of the time but it is still as annoying af.

    I've seen plenty of killers 4k or close without ruin.

    If gen speeds are really a problem they can increase the time it takes to do gens based on the number of survivors alive. I say that because you can't increase the time it takes and then have a solo or two survivors left have any kind of chance.

    Also I feel like bhvr often makes changes in increments. Maybe they're nerfing ruin today and increasing gen time tomorrow. They've done that with other changes. I'm going to see how it plays out.

  • If they really want to get rid of SWF without getting rid of it, they can do one of two things:

    (1) End the match on detection of a microphone use. (This would make SWF less powerful than solo.)

    (2) Make it way more profitable in bloodpoints or other benefits to play solo.

  • I love how the devs say, "We need to give solo players more information to help them keep up with SWF." Then, they give us ranks (like SWF have) and take it away. So stupid.

  • No, no, no. Doing gens is boring. We only do them because we have to. If you want something to take longer, make it more fun and be more interesting. Just hitting that skill check is dull. Give us a puzzle to solve or something. Otherwise, leave it as is.

  • When it goes live, the DC penalty is only for those who DC early in the match. DC on the loadout if you want and DC late if you want -- no penalty.

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