TheRockstarKnight
TheRockstarKnight
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@Buttercake said:
https://forum.deadbydaylight.com/en/discussion/comment/1678193#Comment_1678193
If you can't find a bright side during the trials your soul will be devoured all the quicker..😔
The Entity feeds off despair as much as it does hope.
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Ruin and Undying is totally okay IMO. It's a strong effect, but still risk reward.
Undying shouldn't give free aura reading on dull totems though. (or lit totems IMO; that should be part of Thrill of the Hunt along with the notifications) Being able to see someone at the start of the match because they didn't equip Distortion is nuts. There's no feedback on the Survivor's end and there's no way for them to try and avoid the aura reading. It's a strong effect added onto an already good perk.
I think instead, token based Hex perks shouldn't lose their tokens when they respawn. Make Undying a pure support totem perk; but make it very good at that instead of only being good with Ruin and Thrill of the Hunt.
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Except instead of Halloween candy, it's human blood. And instead of giving Snickers to a buddy, you're giving flashlights to an unfathomably ancient Spider Goddess that feasts on human suffering.
Don't get me wrong, that sounds like a fun time, but I wouldn't really call it cute.
Whatever floats your boat though.
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Wake Up! as Survivor.
Especially if Hatch gets closed or I'm looping after the last generator; Wake Up! can be a life saver.
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I don't really have one as Killer.
Whispers is SO good and has helped me so much almost every time I use it that I feel obligated to mention it. But I also play plenty of games without it and don't usually feel like I'm shooting myself in the foot.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1673657#Comment_1673657
yes ok thank you this is basically what i wanted to say thank you for being able to say it,,
No problem, I'm glad my ability to rant is helpful for once. XD
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It's just a random thing.
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Not every good Survivor plays in a full SWF; I play solo queue or duo (when I play Survivor) and have gotten some AMAZING teammates. It's just that these people are rare.
Additionally, even one bad teammate can throw the game for everyone (that Meg that throws every pallet on the map and then kills themselves, that Dwight that does every generator on one side of the map while you're being chased, or that Jake who hook bombs and gets grabbed) because of just how easy it can be for a good Killer to snowball. This is a team game; it doesn't matter how strong you are if there's a weak link the Killer can break.
ALSO, even super good players can mess up. You might get an otherwise really good Survivor that makes a mistake and gets face camped to death. Or maybe it's a really off day for them and they make blunder after blunder. That happens too.
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To be honest, grabs in general don't make much sense.
Why can't a Killer just grab a Survivor at any point in time? It's not like they're able to fight back and it's not like hitting them with a weapon accomplishes anything more meaningful than putting them on your shoulder does. They go to the hook either way. Grabbing just cuts out the middle man.
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The lore answer?
A wizardThe Entity did it.Nea wants it this way, for reasons. Something, something, hope, something, something, despair.
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The real answer? Balance and animations.
Grabs already mess with balance a lot already. They don't count towards hostile actions for PWYF or IIRC count towards the Killer's Chaser Emblem. They're a relic of a time when the game was old, clunky, confusing, and strange, and have survived because it made sense to punish really inattentive Survivors and because it's been part of the game for a long time. Suddenly being able to just grab people while they're standing still or healing someone would be probably not be taken very well.
Additionally, outside of Myer's Tombstones, there's no animation for just grabbing a standing Survivor and no animation at all for grabbing a healing Survivor. Creating new animations is always a big deal and forcing a healed Survivor into an animation (even if it's just them staying in their kneeling position) while their healer is grabbed could be even more problematic with dedicated servers than regular grabs are, since both healer and healed can cancel a healing action. Imagine Grabbing a healing Survivor only for them to fly away looking like they're on your shoulder while you move at reduced speed, unable to use your power but without a Survivor on your shoulder, because either person cancelled the healing action at just the right time.
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What's wrong with Blood Warden?
It's hard to pull off correctly, but so very rewarding when you do.
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I can't.
I've gone up against it, and it's nothing super fun. I never think "Oh joy! An Iridescent Head Huntress!"
But at the same time, I've never felt the need to DC against it either. It's annoying as heck getting by a Hatchet that doesn't look like it should hit, but I've been instadowned from miles away and through corners and walls by Hillbillys and Onis too. Their instadowns aren't even due to Ultra Rares, either. But I've never felt the need to rage quit against them.
I've had games where I've never been downed by it because the Huntress was bad/I was good at dodging. It's not like the add-on is just an "equip for ez win". It's really strong, 100%, but it's not 'free win' level. And there are plenty of Killers and add-ons in the game that are really strong that aren't universally hated.
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All that said, people REALLY despise this add-on. I personally never use it because it tends to just makes people DC instantly and I personally want to play the game and have fun with others, not just make people DC.
If something is that hated, regardless of whether it's actually "too" strong or not, I think it should be removed. I get not listening to people just because they whine, but there's no point in it's continued existence if the overwhelming majority of people are just going to rage quit every time they see it. It's unhealthy for the game at that point.
Just because you and I don't see the problem, doesn't mean there isn't one. Just look at this thread.
People HATE Iri Head. It needs changing.
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Yes.
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I was playing Survivor for Archive challenges and got a Rank 1 Deathslinger with good Tier 3 teachables (Hex: Undying, Hex: Ruin, BBQ, and M&A) that kept trying to mindgame a god pallet.
We spent two generators there before he broke it and he lost the final one after as he was hooking me.
He had a Mori and had hooked everyone else. He didn't camp me and couldn't catch the guy who did the last gen before he got out. Everyone Escaped.
He literally threw the game spending over 80 seconds trying to mindgame an obviously safe pallet. He had good aim. There was nothing else safe left in the area. It was a deadzone. I went down like 15 seconds after he broke it.
I just don't understand how or why.
It troubles me.
The sound of Dwight's moans, the ambient Injured music (because Deathslinger has literally no Terror Radius and chase ended because I spent most of the time standing still looking for his Red Light or Mending after he'd shoot me from across the pallet), and the sounds of Deathslinger M1'ing the same side of a pallet now haunt my dreams at night.
Why Rank 1 Deathslinger? Why?
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@EntitledMyersMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1669400#Comment_1669400
https://forum.deadbydaylight.com/en/discussion/comment/1669401#Comment_1669401
Dope.
I want to be surprised, don't tell me anything
No problem; but I'd stay away from this thread, and maybe the forum in general, until it drops. Someone might try and spoil it for you.
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It has been leaked.
And 50% of your dreams regarding it are coming true. Probably.
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IIRC they were put into the files by Sarah just to mess with dataminers and people who looked around the game's files. I believe she even had a 4th year anniversary quote saying as much.
I could be totally wrong though.
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Spawning with all his Traps available would be too strong.
And while I don't think being able to step over his Traps would be too busted, I just don't think he needs it. He's already crazy good in chase if he's set up well in an area, and ideally he should always want to push Survivors into his Traps; not away from them. Also the animation is absolutely hilarious.
Honestly, Trapper is in a pretty good spot IMO. The only changes I would give him would be pretty minor strength-wise:
1. He can CARRY all of his Traps at one time. If he goes near a Trap that's out of the way while in chase or spawns next to one but doesn't spawn near a good place to trap, he should always be able to just pick up the Trap.
This is the main reason his Bag and Sack add-ons are so necessary; being able to carry just one trap at a time absolutely sucks. If he could carry every trap with basekit, the additional Traps provided by the add-ons would still make them good (Trapper Bag and Stitched Bag could both be buffed by one Trap, so one isn't made redundant by this change).
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2. His Traps should spawn near generators. I think this is obvious. He shouldn't have to wander into the middle of nowhere to acquire his power and then wander back; put his Traps in places he'll already be going. Having them spawn near generators would be a relatively easy guideline to keep them from spawning in some Entityforsaken corner of the map.
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3. Buff Logwood Dye. This add-on is near worthless compared to Tar Bottle.
I'd suggest giving Logwood Dye Tar Bottle's effect, and changing Tar Bottle into a different add-on that camouflages the Trap based on the floor it's set on. Not so much as to make it invisible; just to make it harder to spot on floors that aren't brown or dark green.
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4. Rework his spring and coil set of add-ons. Bloody Coil is really strong, but the others are bad. He's generally not going to be able to stop someone from disarming his Traps unless he's already right on top of them.
Personally I'd suggest these add-ons provide aura reading on Survivors who completely disarm Bear Traps or Survivors while they disarm Bear Traps.
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5. Remove the Luck boost to Self-Escaping and lessen the RNG element from Escaping Bear Traps. People shouldn't Escape first try or be stuck in his trap for 3 or 4 minutes just because of RNG. Likewise, Trapper needs to have a baseline so he can be able to try and judge whether or not it's worth it to abandon a chase and go for a Trapped Survivor.
Personally I'd suggest a minimum of 3 tries to Escape and a maximum of 8. Wax Brick and other add-ons can buff these values. Like Pig's Party Hats, the number of tries is determined when you step into the trap, not during the attempts.
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Make Tier 1 Myers immune to both again - he's almost slower than Survivors, has no lunge, is tall and easy to see, has a noticeable audio cue when nearby (his heavy breathing) AND he cannot progress to Tier 2 without looking at Survivors and being close to them (his stalking speed decreases when far from whoever he is stalking).
There's a reason he was immune to both before; he's weak as all heck in Tier 1 and depends on his stealth to get out of it.
Every other Stealth Killer either benefits from other effects while stealthy, can cancel their stealth, or has a strong power available while stealthy.
Tier 1 Myers is just stealthy. Besides that he has nothing.
IMO Spinechill is fine against every other Stealth Killer and Premonition is too garbage to warrant nerfing.
Just revert the unnecessary Myers nerf.
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@Mandy said:
No, we do not accept reports on the forums.
In order to report someone you must first do an end game report - this is mandatory in all cases. Then send additional evidence (video etc) to Support: https://support.deadbydaylight.com/hc/en-us
I have done an in game report, thank you.
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Everyone loses and makes mistakes.
You're not going to win every game, but as long as you can identify your mistakes or come up with solutions to the issues you face you'll improve.
If you're not looking to improve and just wanna have fun, play custom games with friends.
Otherwise, since this is a PVP game, you will struggle and fail from time to time.
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@Tactless_Ninja said:
It's the aim dressing eating #########. You can exploit it as survivor by spinning in a circle likena ballerina.
Survivors can also exploit it by wiggle running: unless the Killer waits to regular attack them it'll throw off the lunge attack - you'll lunge but not actually move forward.
It's a very common thing on console especially.
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It'll probably be rough depending on the rank of the Survivors you face, but the best add-ons would probably be J. Myers Memorial Page and either Dead Rabbit or Hair Bow.
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@MadLordJack said:
Probably not. Nurse is that slow because of her... Well, completely overpowered kit that leaves absolutely no room whatsoever for counterplay, meaning that the only hope anyone has is that the Nurse in question cannot aim.
I genuinely don't think there's another killer that could be that slow but with a different power, except maybe Hag with infinite teleport distance and immunity to crouching/flashlights.
To add on to this, even if there was another theoretical Killer power as strong as Spencer's Last Breath I don't really think the devs would add it.
They've said repeatedly that they look more to make fun and interesting Killers - not strong ones. I don't think they'll ever design another Killer quite on Nurse's level.
And having a Killer that isn't faster than Survivors would just be terrible unless they had a Nurse level power to balance it.
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They may be a joke, but I'm not laughing.
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Eh.
I think most 2nd chance perks are mostly okay conceptually; it's just that in practice and combined with each other (and certain add-ons) they're pretty stupid.
They don't need deleted; just balanced a little better.
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Yea, Mandy definitely either needs a total rework for her traps to make them more reliable as slowdown, or she needs her stealth ability buffed.
As cool as her Dash can be right now, it's still half a power and there are no few situations that can reduce her to just an M1 Killer.
She may be performing well over all currently, but her power is definitely not as good or fun as it could be.
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@Golden_spider said:
Rainbow Burrito is fine.
The regular Burrito? it's terrible.
Wouldn't mind Maps getting an update though, especially the add ons.
This.
Green Maps absolutely suck; Pink Maps are okay as long as you're either able to relay the information you get (Crystal Bead/voice chat) or act on it yourself.
Even then though, unless the Killer is Trapper or Hag, you'd probably be a lot better off just sacrificing a perk slot for Detective's Hunch and using a Medkit instead of a Map.
And IMO every Survivor item and their add-ons could do with an overhaul. They tend to either be worthless or crazy strong, with virtually no in between.
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Whether you think it's good or bad, this is a significant change that should be in the patch notes.
But it's not.
Hopefully it's a bug, but it could very well be an intentional gameplay change that they just forgot/decided not to include on the patch notes.
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Yea, Ghostfaces, Wraiths, Myers, and Pigs shouldn't be crazy better at camping and tunnelling just because they're stealth Killers.
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As a counter nerf so that we're not just buffing one of the most used Survivor perks, Borrowed Time should take a lot longer to Mend from and it should deactivate when the End Game Collapse is active.
No more freshly unhooked Survivors body blocking for their fully healed teammates because they have BT and DS - you wanna save a teammate at the end of the game; you'll need your other teammates' help. Not just outplay the Killer with your perk.
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Any Killer that my teammates don't wanna play against.
I don't really mind face campers, tunnellers, sweaty Spirits, or even Clowns enough to hate them.
What I do hate is when my teammates sandbag, DC, or do nothing. Like if you're not going to try, why play?
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It really depends on where and when the Killers are deposited.
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If they're returned at the moment they left - exactly as they were before they left, a lot of them would probably die or be captured.
Clown was old and had nowhere else to go; Deathslinger, Plague, Pig, Spirit, Hag, Oni, Blight, and Nurse would all die from their various wounds; Ghostface was trying to disappear from the law; Trapper would be arrested and executed (the time period) for his mass murder; Legion would almost certainly all go to jail - probably for life (Susie might be able to get off with a lighter sentence if she tried to, since she was forced to participate in the killing - Julie and Joey might be able to pull off the same if they lie about what happened to save themselves, but they're all pretty under Frank's thumb - they might be willing to go to jail with him); Doctor would probably be disposed of by government agents - having proven himself more dangerous than valuable; and Wraith would probably either turn himself in or get arrested for having turned a blind eye to his boss's criminal activity for years. Ripping the man's spine from his body probably wouldn't help his case, even though his boss was a dangerous psychopath who murdered someone in front of him.
The others would probably just go back to their "normal" lives.
Leatherface and Michael would follow their movie timeline.
Freddy would probably try to kill Nancy and Quentin again. Maybe he'd succeed or maybe they'll find a way to stop him.
Pyramid Head would probably go back to cutting birthday cakes.
Demogorgon would do whatever it was doing around the Upside Down before the Entity snatched it.
Hillbilly would probably get drunk (Thompson's Moonshine) before doing what he usually did - roam his family farm killing wild animals and lost humans. Eventually probably getting shot by some angry farmers or the police as his antics become more well known.
Huntress would probably keep killing soldiers until the war ends. Maybe she'd finally find a daughter tough enough, physically and mentally, to survive with her in the inhospitable Russian wilderness. Eventually though, she'd get old and either die peacefully at home or out hunting.
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If the Killers are all just thrown into the world together at some random time, who knows what they'd get up to.
I think they'd either all try to kill each other (either Huntress or Oni would win)
...or they'd jointly start a nightime baking business, selling delicious loaves of bread, sweet cakes, and cute cupcakes.
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So I gave it a try: all three of his add-ons that allow Pallets instead of snares.
The Prototype Claws had a little delay once or twice but it was so negligible I wouldn't have noticed if I hadn't been looking for it. I could still fully place pallets mid-chase at full speed without much of a worry each time it happened, and of the like 11 or so pallets I placed it only happened once or twice.
The common and rare versions I didn't notice any issues with. The delay between pushing the button and setting the pallet was actually super smooth - something I'm not that used to in console DbD.
All this said, I am on PS4. Maybe it's an issue on another platform, but for me I didn't have any real problems.
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@Suvakita said:
https://forum.deadbydaylight.com/en/discussion/comment/1647148#Comment_1647148
I've noticed that Jake x myers is the biggest ship in the fandom. I say this because there's so many fanarts and fanfics of this two together, but I never understood why so many people ship them together, I thought "oh maybe something happened in the lore that I don't know??" I guess I was wrong
Yea, nothing as far as I know.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1647159#Comment_1647159
Could be an unintentional bug from the spaghetti code again... I mean something somehow broke Hooking for a lot of killers and DS stun times for certain killers just before this latest Hotfix came through
Yea, that's why I think OP should submit a report if they haven't already; the sooner the devs know about the bugs, the sooner they get fixed.
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@Mushwin said:
Anyone else having trouble with Freddy and his arm when putting down pallets? Has been happening a few times now, it gets stuck and spawning pallets is slow, it's driving me a little crazy.
I'll try to test it sometime and get back to you; I hardly play Fredster.
If it's a consistent issue though you should probably clip it and submit a bug report; I've never had problems placing pallets very quickly with him in the past and I can't think they'd shadow nerf his dream pallets.
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Jake gets shipped with everyone and I just don't get it.
The guy obviously just wants to be left alone in the forest with his crows, so he can break meathooks and live a life away from his jerk dad - there's no room for a man (or a woman) in his life.
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@CannonballBri said:
I guess I shouldn't be surprised, but there are ships for this game...? I am surprised. I must go google. For science.
I'm gonna point you toward Claudette + Hillbilly if you haven't stumbled across it. The fan art is generally so super adorable; it actually redeems Claudettes.
This is assuming that your "scientific interests" are of a more wholesome nature, of course. <.<
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@APoipleTurtle said:
I was going to say something like "yadda yadda use Hangman's Trick", but then I remembered that it doesn't actually restore hooks broken by sacrifice anymore.
Wonder if they should bring that part of it back?
Not gonna lie, that was my favorite part of Hangman's Trick.
It was my guilty pleasure perk until they felt the need to nerf it. (and yes it was a nerf - it went from hard countering sabotage to being absolutely useless against it, instead becoming a mediocre tracking perk)
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I don't know if it's intended, but it's a consistent effect - you'll never prematurely end his ability by starting a Mori.
If it is a bug it probably has to do with carrying a Survivor being the thing that pauses his power.
Since Moris are just interactions like breaking pallets or searching lockers it doesn't cancel his power.
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For DbD, I'd say the reason the game never really goes that far beyond "Cartoon Violence" despite being Rated M is because of censorship in other countries.
I don't think BHVR wants DbD to get banned in China, or Australia, or wherever else if they can help it.
As for other games, they definitely do push boundaries.
Especially Indie titles that benefit more from shock publicity than they suffer.
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Repressed Alliance will only really be buffed for SWFs.
I've tried using it in solo queue and most teammates totally ignore the gen/crouch around the map while competent teammates typically finish other gens before the timer can run out.
You just have no guarantee that your teammates will do anything with the information you give them. Kinda like Kindred (nice as it can be); three Red Ranks will still occasionally rush to farm you from the Facecamping Bubba.
And for SWFs, why run Repressed Alliance when you could use Borrowed Time, Adrenaline, or whatever?
Repressed Alliance has definitely gotten an indirect buff and is far from useless, but I don't think it's really gonna change much.
You're not gonna see it creeping into meta builds or anything.
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I've said this before, but I'll say it again: you'd basically need to remake the game from the ground up.
Current DBD is pretty well balanced. Adding a ton of mechanics or visual/auditory stuff to make it creepier could tip that scale. Sound is such a huge part of this game for both roles right now; being able to or failing to hear Wraith's weird chittering/gurgling noises or Meg's pained moans can change the course of a match.
If we really wanted to make DBD scary it'd need a huge rework.
- No more Terror Radius or have it activate only while the Killer is in chase (basically old Scratched Mirror Myers with M&A).
- Remove low wall loops/loops where you can see the Killer's actions at all times.
- Completely change how basekit Killer works - give all Killers mobility; either only at specific areas like gateways or basements, or let them teleport when unobserved. In return make their base speed slower. It's not creepy or scary hiding in a bush and seeing the Killer run their heinie over to the other side of the map so they can kick a gen before it pops - give them a way to traverse large distances without letting Survivors see them. Likewise watching a Killer zoom up on you and instantly murder you isn't that tense either - you know you're just dead. Killer pursuit should to be more about surprising Survivors than just running them down.
- Give all Killers a form of reliable tracking (Nothing necessarily as super precise as aura reading, but a general way to know where the Survivors are at - hiding needs to viable, but you don't want the Killer player struggling to find anyone; that's not scary for the Survivors.)
- Complete rework all the perks in the game and maybe even the concept of perks in general (I don't think I really to elaborate here, there are so many perks that are just kinda of weird, silly, or give way to much information/power - in the current game perks have way too much effect on a match; DS, Enduring+Spirit Fury, OoO, Borrowed Time, NOED: there are too many perks that make you much stronger than you'd be without them - players should win matches, not their perks - it's not scary when you know you have something to save you or when the Killer can just suddenly bypass regular gameplay rules).
- Remove hook states/make Moris basekit (obviously something HUGE on the Survivor side would have to change too, either by making their Objective easier or by increasing the amount of total Survivors in a given trial, but operating on a three strikes then you're out basis isn't helping the game's fear factor).
- Change objectives (as amazing as the new generator animations are, holding M1/R1 for 80 seconds isn't very tension building - it should be more involved on the player's part: do minigames that take up your screen (obviously Grabs would have to not be a thing for this to work), look for macguffins that are required to complete your objectives, play tense music while you're doing an objective, etc.).
- Environmental Moris/persistent corpses (y'know that scene in the slasher film where they find Steve/Sue/Whoever pinned to a wall or stashed in a freezer or hanging from a tree? That. Let players stumble across bodies and freak out; maybe even give them a gameplay effect - like causing the discovering Survivor to scream or making it a little harder for them to focus on a task while they can see their friend's mangled corpse hanging from a hook.).
- Incentivize Killers to play creepily (the focus should be less on how well they kill everyone and more on how much they act like a slasher movie antagonist - reward them for both obivously, so players are still encouraged to try and stop the Survivors from surviving, but reward them more for slow turning to a locker they know a Survivor is hiding in, or staring creepily from the shadows until a Survivor sees them, or breaking chase suddenly before jump scaring appearing around a corner, or etc. and reward them less for slugging everyone to net a 4k).
- Ambient music and sound effects to build tension.
- More hiding spots variations that fit more into the aesthetic of the map (not every hiding spot should be a red locker with hatchets in it; let people hide under beds, inside bathroom stalls, in boxes, etc.).
- Make the game brighter/reduce the opacity of The Fog for The Killer and increase their FOV/give them 3rd Person (it's not scary when the Killer is struggling to see the person five feet in front of them - hiding should be in hiding spots, not mid chase between the Killer's legs because their camera can't see you there or in front of bush that your outfit is the same tone as).
- More LOS blockers/thicker Fog (give Killers a way to mask their approach).
There's probably more, but this is already pretty long and you get the idea.
Also, as others have said, even if you do all this it'll still be hard to scare the people who play this 12 hours a day, every day. Especially if they're playing with friends.
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@oh_0k said:
This stuff never happened before this chapter came out
Yes.
It happens most noticeably in chases, making me just a little too far to reach the Survivor before they make a pallet/window.
I've also had instances of instantly phasing through pallets/vaults when pressing the kick button.
It's not easily repeatable as far as I can tell, but it's still another game breaking bug to throw onto the pile.
Edit: This is all with 65-69 ms in the pre-game lobby. I'm not loading into matches with 400 ping or anything.
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The only reasonable thing I can think of is that it's meant more as a 'hard mode' type of thing rather than a way to easily farm BPs. Kinda like No Mither.
That said, there's no reason the rewards couldn't be better than double in-game Deviousness scoring, or absolutely nothing (for No Mither), without being too much.
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When I'm playing Survivor Killers don't really make me go "Ewwww". Even proxy camping Ebony Mori Freddys with NOED or Hags that proxy camp a hooked Survivor even though they've already trapped the hook.
Clown makes me go "Yawn" or "Thanks for the headache". But not really "Ewww." You can still have fun facing a Clown despite his power being boring.
No, it's my fellow Survivors that make me go "Ewwww".
People who crouch around doing nothing, people who farm without BT, people that tbag the Killer, and people who otherwise do dumb stuff.
It doesn't matter how the game goes as far as 'victory' conditions or emblems, it just becomes an "Ugh. Whatever."
I don't hold it against the players, but it just ruins the fun for me.
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@BabyDweetMain said:
You forgot the most important thing to buff...his face.
Old Quentin face: old ugly goblin boy
New Quentin face buff: sexy Kyle Gallner
We'll get justice one day. I still believe.
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Vigil and Pharmacy need reworks, not buffs. Recovering from timed status effects faster is way too situational and the new nerfed Emergency Medkits without add-ons are terrible, no amount of buffs to the perks will change that. Vigil and current Pharmacy are like Up The Ante; they suck because they're based on something that sucks.
Wake Up! really just needs to have an 8 meter radius where other Survivors benefit from it's effects too. Not that your other buffs would be bad; it just doesn't really need them IMO. It's already a lifesaving perk that does well in it's specific niche.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/193036/is-blight-considered-boring
DCs are an epidemic again because they disabled the penalty for some reason. Happening to me with all killers if I'm winning. As far as I've seen hes not hated.
10 to 1 it was because hackers were giving people DC penalties again. We can't have nice things.
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@Rivyn said:
No. I like the idea, but dislike the concept. I'm already crunched for time as killer, so forcing me to take some out to open up routes that MUST be opened? Saloon shows this off. Taking time out to clear up the saloon, or else you'll never catch survivors in there? Bad execution.
And on the flip side, having routes were you benefit more from not opening a route is just an unnecessary noob trap (since Survivors can't interact with them in any way). Which is basically every breakable wall on the Badham maps.
The only cool breakable walls are on Midwich (the secret passage, the one in the hedges, and the one by reception) and maybe the one on the Killer Shack at Saloon. The kind of walls where breaking them is beneficial without being necessary.
It's a shame too, because breaking walls is fun and looks cool.
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Probably not.
It'd be time, money, and energy they'd have to devote to a purchaseable cosmetic that people (at that point) would already own. You'd only get money back from people who were waiting/hoping for it to get updated. From a business perspective, it'd probably end up being a waste.
Why do that when you could make another cosmetic with identical effects instead? Then you can also sell it to people who bought the first one.
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@[Deleted User] said:
I can approach this question as someone who plays killer at a high level and also plays in an optimal 4 man SWF.
Base gen regression is not worth the time spent kicking the gen at a certain point. You are not stopping a 75% gen by doing a normal kick if someone else is in the area. ESPECIALLY against a 4 man. I can't think of a bigger time waster than kicking gens without Pop. In fact, we'll often bait killers into repeatedly kicking a gen, running us off, and chasing us in an area of the map while someone else does the gen we actually want to get done. It's a common strat of ours in late game scenarios. "Hey, look over here!" Oops, different gen got done and the person you're chasing had Adrenaline.
Overall I don't think gen speed is an issue. The issue is map size and an overabundance of safe tiles. My team shouldn't be able to pre-throw pallets for the first 3 gens and never even feel squeezed on resources while we 4 man out. That shouldn't be a viable strat, but it is on 90% of the maps if your team is slamming gens.
This. Strong tiles and big maps are the problem.
SWF exacerbates this issue by being able to constantly and consistently communicate/rely on each other, but Solos who know how to do gens and split up are almost as dangerous.
Unfortunately, a sizable portion of the player base are solo/2 man Survivors who mess around and/or make mistakes constantly. Those people need those safe loops and big maps to have a chance at winning and telling people to just "put in the hours and practice" isn't going to make a lot friends.
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100% agree; the limited FOV is gross.
I get pulling off window techs or corner jukes is fun and all, but I don't think that's a good enough reason to make the Killer FOV so nauseatingly limited.
