TimberGoingDown
TimberGoingDown
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@Yoshirama said:
Most of the Hawkins pallets are unsafe, the map is small. In some maps like Haddonfield and Borgo are big dead zones with no pallets at all. Palletd should be garantized and not RNG
How are the pallets in Hawkins unsafe? I see people say this, but the ones in the hallways are absolutely safe. You don't stop at them, you run them as if the tile was the wall next to it, not the pile of barrels on the side. Combine this with a connected tile in a room with a playable pallet, and you have to brute force at least one of them.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968681#Comment_3968681
I see that as a problem too. I'm against killers being able to see if it's a SWF and against survivors being able to see what killer they're about to face for the same reason: too many people would lobby dodge. I think the idea of seperate Rank mode sounds good at first, and even I myself had suggested it in the past but, I realized that the only way anything like that would work is if there was something you could get in Ranked mode that you couldn't get in standard mode. Like special rewards or something. Access to certain perks/killers/items that don't exist in standard. Otherwise, not many people would want to willingly make their games harder.
See, I don't mind the games being harder. I don't like it when it feels unfair. When I use a perk that gives me Undetectable or makes the survivor Oblivious, yet they still pre-run about a mile because their buddy that I just hooked told them I was coming their way. Or when I bring Franklin's, and the entire squad just… drops their items. When they all start pre-dropping because I used Endfury one time.
But it's not even just that. It's knowing where your friends are at all times.
"I need a heal."
"Come to the gen by shack, I've got Botany."
Then you have certain killers that just get destroyed by SWFs. Xeno, for instance. Comms let you set up a turret (or two), and have the survivor being chased swing by to gain some extra distance. The survivor being chased will start heading to the turret before the turret has even been placed.
Or knowing which generator to work. When I'm playing solo, I don't know which gen Bill was working before he got chased off. I need to use a perk slot to get that info. SWFs? "The gen in the jungle gym across from main is at 90%." I don't know to let Nancy get the save because she has We'll Make It. I don't know that I can leave Sable slugged because she has Unbreakable.
And none of these things are "comp level" communications. These are just things that you're naturally going to tell your friends over the course of the game. If you're in a group, you don't have to waste perk slots on getting information, because you have all the information you could want and then some. You can pile on the second chance perks, healing perks, and chase perks.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968689#Comment_3968689
You caught where I tentatively suggested making them unable to drop pallets?
I'll grant they could run around and try to be an annoyance, but I'm fine with that. They're not achieving anything productive, I'm fine with survivors dicking about to try and distract me.
Might be fine for some killers, but others would be effectively crippled. Spirit struggles when there's different sets of footsteps and grunts of pain.
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I see absolutely broken interconnecting loops a LOT more than I see "massive deadzones."
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@jesterkind said:
I think there's an easy pitfall to trip into in this discussion, and that's overcomplicating solutions with a big fancy mechanic designed to track variables. In my opinion, you can make solutions to tunnelling much simpler and more elegant than that, though of course you do always need to add in a few caveats or twists to cover for potential problems either way.
What I'd propose is the following:
A survivor who is unhooked no longer has Endurance. Instead, they lose collision, and cannot be damaged or bodyblocked— alongside not being able to bodyblock the killer themselves. This loss of collision should last a reasonable amount of time- somewhere around fifteen-ish seconds if you want it to be static, but I personally support making it last ten seconds and then having the timer pause for ten seconds if a chase is initiated.
The survivor still gets Haste, and in fact the percentage should probably be increased a little bit.With this setup in place, tunnelling a survivor becomes functionally impossible for a good chunk of time, during which the survivor can get into a better position so chasing them after the timer elapses (which the killer has to wait out, unlike now) is also harder.
This solves tunnelling outright. It's no longer easier/quicker to chase someone after they're unhooked because you cannot bypass their safeguard and must wait out a noticeable timer before you can even try to do damage— chasing a halfway competent survivor this way just makes chases take far too long. The next question though, is can this be abused?The answer is, yes, so we need to make a few adjustments. While survivors can't abuse it the way they currently can Endurance, with bodyblocking, aware survivors could try and get in position for flashlight saves or pallet saves without the killer being able to stop them.
Fixing flashlight saves is easy; survivors should simply not be able to use items until the timer elapses. Easy enough, worst case scenario for them there is they wait a short while or touch a generator if they want to heal with a medkit.
Fixing pallet saves is a little trickier. Throwing down a pallet is something a survivor being tunnelled may want to do, even with a loss of collision, but you could feasibly make that impossible too for the duration. Some testing would need to be done there, for sure, but that's the only major roadblock.Either way, successfully getting a save should obviously count as a Conspicuous Action, the same way hook saves do.
From there, adjust a few perks here and there, and you're golden. Tunnelling is impossible, the solution can't be abused, and killers even get the removal of Endurance bodyblocking post-unhook as a little bonus.
As a final note I'd probably give survivors some kind of visual effect during the timer, just so newer players know something is up. That part isn't required, it'd just be a bit better overall.Lol. So the "tunneled" survivor can follow the chase, make themselves a nuisance by dropping pallets and the like, and be permanently invulnerable. Like, you're trying to chase the guy who unhooked, playing at a pallet, but the "tunneled survivor" is running around blocking your FOV and masking footsteps with his grunts of pain, and just in general being as distracting as possible. Then he drops a pallet on your head while the survivor is on the opposite end of the loop. Then they follow the chase to the next loop and repeat. Permanent invulnerability lol.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968659#Comment_3968659
It's all an unknown for now. But given how basekit changes to Survivor and Killer have gone down in recent years, it's not at all unreasonable to assume the changes will either be very minimal, very extreme to the point it gets rolled back, or introduce something that harms Survivor play while claiming to help.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968662#Comment_3968662
It's not a bad idea and it's something that's been requested for years and years. They've already implemented game modes, so I don't think this would be hard to figure out. In another thread, the idea of the second mode being a bit more like 2v8 with classes instead of perks was tossed around. I think that could work too.
The problem is that I, like most killers, would literally never queue up for the "Play against SWFs mode." I would honestly rather them delete every slowdown perk in the game than play against someone on comms. I would play the no-swf mode even if they just took away all perks and all addons.
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@DBD2025MakesMeSad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968665#Comment_3968665
Awww babes you embarrassed yourself there didn't you and this is your attempt to run away.
You used multiple things from the future(don't even know what they look like) and things that hadn't been implemented yet to make your survivor list longer than the killer list. The only things that actually happened in that list were also from a while back. The survivor lost of things that actually happened was shorter than your killer list.
Then you tried to hide multiple buffs killers have received and the survivors all starting together was not very long ago at all.
It's almost like killers have been spoonfed for the last 3 years and still they want more.
Don't forget gen times got increased too.
Lol. I didn't bring up anything. I'm not the original person you replied to, "babes."
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@DBD2025MakesMeSad said:
You lot need to stop demonising the idea of people playing with friends.
I play regularly with someone who has played the game for years and they are the worst survivor. Not all SWF is a sweat team, some people are just hanging out with friends having a laugh. In fact that will be the majority of SWF you face. The majority of teams who batter you and you cry about being a 4 man SWF more than likely aren't. I have been accused of being in a 4 man SWF regularly when I am playing solo. You don't just lose to 4 man SWF, stop letting people fill your head with that.
The game should not be focused on the killer having an easy ride and having fun every match. There are 5 people in every round. Many killers have spent years saying "It isn't my responsibility for you to have fun" when they use unfun "tactics" to win the game. You can't now make it everyone else's responsibility to ensure you have fun as the killer
Oh, please. Yeah, the 3-4 man bringing nothing but meta perks and juiced toolboxes is "looking for a laugh." And even if you and your buddy are "just having fun," you get information that you wouldn't otherwise have access to, like "Yeah, he's chasing me around shack."
Comms are the single most powerful thing a survivor can bring to the match. They are often used to gain an unfair advantage or to just negate entire killers/powers/builds. Comms negate stealth entirely. Comms negate the Blindness status effect entirely. You know that 2v8 thing where if the Scout had eyes on the killer, the entire lobby would see his aura? It's basically that, except for everything. If one person on comms sees your totem, then they all know where it is. If one person on comms drops shack pallet, they all know that shack has been dropped. If one person on comms sees you use Endfury, then all of them will pre-drop you the entire game. And none of these are "sweaty Seal Team SWF" things to say over comms, either. I'm not on a comp team, but if I see a totem, I'm going to say something like, "Yeah he has a totem upstairs in the Myers house." Boom. Totem gone 30 seconds later.
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@DBD2025MakesMeSad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968659#Comment_3968659
Quicker cooldown on successful attacks and for a long time STBFL was not balanced to address that
Shorter speed boost when a survivor takes a hit.
Anti face camp being nerfed in to the ground because you all cried.
All survivors starting right next to each other but no changes to lethal pursuer.
I love how you have tried to flesh out your list with things that never got implemented and unknown things that may happen in the future.
Funny how you missed out some of the killer things they have been given too.... wonder why that is?
I'm sorry, but if you have to bring up balance changes from three years ago, then I think you're fine.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968604#Comment_3968604
Where did you get that information? I don't remember any communication about it being tested for the main game, but I might've missed something.
I honestly don't remember, so take it with a grain of salt. It seems likely, considering that Anti-slug is the top item on the Phase 2 list, but it could just be community conjecture that I'm parroting.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968565#Comment_3968565
It'd make the most sense, unless something internally has changed rapidly overnight.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968568#Comment_3968568
This is something that isn't reactionary though. I could agree that the attitude around individual game mechanics would be tied to that. But the expectation of winning effortlessly is ingrained in every game in the genre, as it is for Survivor-type players knowing that they'll likely die but expecting to play a reasonable amount before then.
The issue with DBD is that they never should have made it easier for Killer to win, because that upset the balance entirely. There were a million and one things they could've done before that that would've made the game better. Personally I think the idea of the queue failing scared them and they made a bad decision to try to save it, but it's harmed the game more than anything. Phase 1 was another repeat of that, which was thankfully pulled but now has a ripple effect on phase 2.
Iirc, weren't survivor queues at 10-20+ minutes prior to 6.1.0 in non-peak hours? If they hadn't done a course correction, the game probably would have died then and there.
Killer mains don't have a social aspect to keep them playing even when it's miserable like survivors do. If I'm not having fun, I just log off for the night/week/month. I think I didn't play more than five games total over like a year between years 7 and 8.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968565#Comment_3968565
Correct me if I'm wrong, but wasn't the anti-slug thing cancelled part of Chaos Shuffle and not a test for the base-game feature mentioned on the roadmap?
It was apparently going to be tested in Chaos Shuffle for use in the main game. I assume they wanted to test the system while disabling any perks that could make it problematic, then address the problematic perks before pushing it to live.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968558#Comment_3968558
Do you honestly think the game would survive?
Yes, DBD players are masochists…
Considering it apparently takes ten months to doodle up some MS Paint pictures for the SM rework, we're looking at years of killer being unplayably frustrating
True, but they are also not able to balance something of this scope in one patch, not even close to what is needed.
They would need to implement several basekit features for both sides in one patch and handle balance of them all. While they have issue to manage even one killer balance.
Issue is for this to work, designed features also need to take into account huge disparity between killers and also soloQ vs SWF.No, survivor players are masochists. Don't forget, the game almost died prior to 6.1.0. Survivor queue times were up over twenty minutes in non-peak hours. Killer players don't have a social aspect to keep playing the game when they're not having fun.
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@theMasafe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968561#Comment_3968561
Tbh I kinda regret posting this because of that reason and the downvotes lol
Don't get me wrong, I think Spirit needs an addon pass, but if they start touching Spirit, she'll be kicked out of A tier.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968507#Comment_3968507
This isn't really an "us vs them" point, but Killer egos are a very real problem when it comes to asymm horror games. I think that will always hold the genre hostage when it comes to balance changes. Somewhere along the way BHVR realized that and made a lot of bad decisions, leaving us where we are now. You're right that I think a lot of Killer players will stop queuing for Killer if the game resembles anything close to a fair matchup and that's why I don't think these changes are realistically going to do anything that they really should.
To be fair, I think that survivor egos are the root cause for killer egos. It's hard to remain chill about losing when it's rubbed in your face.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968526#Comment_3968526
According to them, everything is planned months to a year in advance. Do I buy that? Ehhhh… But I do think they have a plan this time. Unfortunately I also think it's probably not great, which is fair given their track record, and now they're too afraid of how phase 1 went down to properly implement it. So I'm thinking they'll either scrap it entirely, or we'll get some watered down version of it that is like "it's better than nothing, I guess?".
Considering that we had a post in February giving a thorough overview of what each part of Phase 1 would contain and why, yet it's almost August and have nothing regarding Phase 2 besides a cancelled Anti-Slug test, I'm going to say you're right that they are scrambling to get something actually usable together. I think they were planning on making these wide, sweeping changes to the way the game played, but since Phase 1 was so universally hated we're probably going to get something practically useless.
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@theMasafe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968466#Comment_3968466
I know she is already super strong, but some Spirit addons are simply not good.
Juniper Bonsai literally nobody uses and needs a new effect.
Katana Tsuba could honestly have another effect since it really doesn't change much and everyone uses cap for speed.
Mother's Glasses is just… pointless?
Senko Hanabi has a good effect but 4 meters makes it terrible and good Spirits use the husk to block windows.
Dried Cherry Blossom needs to go. It's unhealthy.
Furin is still bugged (for months). It's so loud in the killer's POV that my head hurts.
Yakuyoke Amulet deserves a nerf in the duration and the speed penalty needs to be lower or removed. It makes your power worse.
All the recharge addons are good but you can't play Spirit without them. If Rusty Flute was partially base kit and all recharge addons get nerf to compensate, it would be really nice.
Please don't encourage the devs to touch Spirit anymore. Every time they touch her, she gets MASSIVELY nerfed.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968329#Comment_3968329
If I get easiest win by tunneling then:
→ Buffing slowdown perks will give me more time to tunnel
→ Increasing gen time give me more time to tunnel
→ decreasing map strenght give me easier way to tunnel
You understand? The point is that untill the tunneling is possible, there is no reason no to tunnel. My point is that there are several killers that are overtuned and should be nerfed (kaneki, billy, nurse, blight, singularity) and killer that suck and must be buffed (skull, pig, trapper, ghostface, myers, onryo - she needs buff and nerf at the same time, hag). Once all killers get similiar performance about win chance a match without tunneling or slugging we can adjust game to reflect that.
Ok, let's say you're right. You do realize how long that would take, right? So you introduce your anti-tunnel thing, making the game very unpleasant for everyone but S tiers. Then you start nerfing and buffing killers to current day B tiers, which would take a while, making the game very unpleasant for all killers. Then you can spend even more time buffing basekit killer to not absolutely get bodied every time they face survivors that aren't complete potatoes.
Considering it apparently takes ten months to doodle up some MS Paint pictures for the SM rework, we're looking at years of killer being unplayably frustrating. Do you honestly think the game would survive?
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Oh, so if I get off hook, I can just bodyblock for free with no possible consequences. The killer either downs me, giving me basekit DS until I get back up with basekit Unbreakable, meaning the killer gains zero pressure and loses a bunch of distance against the unhooker. Or the killer tries to wait out my 30 seconds of basekit DS while I run to the strongest tile on the map.
Bonus points for bringing OTR, which will let me body block two hits for free. Oh, and since that would be two protection hits, might as well bring Mettle of Man, too. That way the next time I get chased, I have three health states, too.
You do realize that bodyblocking with your basekit invulnerability would become even more prevalent than it is now, due to there being literally zero risk associated, right?
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The devs don't play killer, at least not at a level where they would "scare" veteran players lol.
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@Dwight_Fairfield said:
Ngl I'm on the side of the person you're arguing with. Its only a game. You don't have to send people salt. Just move onto next match.
Ummm… OP is the person on the right with the pink bubbles.
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You want to go back to playing on Eyrie every third match? I know I don't.
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Dracula. I know he's powerful and everything, but I just struggle with him so hard, which is weird. I've never really struggled that hard with a killer I was determined to learn, but I hit a wall with Dracula.
Bubba. His power is so punishing if you mess up.
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968217#Comment_3968217
Exactly. It’s nothing personal. Nothing against the person behind the other screen. This is a PvP game where both sides give it their all and use every tool they have. And the killer is basically fighting alone against time and pressure. Sometimes you just know: this match you’re probably going to tunnel hard and if needed slug as well. Even if there are still 5 generators left — if the round gets crazy lucky and it makes sense. Nothing personal.
But especially at certain times (and I play EU nighttime — always after midnight) … you still get some casuals mixed in occasionally, but generally an evening can look like this:
https://us.v-cdn.net/6030815/uploads/9B0YR0KQ5CBU/bild-2025-07-22-023649466.png
(yup with some mixed lobbies in between, but that’s basically it)
And what about David down in the bottom left? Sorry, David, but if I find you early, you better bring your A-game — it’s EU past midnight, and we’re in full tourney tmode now. What’s coming your way probably won’t be fun, soyou better step up
And if you end up as filler in a 3-man SWF that’s decided to “feed” you — well, you’re definitely not going to have a good time. But sometimes, unpleasant things just have to happen. That’s the game.
When you already know the other side has clean comms and they're coordinating to squeeze every drop of pressure out of you, you have to pick your targets wisely. That means going after the one who’s not getting any bodyblocks mid-chase, the guy who’s always alone for the classic “down in pallet” moment — basically, anyone who looks like they spawned in a 3vs1 against me.
It’s nothing personal against David, even if maybe in the lobby we already decided he might be a sexy target. You get to know a lot of people over time, and you learn exactly what happens when you give some groups too much breathing room.
I judge how hard I need to play based on gen progress after my first down or two. If I had a slow first down, or the survivors are very efficient, then I know I need to play sweaty. But I'm not going to try to 8 hook when two gens popped in the first chase. I'm already way behind, so the first guy I hooked better hope he's running DS. If I lose one gen, or don't lose any but I have several with 50+% progress, I'm going to ping pong to hopefully avoid DS. And if the survivors aren't really doing gens at all, I'll start to play a little nicer, at least until gens start popping. I'll play as sweaty as I feel I need to, and there are some games where I wish I had tunneled the first guy when I had the chance.
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@PetTheDoggo said:
I don't really mind it working against Blight and Billy, simply because they can handle this as counter play.
They definetly should fix this for Demo…Oh, so bugs are fine as long as it benefits the survivor. Bugs that benefit the killer, of course, need to be fixed immediately.
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Wait, tunneling went from "easy" to "toxic" now?
Let's be perfectly clear. I don't tunnel because I have a problem with the survivor. I don't tunnel because I want to "ruin their day." I tunnel because I want to win. When I (strategically) tunnel, it's with the purpose of winning the game. I don't even consider the survivor's "feelings" when I hook them twice in rapid succession.
Same goes with slugging, proxy camping, etc. Nothing I do is with ill intentions. It's to win. I learned a long time ago that none of the survivors care if I'm having a good time, so I don't care if they're having a good time, either. It's not like any survivors watch a gen pop early and then say, "You know what? I know this gen I'm repairing is almost done, but I think it'd feel really bad for the killer if another gen popped right now. I'll let him come kick it so the game will last longer and we can all have more fun together." And I wouldn't expect them to. I expect survivors to come into the match and do their best to destroy me and leave me with two hook states and zero kills. Because that's how PvP games work.
This is pretty much the only video game community where the majority of the community wants to dictate how other people play. Even in fighting games, people who complain about "projectile spam" or "meta slaves" get mocked and are told to git gud. I've never seen a PvP game where one side was called "toxic" for not letting the other side win.
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@BorisDDAA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967790#Comment_3967790
"For free" if you're standing in a corner maybe. Honestly just wow
If there's four gens upstairs, then that means there's three gens downstairs, right? If you never go downstairs, then that means that you are just giving up over half of the gens that survivors need to finish the game. You are essentially starting the game at 2 gens. I don't care how weak the tiles are up top. If you give up the bottom three gens for free, you will lose the game.
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@BorisDDAA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967672#Comment_3967672
4 gens on upper part which has like 4-5 pallets at best. You can't ask more than that so no m1 killer excuse.
Yeah, all you have to do is give the survivors 60% of their objective for free.
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@I_Cant_Loop said:
It really is crazy how easy it is to get to a safe loop from pretty much anywhere on that map. There’s a reason it’s widely considered to be one of if not the most survivor-sided map in the game. It just takes way too long to get downs and to patrol the gens in the buildings on that map, especially for the weaker killers with poor map mobility and chase power. I guess if I was a survivor-only player I’d probably downvote you too 😉
Whenever you post anything even remotely pro-killer on the forums, prepare to be downvoted into oblivion.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967602#Comment_3967602
Most of Hawkins Pallets suck.
And well, aside from The Game being bad for Survivors against specific Killers, the Map basically only has safe Pallets. And once they are gone, there is nothing anymore except for Deadzones, so I dont think you can really call it survivor-sided. I would also not say it is massively killer-sided, but it is killer-sided.
If I remember correctly, when they released Killrates for some Maps, The Game was up there with having some of the highest Killrates.
When it comes to Badham, I think the hate is overblown nowadays. It is only one map now and not five maps anymore AND Map Offerings are nearly useless, so you cannot reliably send people to Badham anymore. And what you are describing sounds like the Haddonfield Treatment and I dont think we need to turn another map into one of the most killersided maps in the game.
I want you to listen to yourself. "There's a very strong pallet every five feet, but if you somehow lose ALL of them, then you might take a hit!" Do you know how long it takes to clear out a deadzone with that sort of pallet density? Cmon man.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967586#Comment_3967586
Yeah, when there were 10,000 pallets, multiple god windows, a room so dark you couldn't see etc etc. It was Garden of Pain. Now? Just kinda Garden of Ass. Not enjoyable for either side.
Hawkins is a three lane map with bad pallets and few windows.
The Game has a lot of good pallets, but good luck against stealth Killers or Killers who ignore pallets.
Most of Hawkins pallets are generally good.
GoJ still is extremely survivor sided.
"Hey, there's like 3 killers who do well on the Game, therefore it's a MASSIVELY killer sided map!" Really?
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967582#Comment_3967582
Why are you accusing people of not reading when you aren't taking any points in ever, in like any of the threads I've interacted with you in. LOL
Like seriously, you didn't even read your own message that I reiterated to you and you're coming at me with that? Bruh.
Car loops are some of the least recurring I'd say on the map you have:
-Cars
-Ambulances
-Cinder blocks
-Hedges
-Fences
-Killer shack
-School
-2 story house
-Underground house
How is that not varied, since you claim I'm not reading, how about you read this and tell me thats not variation in comparison to coldwind are located:
-Jungle gyms
-Main building (if it even has a main building)
-Killer shack
-Haybales
-diggers
-Corn
We should have more in maps to interact with, ormond mines understood this and it's one of my favourite maps on both sides, Badham is how haddonfield should be and it's also proof that having more main buildings doesn't = omg broken, coz haddonfield has like 4 lolExcept the ones in Haddonfield aren't that strong. And there's no shack to run to. And it doesn't have the preschool with two god pallets, two strong pallets on the outside, a god window on the outside, etc. Plus, Haddonfield has massive dead zones. Badham has a safe tile every three feet.
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967582#Comment_3967582
No map should have three main buildings AND shack. It's absolutely preposterous.
Why? Do you feel like killers can't win on that map, that it takes too much effort compared to other maps to win, or something else?
I've noticed it does take a little more looking around, intentional gen pressure, and more attention to when dropping chase is the better play but it isn't impossible or super difficult to win compared to other maps. Play according to the map you're on and you'll do fine.
Yes. I feel like M1 killers generally can't win on the map unless survivors are potatoes. Any decent solo queue survivors should 4e easily while only taking one or two hook states.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967575#Comment_3967575
Thought Garden was kinda ass for everyone.
Eyrie is just too open still, unfortunately.
Toba's biggest advantage is the size of the map imo. The loops aren't good, but it's not easy to control the map.
The Game is absolutely Killer-sided depending on the Killer. Obviously, Trapper is going to have a bad time.
Hawkins is wildly Killer-sided.
Gas Heaven really depends on what tiles spawn, imo.
I'm sorry, I can't take you seriously when you say THE GAME and HAWKINS are "wildly killer sided," and that "GoJ is ass for everyone." There's a reason why killers call it "Garden of Pain."
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967576#Comment_3967576
How are they copy pasted, you said it yourself lol there are different structures which are all unique. Every map has repeatable tiles just in badham most of them aren't the safest as they are half walls (cinder blocks) aside from the ambulances.
Coldwind on the other hand has limited pallets and its all just jungle gyms far and few spread out. I think thompson house is fine-ish, but the cowshed is doo doo (that is the one with the hanging cows, right?). and rotten fields is boring too.
Haddonfield was overnerfed to the point it's just tragic. You either have balanced landing or you die.Reading comprehension. You should try it.
The car loops are literally copy pasted every five feet. The ambulances are actually LESS strong than the normal car tiles because you can at least attempt to mind game them. The car tiles, the survivor can see over you the entire time.
No map should have three main buildings AND shack. It's absolutely preposterous. Both of the houses are as strong as many main buildings in other maps, plus you have the school which is arguably the strongest main in the game. AND you have shack. And almost every filler tile is strong, too.
EDIT: I can't think of any part of the map that is "weak." There is always an extremely strong structure within a single SB distance. And good luck getting hits at tiles where the survivor can literally see you the entire time.
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@Rokku_Rorru said:
It has strong tiles but I don't find this map particularly bad on killer. I enjoy the chases and the tile variety.
Really dislike their new maps like Haddonfield and the Coldwind reworks, as barely encourage any tile variation and result in boring chases.I'm sorry, how is running around the same copy-pasted car loop six times in order to get the pallet drop, run five feet and repeat, an "interesting chase?"
But these would be fine if they didn't all connect to massive, multi-level main buildings with God Windows and strong pallets.
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@MDRSan said:
Really? I like Badham. I dislike maps that feel like an open field with randomized generic, repeating wall segments just plopped down. Places like Badham and Haddenfield feel more intentionally created versus random number generated. Granted I feel like Haddenfield is a bit too open but at least it isn't a generic crushed metal or rock wall field.
They've nerfed pretty much ever other map to the ground when it comes to vaults, safe pallets, and survivor looping potential - would it kill anyone to let survivors have one map that isn't a gimmie to the killer?
GoJ. Eyrie. Toba. The Game. Hawkins. Gas Heaven.
There are plenty of survivor sided maps.
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Your experience as killer is largely due to RNG. If you get Badham or GoJ, you're probably going to have a really bad time. If you get Haddonfield, you'll have a slightly better time.
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@HaliAndEx said:
This is something they should do for the upcoming community made chapter. They should allow the community to submit perk ideas for the chapter and choose one for the survivor and killer that they like the most.
Lol. You do realize that the community has more survivors than killers, right? The "most voted" killer perks would be "Stand still for 60 seconds to gain 1% Haste for 1/2/3 seconds." Meanwhile, the survivor perks would be, "You gain 40/45/50% increased action speed."
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Farming is so unbelievably boring. I would rather get 50% bp than farm
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I'm sorry, "for the sake of interesting gameplay?" What gameplay? The four minutes of gameplay you get before gens finish if you run zero slowdown?
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Meanwhile, modern killer perks: Kick a gen, let that gen get completed, then get 60 seconds of 6 stacks of STBFL.
Nobody gets good perks these days.
But I like this game! Let me do one:
If Unbound was written like a Survivor perk. "When you vault a window, gain 50% Haste for 3 seconds. This effect has a 40 second cooldown."
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965119#Comment_3965119
This is also the issue. You can avoid the stun by slugging, and when the Surv has used it they now are a target for tunnelling because they stunned the Killer. A lot of more immature Killer Players get angry and tunnel when they are stunned.
This is not healthy perk design.
If a survivor doesn't want me to hook someone else, I just assume that that means that they want me to hook them… repeatedly.
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Spirit and Xeno
Spirit because she's a really good killer that's fun af to play
Xeno because I think he looks cool, while also not being too weak.
I used to main Knight, but he just keeps getting weaker with every patch.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965468#Comment_3965468
Why is pain res most used regression perk for killer? Because its great perk pop is better on more progressed gens but not all killers have mobility to use it correctly and effectivly as apin res (pain res has rng factor of spawning scoorge hooks and sometimes the scoorge hooks spawn location sucks but its still very good perk even it has 4 time uses). Pop reuquires mobility to get fast to the most progressed gen and ability to get consistent downs, if you lack both which some killers does but bigger problem is the mobility factor then painres is better option annyway, but someone who played more killers should know that.
Reassurance for solo q isnt what bothers me, solo q would still struggle to use it but swf can utilize it for maximal potential just like shoulder the burden (bad solo q perk but in hand of coordinated swf its game changing and can change the outcome of the game).
Pain Res isn't "great." It's just the least crappy option.
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@Virtualguy said:
No, honestly speaking we should heavily nerf any gen regression/progression perks. They are the worst parts of the game on both sides where if you bring no gen regression gens can fly but if you bring no gen progression stuff and the killer does bring gen regression or is one of several broken killers like ghoul then it's an uphill battle.
Then slow down gens basekit. Because right now, they absolutely fly if survivors want them to.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964532#Comment_3964532
You end the game and your mmr goes down
such a loss
Yeah… that's what happens when you lose. Your MMR goes down.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964561#Comment_3964561
Its just missing the bigger picture of it is all. Its not a lost match
Its basically suggesting for someone to body block an iri hatchet huntress thats tunneling, and then expecting her to hook you instead of just slug you and continue on with her tunnel.
You gotta think more macro about the match than just micro plays like an exit gate being powered. Or taking a hit against an insta down killer that is hardcore tunneling.
Theres more to the match than just "the exit gates are powered the match is over" and "you should throw yourself at the killer and expect her to hook you"If you take a hit against Iri Huntress, that means she has no hatchets to use against the person she's tunneling. Which means she has to go reload, or try to tunnel someone while only being a 4.4 killer. Which gives the other survivor time to gain a lot of distance and/or disappear entirely.
99/100 games, the game is lost once those exit gates open, barring an endgame perk. You just like rubbing it in killer's faces when you win, and you don't like the idea of not being able to do that.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964500#Comment_3964500
I mentioned this in another reply, but to repeat
If all four survivors are in the exit gates,once those gates are opened, the game is over.These are very different scenarios. Even if we say all 4 survivors in the exit gate should allow the killer to abandon, that doesn't connect to the idea that the trigger point should be the gate opening.
Lol. It's the point that makes the most sense. Far more often than not, the game is over once the gates are open. Survivors generally don't open the gates until they know that they are getting out.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964363#Comment_3964363
Its still possible to hold a 3-gen
You just need 10 minutes until abandon and be victorious
That counts as a loss.