TragicSolitude
TragicSolitude
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@ThePolice said:
This bullshit needs to be fixed especially on console, mending and dropping pallets are the same button, what a joke
You can at least keybind mending and dropping pallets to be different buttons. I changed dropping pallets/vaulting to square or something.
@2bitfeller Yeah, I hate that recovery and escaping through the hatch are grouped together so they can't be separate buttons. It drives me nuts. See:
Escaping through the hatch should at least be put in the group with dropping pallets, not healing.
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@ThiccBudhha said:
I am going to miss this map. Definitely one of the best for Nemesis. Not just because of zombies, either. All of those unsafe vaults. And the excessive pallets he cuts through like butter. Aah!
Yeah. Nemesis on Hawkins is awesome. Not just because of the zombies, but oh damn the zombies are great, they can wreck survivors.
I will miss Hawkins. I don't like getting it 5 times in a row when I play DbD, but I like having it in the rotation.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2539300#Comment_2539300
Hex Totems do have an audio clue. I've found a few hexes from hearing the flame sound.
For me, "a few" is literal. The hex totem audio is soooo low it's practically nonexistent, especially if there's ambient audio on the map. Every time I actually think I hear a hex totem it's a fire barrel.
I mean, hex totems shouldn't be too obvious, they're supposed to be well hidden in order to waste survivors' time looking for them, but I think the point I'm making is that I really hate the fire barrel's crackling noise.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2539223#Comment_2539223
I can imagine. Thing is - it's really tricky as a killer to tell the difference between someone who is subtly trolling or just making mistakes. Unless you BM me, I'll usually give the last survivor hatch, especially if it's a shutout.
https://forum.deadbydaylight.com/en/discussion/comment/2539245#Comment_2539245
Eh. Technically, it's complicated. An AFP and an ATA are both very dependent on exactly what is being debated and what conditions have been laid out before. In this case, I don't think it's fallacious to say that when the 'experts' - people who play the game for a living, at a level most of us can only dream about - all share an opinion about something in the game, that it's probably true.
To me, comparing Wraith and Spirit is like comparing Trapper and Hag. Both are thematically similar - traps. But that's where the similarity ends.
Yeah, it's difficult as killer to tell what's going on, but personally I try to pay attention to who's actually working on gens and who seems to be a non-participant. I look forward to the hatch change. It won't completely fix the problem, but the fewer immersed Claudettes and non-participants I see get the hatch, the better playing survivor will feel. Maybe the Leon would have been useful and worked on gens if he hadn't seen the hatch.
I had a match with an AFKer where the killer took out the rest of us, then the AFKer came back just in time to run away and get the hatch. She ended the match with the most points just for that.
A lot of my frustration when playing survivor comes from the hatch and from survivors farming someone off the hook without BT, especially since my friend and I both run BT and take aggro. When someone else rushes in to make the save, even in the killer's face... Bad teammates are the real killers. Sometimes I wish survivors had weapons and could murder each other, at least that'd be a fun way of killing teammates.
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@James4125 said:
https://forum.deadbydaylight.com/en/discussion/comment/2538768#Comment_2538768
Hex totems can't be replaced and they see plenty of use.
Deliverance can't be guaranteed and that's still used.
All you have to do is put your totem in a place the killer is unlikely to patrol. Such as an area where the gen was already finished.
I don't play seriously, I run meme builds and crap, and I think a boon totem that can't be replaced is useless and not worth running. That says something. In my regular build, I wouldn't replace my WoO or Empathy or WGLF with that nonsense.
Killers can protect their hex totems. They have ways to slow down survivors, injure them, down them, take them out of the match entirely. Survivors have... uh... they can put it in one of the many already-memorized-by-every-regular-player totem spots?
Even if survivors did still run it, the act of placing a boon totem could only happen once. That's one time that they're not on gens to go light the thing. I don't want that. When I'm playing killer, I want the survivors running around the map lighting totems and not doing gens. Maybe devs should add in an option: you don't allow survivors to use the perk more than once in your matches, meanwhile in my matches they can use them multiple times. I'd be down with that. The game needs to let players have more options, anyway.
(I think boon totems need some changes before going live, like a cooldown and not being able to move them, so if a killer leaves a boon totem up in a dead area the survivor who lit it can't place a new one somewhere better, but only being able to be used once? Self-Care and Lucky Break would be better, and no one even runs Lucky Break.)
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I've had a few games where the survivors took the match hostage, refusing to touch gens. Those were frustrating.
Recently, I had a match as survivor where there were three of us left and only one gen to do. My friend and I were trying to pressure two different gens, and the third survivor (a Leon) kept making noise and then creeping away, not helping, bringing the killer over and trying to get us killed, because the hatch was nearby. Me and my friend died, and the killer downed Leon, then picked him up and dropped him on the hatch, giving him the free escape he'd tanked the match to get. That was frustrating.
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On PS4, as long as the framerate is okay, then it's the precision killers like Nurse, Deathslinger, and Trickster (who has forced potato aim) who are going to be the most difficult to learn.
If you're on, say, the Switch, then playing any killer whatsoever becomes difficult. So many frames drop when I turn the camera that I can't track survivors. Simply trying to land a basic attack is painful. I haven't played on PC, but the increase in difficulty from PS4 to Switch is like the difference between kindergarten math and dancing on LEGOs reciting every calculus function ever devised from memory.
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@JustWhimsical said:
https://forum.deadbydaylight.com/en/discussion/comment/2537963#Comment_2537963
If they added cross-progression this wouldn't be as much of a problem, I have no interest in getting a ps5 and the only real way I would upgrade to PC is if cross-progression was a thing which it isn't yet.
^ This. I'd migrate to PC if cross-progression for PS was a thing.
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They should certainly focus on them less. And for the tier 70 rift charms, they seem to be running out of ideas.
I said it from the beginning that charms were going to become the junk drawers of DbD, and I was right. So, so many pages of charms it's impossible to find anything. It doesn't feel worth the bother to sift through them looking for what you want. And there are so many that are just recolors of a simple design with no variation, they're only there to fill rift spots that would be better spent on Iridescent Shards or something.
I also don't like that the charms aren't universal. All charms should be universal. I can't have Dwightcrow on a survivor and I can't have Mr. Puddles on Clown's hook. No one likes that limitation of killer or survivor only for charms.
tldr: I really, really want them to stop filling the rift with multiple recolors of flat uninteresting charms. Plus, a way to select charms I don't want showing up in my inventory when decorating my hooks would be much appreciated.
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@Nathan13 said:
Wait, It’s only a killer charm???
Yup. Sucks, don't it.
And it was really brilliant, too, because last year the survivor queues were looong, they needed more killers... and what they did was they released a cool exclusive charm that required killer players to sit on the store page and enter 50 codes trying to unlock the thing, unable to play matches lest they miss a chance. That made me laugh.
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@ThiccBudhha said:
Just one of the many reasons people hate playing against Twins.
Yeah, I really don't think I'm going to bother. I die all the time, I don't care about that, but when I do stuff in a match I want points for it, otherwise it's a waste of my time. The other survivors got mucho points for being free to work on gens together or take protection hits to try to get her off me. I got jack.
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I don't think they made it clear, but it is a killer-only charm. It won't be in survivor inventory. (Just in case you didn't know. If you already knew that, I apologize. I made that mistake with one of their other charms they gave away via codes.)
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@Kyxlect said:
You know, I thought the same thing about We're Gonna Live Forever when it popped up in the PTB with +100% heal rate on Survivors in the dying state. Like no way Behavior's gonna let that go through, healing is such a big deal in this game. But guess what? It did go through. I wonder how many of you dismissing it as a PTB thing will admit you were wrong or take the Killer's side and say it's overpowered after it goes through.
When I read the patch notes the boon totems and buffing Built to Last to broken just overshadowed anything positive they did for Killer.
Does anyone ever run WGLF except me and my friend? I never see it. People only ever talk about the stacks and seem to dismiss its strength against slugging.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2537110#Comment_2537110
Regardless of the benefits, killers have stated for years, "Just do bones". Survivors get a reason to do them, the slow down remains the same, especially if they continue to bless them throughout the game, and people are going to complain?
I don't get this. If survivors are on doing bones, repeatedly at that, the gens are going slower.
^ This.
If boon totems are one use only, survivors will never run them. Period.
Boon totems aren't going to replace the meta. It won't take long for the novelty to wear off, and then you probably won't see them so much. Why? Because the most popular perks don't require survivors to go out of their way to get the benefit. The popular perks (DS, BT, DH, original MOM) require practically nothing from the survivor to get their benefit. If the killer does well—injuring them, hooking people—then the survivor gets to use their perks. Boon totems require doing bones.
Boon totems need a couple tweaks before going live and then we can see how they play out. Boon totems shouldn't stack, that's for sure. They shouldn't do ridiculous crap like boost syringes. After a killer snuffs a boon totem, there should be a cooldown before the survivor can relight it/place a new one. And it's debatable whether or not survivors should be able to move boon totems (on the one hand, it means they waste more time blessing, but on the other it means they don't have to strategize.)
Killers are always wanting to slow down gen times, but the devs don't want to do that at a base level. Why not? Because against strong killers it's a death sentence. The devs are trying to incentivize survivors to slow themselves down. So, if the killer isn't putting a huge amount of pressure on survivors, they have a choice: continue pumping out gens or set up a boon totem. Without the boon totems, then there's just gens. Even chests and the 1k BP from cleansing dulls don't slow down survivors on gens. So yeah, the incentive needs to be big if you want to get survivors off gens.
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@Mistikus said:
https://forum.deadbydaylight.com/en/discussion/comment/2537216#Comment_2537216
in my opinion they wont break a meta, for me stacking should go that for sure, reliting boon totem is more beneficial to killer since it takes out survivor of gens for a while, i played ptb for couple day and people strated to not use them often
I'm iffy on whether or not they should be able to be moved, honestly. On the one hand, yeah, they might be spending more time blessing totems, but on the other it's a moveable med station/aura-blocker that they can just set up each time they come across a new totem instead of having to first scout totems and try to determine the best spot. It could go either way, but not being able to move totems would give the killer a second way to counter the things without requiring them to spend time snuffing it out: leave the totem standing in a dead zone and the survivor who set it can't put it in a better area.
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@Mistikus said:
https://forum.deadbydaylight.com/en/discussion/comment/2537181#Comment_2537181
all survivors see the a boon aura on ptb, it might get changed tho
Oh, that's good. I hope that part doesn't get changed.
Personally, I think before going live the boon totems just need a few changes (no stacking, no moving a boon totem, and a cooldown on placing a new one after the killer snuffs it) and otherwise I'd like to see how they play out for a while. If they get nerfed heavily no one will ever use them and we'll never even be able to tell if they would've been useful.
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@Forrestgump said:
https://forum.deadbydaylight.com/en/discussion/comment/2537079#Comment_2537079
SWF will always call out where the boon totems are. You chase one, meanwhile the 2 or 3 others heal with the extra 100% boon healing speed in seconds across the map.
Do survivors not get to see the boon totems' auras? I can't play the PTB on console, so I've only seen a bit of other people playing. The person who sets down the boon totem sees the totem's aura. All survivors should see that, otherwise the boon totem mechanic completely favors SWF.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2536167#Comment_2536167
Sounds just as boring as camping.
Well, he can injure or hook you if you want, but you have to stand still for it or else he won't be able to hit you. So it's in the survivors' hands.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2536245#Comment_2536245
Wish that was true. Its 3 weeks after Pinhead and killer queue times are still horrible.
Is it because of too many people playing killer or because SBMM takes ages to match your killer with someone?
OP was saying there will be fewer killers after the update. I was replying that if there are fewer killers, then killer queues will be faster. It was a comment about the future, not the present.
However, my queues have remained pretty much the same since SBMM. Survivor queues are fast during the day, but once it gets to around 7pm the killer queues become faster. My friend was playing killer a bit tonight and queues were instant. I've had fast survivor queues during the day and fast killer queues at night for as far back as I can remember.
I have no idea what's causing the longer queues for some players, SBMM or too many killers. Either is a possibility. If it's SBMM causing the longer queues, then I guess fewer killers won't matter and queue times will be awful for some people no matter what.
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@Luciferr_2nd said:
So basically its a big middle finger to the people who worked hard to get it last year, because theyre just going to give it to everyone.
I got it on PS4 last year. I don't feel like I'm getting the middle finger. I never even see these charms on any hooks.
I don't really consider sitting on the store screen (instead of playing; brilliant plan, BHVR) entering fifty different codes as "working hard." It was annoying and a really stupid way to distribute something. I'm happy I'll get to have the charm on my new Switch account.
The actual middle finger is that it's not a universal charm. I should be able to wear the Dwightcrow charm as a survivor.
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Cool, faster killer queues for me.
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Sorry about your bad streak of games. Hopefully you'll get put in my friend's lobby. He's not hooking or downing survivors right now, just chasing them a little here and there. Super chill.
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@Ferr0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2534526#Comment_2534526
Nah man. People dont think like that. They need to make something that you get 4 random perks as killer and survivor or something like that. I had so much fun with break out and head on but if you face a killer with meta perks you cant even fix one gen.
Fixing gens isn't fun, though. When my friend and I want to have fun, we never touch gens. And if the killer tunnels one of us out, the other just throws themself at the killer to get out of the match too and we quickly move on.
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@Rizzo said:
https://us.v-cdn.net/6030815/uploads/Q1W5TVJ7ACSD/image.png
That's not how it works this time, though.
(For more info: https://deadbydaylight.com/en/news/october-events-calendar-2021)
Oh, cool. I am so glad I don't have to go through the trouble I did last time to get a Dwightcrow charm for my new Switch account.
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I hate gen slowdown, I never run it as killer because I think it's boring. That's me, though. You should run a build you find fun.
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@Adaez said:
It doesn't matter if boon totems will be nerfed to oblivion,they will still be bad for the game no matter how you look at it.
They give survivors another advantage and killers a new objective to deal with,like they didn't have enough,while survivors have even more chances to finish gens and escape.
And to top all of it,boon totems will give the most advantages to swf,the ones that BHVR should have tried to nerf,not buff.
At this point I just think the guys at BHVR like to play SWF together and they we're like,hey lets give survivors boon totems,its all about swf fun,who cares about soloq or killers and balance.
The second this game will have real competition,people wont put up with stuff like this anymore.
Boon totems get survivors off gens and looking for totems, those things they try to ignore as much as possible. Seriously, the devs keep adding reasons for survivors to give a crap about totems, and yet every killer match I see a whole bunch of obvious, untouched totems. I see untouched chests. Survivors don't want to get off the generators. Maybe, maybe boon totems will be enticing enough to get survivors off gens, slowing down the match. Maybe survivors will put on their boon totems and Small Game or Detective's Hunch, leaving fewer slots for things like DH and UB.
There have been so many complaints that the meta is for survivors to ignore healing and focus on gens. If survivors aren't healing, gens go quicker. If survivors are searching the map for a totem, setting up their little medical area, and then running back there to heal, gens go slower.
Either BHVR adds new things to entice survivors to do something other than gens, or we all just accept that matches will be short and uneventful as gens fly.
As much as I don't like the idea of something new I have to deal with as killer, having to snuff the things out (like killers don't have enough crap to do and keep track of), I like DbD trying out new stuff. The game is so stale at this point, and boon totems won't be enough to change that, but maybe they'll be fun to meme with for awhile. There's nothing in my current build I'm willing to get rid of to regularly use boon totems, though.
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@ElusivePukka said:
https://forum.deadbydaylight.com/en/discussion/comment/2533503#Comment_2533503
Taking the game hostage refers to when "the survivor who is blocked is unable to participate in the game." So yes, if you're camped on the hook, dying quick, or first hook suiciding, your game was taken hostage - it's okay, you, Mandy, and a lot of people prefer your semantic dishonesty to looking at the problem.
"semantic dishonesty"
Wow. No. You are asking about the rules and what constitutes breaking the rules. You are asking what is a reportable offense. The things that are reportable offenses have been clearly defined multiple times on these forums. These definitions exist so that players do not report a whole bunch of stuff they don't find fun that will just clog up the report system because those things aren't bannable.
Is being camped fun? No. It would be nice if the mechanics of the game were changed so that these things didn't happen, sure. But in the meantime, it doesn't break the rules. If you submit a report saying "this person face camped," no matter what description or story you attach to it, you will be told that it's not a bannable offense and your report ticket will be closed, and nothing you say here on the forums will change that.
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@KillerMain4Ever said:
https://forum.deadbydaylight.com/en/discussion/comment/2533596#Comment_2533596
No, they're not allowed because the game doesn't provide in game comms, you have to use external assets to do so, which clearly violates the tos but BHVR doesn't enforce this rule
BHVR has said that they're okay with players being on comms and in fact on their official Discord channel have a section for finding people to be on chat with. The official stance is that comms are not cheating, it's just so easy to use third-party software to do it that they're not going to add it in themselves. Discord can be used via PC or phone, and Xbox and PlayStation provide it natively. Are Xbox and PlayStation games even allowed to disable voice chat?
Besides, what would they do for people like me and my friend? We play together in the same room. No third-party software necessary to talk to each other the whole time. I look forward to the day I'm accused of cheating for living with other people.
Edit: I would like to say, I like your idea of more BP. I like any idea that gives me more BP, despite the reason. It should also have a minimum bonus, that way you still get a nice bit of BP for even the really bad matches.
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@SxfetyPin said:
https://forum.deadbydaylight.com/en/discussion/comment/2532744#Comment_2532744
That's 100% fair to say. But how I see it thus far, the Healing Speed increase is so blatantly high that- from my point of view- it's already a Meta-defining Perk; It's just THAT strong as of now. I don't want these series of Perks to be relegated to "Hehe, Meme Build." I want these additions to the game be unique, viable options- but without them completely blowing everything else out of the water, as they are doing right now.
As is, they're viable for casual players who play for fun. There's no perk that requires extra work that will be considered viable for the truly competitive players.
Boon totems require getting off gens, finding a totem, blessing the totem, and then going back to that area to take advantage of its ability. Maps/RNG could make them very strong or a time-waster. Not to mention the survivors who will cleanse totems for their own benefit, adding to the competition for map resources.
To make them a part of the meta, you'd have to at least remove the totem part. Maybe I'm wrong, but that's why I think waiting and seeing is the good immediate response.
Look at Lucky Break. I think the PTB version was too strong, but the nerf they gave it has no one running it, despite its potential.
Edit: I realize I make it sound like I have no criticisms towards boon totems, and that's not the case, so I should make that clear. Boon totems definitely have issues. They shouldn't stack, for one thing. Maybe the speed boost to healing should be toned down a bit, but not too much because that would make Self Care the obvious better choice. They should not affect a syringe and make it work faster. And there needs to be a cooldown on them: after the killer snuffs out someone's boon totem, that survivor should have a cooldown before they can bless another.
I also think that survivors being able to move their boon totem takes away any need to strategize. While a survivor's boon totem stands, they shouldn't be able to bless another totem. This way, if they put their boon totem in a bad spot, they can only place it in a different spot if the killer snuffs the first one out.
These changes would fix some of the glaring problems without outright making them useless or requiring a rework.
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I really feel like the "wait and see" thing applies here, because despite how strong boon totems can be, the meta is still better because it requires the player to just... play. The survivor doesn't have to waste time messing with totems, they just do the gens and if the killer interacts with them then their perks come into play. There's a good chance that after the novelty of boon totems wears off, they'll be relegated to meme builds. When I run meme builds, my whole thing is to just... use the perks. I don't play competitively, I totally die doing it, and that's fine. Boon totems won't change that in any way, they'll just add a new possible build to my meme-y repertoire.
But, it's impossible to say what will actually happen until they go live. Everything is conjecture.
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Well, actually, since survivors can re-light their boon totems and killers can't destroy them, only un-light them, there's no limit to the number of totems the killer could take out in a single match. There are only five to find, but snuffing out? Infinite.
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Way back when PS messages were still turned on, there was a match where the first person chased (no hooks yet, no gens done) jumped into a locker mid-chase, and when pulled out they disconnected. Then they sent a message saying the devs said tunneling is cheating, stop tunneling. I think they threatened a report/ban as well.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2532462#Comment_2532462
Same. I am not the friendly type, if one person has something to say, I will escalate it. But since I am trying to be a better person, I will need to do what I started doing in Overwatch and abstain from the chat as a whole.
I am just saying it is the only way to actually put solo near swf. All the other ideas do not address the crux of the issue which is that they can communicate.
lol good to know I'm not the only one who would dislike built-in voice chat.
Voice chat would bring solos up to SWF level, but it really feels like that would take something away from the game. Like, then the next step is a mini-map and designated team roles. But that's a personal feeling, other players probably wouldn't share my craziness.
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@ThiccBudhha said:
The game really needs voice chat to put solo on par with SWF and buff killers to compensate.
I'd honestly rather die every match for the rest of eternity than use voice chat, and I don't care how much that screws my teammates.
Balancing around voice chat would screw every team of solos that gets a player like me. I mean, the devs could do it, I'm not saying they couldn't, that's their choice, but I wanted to make it known that I absolutely will damn everyone to a terrible death, I just... feel very uncomfortable talking to strangers.
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I hope they don't put in dust. They have yet to actually get their VFX to an acceptable standard of performance; every time I go against Spirit I don't want my console overheating. They might as well just make her visible at that point, anyway, so they can change her power and everyone can move on.
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This has been suggested before. The response from BHVR was "no," because if you look at it from the other side, you are withholding BP from people for playing with their friends. It's still punishing them, just with different flavor text.
The only thing we can hope for is for survivors to get buffs that bring solo q closer to SWF levels. A communication wheel isn't a terrible idea, since it wouldn't require voice comms and it would help with info/coordination, the main benefit SWF have that solos struggle with.
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I think the question is will survivors use them after the novelty wears off, or will these be relegated to memeing? The meta is always useful and not limited to within range of RNG totem placement. Beyond the meta, I'm not sure anything will get those self-caring Claudettes out of their corners.
I will go on to say I don't think it's good to add another thing for killers to deal with. Now it's not just remembering what perks each of the four different survivors are running and pressuring gens but also taking time out to deal with something new, and killers are already pressed for time.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2529008#Comment_2529008
But if the survivor with DS start healing the other survivor they lose their DS?
(not agreeing with the other person here, an info on who you would pick up would be okay i guess)
I personally don't like tunneling, DS or no, and picking up the wrong survivor means I either waste time dropping them back down or I just hook them again. But the survivor with DS could block a doorway or something, forcing you to down them to get past them to where the other survivor crawled while you were in your post-successful-hit animation.
This game is really bad at giving killers information, I don't know why, especially when it comes to picking up survivors since multiple survivors can crawl on top of each other and clip into each other's bodies. (I'm not knocking being able to do that, it's fun to do while slugged, especially if we start crawling in human centipede fashion.)
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I try not to take the game seriously. It's a video game, it's meant to be fun, and if I'm not having fun I'll just do something else until the match ends. But not taking the game seriously is easier said than done, and in DbD bad matches feel less like a learning experience and more like a stomping (or bad luck, whether that's map RNG or your randomly determined teammates). Most people don't learn from getting stomped, they need a gradual increase in difficulty.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2529242#Comment_2529242
I mean, proof me wrong but while this is definitly a killer sided patch, most complains still come from killers, so?
So? Seriously, so?
There are complaints from everyone about every buff and every nerf, and there are both buffs and nerfs that affect each side in this patch. You accusing one side of being the louder complainers adds nothing to the conversation except to perpetuate a very tired way of dismissing either side's concerns. "Oh, you only say that because you're a survivor main." "Oh, you only say that because you're a killer main."
There are things in the upcoming patch some people don't like. Boon totems are the big new thing being added, a totally new way of interacting with totems. So of course everyone is talking about it, that's what most of the PTB threads are, and there's both positive and negative feedback.
Negative feedback is almost always louder than positive feedback simply due to the psychological nature of humans to feel more strongly when their feelings are negative. Anyone who deals with people in general can tell you that.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/283453/we-finally-get-the-key-change-and-no-one-cares
No offense to anybody but its simply because this forum is full of entitled killer mains. On other social medias the tenor is quite different. Here they find a way to moan about everything, even tho this is another killer sided patch. I mean, who cares about Hatch and Key nerf plus plenty of other killer buffs when they change Spirit that she has counterplay? So unfair.
Do we need to turn every thread into a killer vs survivor argument? Perpetuating that crap is unnecessary and it got old long ago. Both sides have players that do nothing but complain, both sides have players who are reasonable, and a lot of people don't main anything and actually play both sides.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2529051#Comment_2529051
I figured people would, honestly.
Like everyone started lighting fireworks and getting into fights when Moris got nerfed to where they are now, but right now it's just like
dead silent. It's weird.
To be fair, the devs could have at least updated the hatch when they nerfed moris. Okay, maybe the key nerf needed some extra time for animations or something, but the hatch should've just been a numbers change. I'm happy they changed the hatch, but I think for a lot of people it's more of an "about time" reaction than a "yay! let's party!" reaction. The survivors got to have the party reaction when moris were suddenly nerfed.
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Every day I worry they'll touch Blight. They already keep making his collision worse, they don't need to add extra nerfs on top of that. I'd also like it if they at least get his collision to an acceptable spot (I don't expect perfection... I would never expect perfection) and then leave it alone.
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I'm really picky about glasses. I'll never play as her as long as she has large glasses.
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@R1ch4rd_N1x0n said:
Don't down the person with DS to begin with. Problem solved.
If a survivor with DS starts healing the survivor you just downed, you have no choice but to down them, otherwise you can't pick up the survivor in the dying state.
Seriously, I'd like this QoL change. It's difficult to position myself to pick up who I want, especially with the clunky controls on Switch.
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Here's a comment I posted on another thread:
I think Jake and Feng look fine. David and Quentin look weird.
Why does Kate always get screwed? Most of the other characters have their mouths closed, and she should, too. She looks like she has a pug nose and buck teeth. And her hair looks plastic, like she's a McFarlane action figure. Kate's current live portrait is much better.
Someone at BHVR really hates my girl Kate and management needs to put her in better hands. Not even joking.
Edit: Is it a pug nose? I dunno, she certainly has a bit of the rabbit look going on, though. And her hair isn't just plastic-looking, it's also plastered to her forehead. Yuck.
When put right next to his previous profile pic, Quentin looks good. But if you look at it with no comparison, just standalone, it looks weird. BHVR really has a habit of designing long faces, it's not good.
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I said positive things about the key/hatch changes when they were announced. They might've been a small part of a rant about how much I hate the way my teammates prioritize the hatch over all else, but the positivity towards the changes was there.
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I often run WoO anyway, so this'll be great.
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Last time I played the game I was playing survivor, and my matches often had a similar theme. One in particular, there were three survivors left. I was working on a gen and the other two were over in the same area with one of them on the hook. The third survivor didn't rescue the one on the hook, and after I finished the gen (and the killer came straight to me for it), I ran towards that last crouching survivor (who had birds, mind you) to discover he was camping the hatch. Three survivors had still been alive, and he had been camping the hatch. I was hooked two feet away from him and the killer just... went away. And he didn't save me. (Thankfully, he didn't get his hatch escape, as the killer did return to close it.)
[BAD WORD] the hatch. Fewer survivors will be able to camp it before the match is even lost making sure the killer gets at least a 3k.
And the last two or three survivors won't be able to stop all work on gens and stealth around the map searching for the hatch because one has a key. DCing to give the last survivor the hatch will be less viable because it won't be so damn easy to find before it's open. And survivors won't have teammates keying out and abandoning them.
Good. Now the devs just need to fix the problem of the hatch being physically on the map with collision but invisible before opening.
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@MissKitty95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2524271#Comment_2524271
skip the objective I had to do 3-4 gens out of 5 as a solo player to even to be able to use it if all 4 people were alive it’s all 5 gens.. killers were just upset they didn’t get there precious 4k every game and over exaggerated key usage… I rarely see keys in my lobby’s it’s always medkits and flashlights heck I see more toolboxes then keys and toolboxes are pointless
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2524295#Comment_2524295
Ah yes, so OP because it prevented a 4k and required three generators to be completed, or three survivors dead, before any potential use.
Well, according to one of the devs, the first few gens are supposed to pop fast and the killer gets more powerful after the first few gens get done:
https://forum.deadbydaylight.com/en/discussion/comment/995830#Comment_995830
This means keys allowed survivors to do the easy part and skip the difficult part where the killer became a bigger threat. It screwed set-up killers like Hag and Trapper who often depend on trapping a good three-gen setup.
A three-man escape with a key made killers feel like they'd wasted their time for nothing. And I watched survivors do crappy things like let a teammate die on their first hook just to make the hatch spawn. As a killer who doesn't go for kills and just wants to chase and occasionally get a few hooks, that meant I ended matches with basically no points. I wasn't even a threat, the survivors were just selfish.
Sure, key escapes could feel quite fun as a survivor, but they're still a bad mechanic. It's a pretty boring, crappy end to a match when two or three survivors are left stealthing around looking for the hatch, not touching gens making them very difficult to find so you're basically just stuck on the map waiting for them to get their key escape and earning no points in the meantime.