TragicSolitude
TragicSolitude
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1834581#Comment_1834581
I almost had a video but shadowplay didn't record far enough back I should have been quicker on the draw but I was so frustrated at the time I wasn't thinking about that.
I may test it some in a custom game with a friend later and make videos of it. Because we hit some killers ourselves as survivor with it today and it felt wrong. They would see it, turn away, and THEN get blinded like 2 seconds later. Not like 2 seconds after success, like the beam would focus on them after they turned.
Pretty sure I've experienced this as killer, where I turn away and still get blinded a couple seconds later. Ever since dedicated servers went live, I've just had to start putting Lightborn on every kill who has it to avoid the frustration of not being able to counter this nonsense.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1834185#Comment_1834185
that is another solution changing hatch spawn mechanics does affect keys
Definitely. And it'd be not only an easy change that would effect keys, it would be an arguably healthy change all-around for the game.
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/1834199#Comment_1834199
So they were never meant to impact gameplay (sigh) I got yelled at for using Rancor,this person was so mad he told me things about this community,some of them we're even true and I'm not blaming you , I mean was thats what the devs confirmed or just rumors.
Do you think it's underhanded to use a mori to win?
Crud, I could've sworn I read a comment by the devs themselves, but I can't find it through the search. Since I can't find it, I'm going to have to assume I was misremembering and the devs themselves never said anything about moris other than they are easier to change than keys. Sorry, I guess it was rumors. Damn it's hard to keep track of stuff on this forum. The closest I found (which isn't very close) was MandyTalk saying there wasn't much survivors could do to counter moris:
https://forum.deadbydaylight.com/en/discussion/comment/1804548/#Comment_1804548
I wouldn't say it's underhanded to use a mori to win. It's part of the game, it's there to be used. It'd be weird to use a mori for the purpose of losing.
Back before the mori change, it sucked as a survivor to get tunneled off the hook and mori'd, but it was the most efficient way to use a mori; any killer who didn't do that was playing nice.
Moris now are cool animations that allow killers to counter a few things: DS, Power Struggle, flashlight saves, and bodyblocking the hook. It's useful, but nowhere near as powerful as it used to be.
I've also had people get mad at me for using Rancor. Back before the Decisive Strike rework, it was my favorite way to counter DS (or get revenge on someone who used DS). Now I just use it for the Daily Ritual.
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/1814606#Comment_1814606
Is that the definitive answer, for me Mori's was a tool not a weapon.
@freddymybae said:
https://forum.deadbydaylight.com/en/discussion/comment/1814606#Comment_1814606
LOL moris are just for animations why not make the key have a animation but not open any hatch lets do that also make key a offering
I have no control over the change to moris.
The devs stated that they don't want moris to have a large effect on gameplay: moris now provide a little bit of a counter to things like DS and flashlight saves, but their main purpose is for the animations. (Moris can also be used to complete the Daily Ritual for 60k BP, but I've personally always used Rancor for that so it slipped my mind.)The devs knowingly changed moris for that purpose.The OP asked if he should spend BP on moris. I told him their new main purpose so that he could decide for himself whether or not they're worth it.
Edit: I can't find a source so I'm going to assume I misremembered and the devs did not specifically say that, it was either rumors or I'm inferring it from the mori change itself.
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@Torsti56 said:
https://forum.deadbydaylight.com/en/discussion/comment/1833320#Comment_1833320
That would be great rework but I think that it would be here already with those changes tho.
Yes, I believe the same thing. We are probably getting an animation added to key usage and maybe changing at least one if not both keys to only allow the survivor using it to escape.
I wish they would change the hatch mechanic. It spawning while multiple survivors are left and gens are unfinished has caused some large and unfun problems in matches, both for killers and survivors.
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@Zozzy said:
It had better not just be a time to open thing as a nerf since that literally does nothing.
@Torsti56 said:
https://forum.deadbydaylight.com/en/discussion/comment/1819635#Comment_1819635
I think that they make a an animation for hatch opening with key which lasts for few seconds (Maybe 5 seconds) and only one can escape through it. To that achievement only things they can do is to change it or make new ultra-rare add-on which makes hatch to be open for a few seconds.
Ugh, I really hope it's not just some extra time plus a new animation or something. That would suck. I don't think that'd really bring about a good change.
I saw a video where a guy made a really good suggestion: change the hatch mechanic. Make it so that the hatch only spawns when either all the gens are done or only one survivor is left. It makes so much sense. It would stop hatch campers and people who DC to give someone the hatch. It wouldn't change the "Where did they all go?" achievement in any way. Changing the hatch mechanic and making it so a purple key only allows the survivor using it to escape, that's what I'd like to see the devs implement. I don't even know why the hatch spawns so early in the game, it really isn't conducive to healthy gameplay.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/1832955#Comment_1832955
Huuu there's this mistake I made called the Rift.
Oh fudge, did you purchase the pass before finishing it? Man, I'm sorry, that sucks. The Rift basically forces people to play and grind it out on nights like this where you'd be better off doing aaannnyyything else. I take it you can't switch to killer because you have survivor challenges to do?
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@seki23 said:
nurse is still by far the best killer in the game, now she needs skill to be played tho. before seh was stupid, just put some stupid addons on it and you were ready to go, im quite happy now... billy well he got an unneeded nerf (to his base kit) he got weaker but it is what it is, people were abusing insta saw and crack billy way too much, so it was needed but not to his base kit imo, he was fun to play and go against, now he is not even fun to play with. the nurse is still stupid always was, always will. if i were the devs i would get billy to what he was BUT nerfing greatly some of his stupid addons.
No one's saying the killers aren't strong. That's not what this thread is about.
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/1832819#Comment_1832819
As a relatively newbie killer (rank 17, less than 100 hours all up and I started as pure Survivor) it seems a bit of a vicious circle. Bad matchmaking discourages new killers which means less new killers which means longer queues which means worse matchmaking....
^ Yup, this. The devs prioritize getting players into matches over those matches being any fun. So, if queues are too long, the rank requirements get more and more lenient until you've got red rank survivors against a rank 17 killer. This means new killers get absolutely stomped and fewer new killers stick around. Fewer killers means longer queues... vicious, vicious cycle.
This is conjecture, and there's definitely more to it than just scaring away new killers, but that has to be part of it.
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@oh_0k said:
https://forum.deadbydaylight.com/en/discussion/comment/1832646#Comment_1832646
"Their Base Kits were not fine. Nurse got created by the same people who put in Moris without hooking, BNPs which repair a full Gen, Infinites and many other stuff. This should show that the decision making during this period of time was not the best. Nurse is basically a design failure, which is still in the game because they cannot just remove her. And I am 100% sure that if she would not be in the game, she would never be created like this anymore."
Ok so by that logic Nea's perk streetwise is also busted because it was also implemented when BNPs could fully repair gens. Seriously don't act like things are broken because they were added when other things were busted, that's not how that works.
You're right she would never have been created like this today but that's because these devs don't do anything unique with killers anymore, they would be to scared of people like you who would nonstop complain about something just because it was new and unfamiliar to you.
"Fun is 100% subjective. If you dont think certain Killers are fun, dont play them. You have many to choose from. Killers you dont like might be fun for others and Killers I dont like are a blast for other players. So "not fun" is not really an argument, since this is your opinion."
You just ignored everything I said previously.
It's ridiculous that you think players should be forced to play certain killers because the devs sucked the fun out of the one they wanted to play
"You still get high reward, it is not like Nurse is weak. Also, being the hardest Killer to learn does not mean that you should keep her as a completely imbalanced design failure as she was without the Recharges and with her old Add Ons."
You refer to nurse as a designed failure but just because she changes how you have to play the game doesn't mean she's a "failure"
You also clearly don't know what High skill High reward is so let me tell you. High skill, high reward is when something takes alot of skill to use and gives a lot in return for being skillful. For the case of nurse the skill comes from the fact that she is slower than survivors and needs to use her ability to catch them but you also need to be accurate with her blinks as well, the reward for learning nurse is you get to ignore normal survivor defenses like pallets and windows, forcing survivors to drastically change how they play, like breaking line of sight or not running in a straight line.
"It is easier for Killers."
Thanks for letting me know you're a rank 20 survivor
"It's ridiculous that you think players should be forced to play certain killers because the devs sucked the fun out of the one they wanted to play"
I mean, if the devs are going to suck the fun out of killers as a way of nerfing them, we owe it to them to at least tell them that.
It used to be that when I needed a change, I'd bust out Nurse and continue trying to learn her. Oh, I'd be so ecstatic just to get a BBQ 4-stack, it was silly but rewarding. Unfortunately, the fun challenge is gone, so I don't try to play her anymore. Not gonna force myself to play one of the other killers when I don't feel like it, though. Having instant killer queues is nice, but it's not really an incentive to play. I guess the plus is that I'm not adding to the long survivor queue? I hate long queues, so I'm just not playing either role right now.
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When I play killer it's because the queues are instant, and the great thing about instant queues is that the outcome of each individual match feels like it means jack. So far I've mostly refused to run gen defense perks. I want to have fun, I want to run meme-y or gimmicky builds. I'm not wasting my perk slots on slowing down the game. If the match goes fast, whatever, I open the gate, the survivors got a relaxing gen repair sim and an easy 4e (unless I'm specifically trying to pop Bloodwarden, in which case escaping might not be a guarantee), and I get to immediately move on to the next match.
I don't want to say I go in with the intention of losing: I go in with the intention of having fun my way. Winning just doesn't factor into that. DbD has been a game where I can either do what the game wants me to do, which quickly causes burnout, or I can play how I want and enjoy myself.
There have been a few things in this game that I've found very freeing. 1. Only playing a role with instant queues. 2. Turning off messages/friend requests. 3. Tossing aside the game's objectives for my own goals.
That's been my own experience, and it's certainly not going to work for everyone. But if I only focus on getting sacrifices as killer, it can easily become stressful. And if I put too much stock in escaping as solo survivor, it can be absolutely miserable. Trying to use Power Struggle (I could crawl looking for the hatch, or I could crawl to that pallet...hmmm... decisions decisions) was some of the most fun I've had playing survivor in a good while. Yeah, I died, but goddammit I did it with style.
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@MythMage said:
https://forum.deadbydaylight.com/en/discussion/comment/1831716#Comment_1831716
Never understood WHY killers get actively hindered audio-wise during a chase, but yeah, sounds like breathing and footsteps stand out SOOOOO much when outta chase
One of the devs said that chase music is loud on purpose and the reason for that is "to give survivors a chance to escape" (if that's not verbatim it's close).
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@FlamingkittyUmad said:
https://forum.deadbydaylight.com/en/discussion/comment/1831695#Comment_1831695
Impossible, the entire community should focus around my immediate needs.
lol this answer made my night, thank you. 😀
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Maybe everyone else still has their survivor challenges left, too. :/
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They're working on raising his camera, if that's what you mean. It's not an instant fix because they have to adjust animations for it, but it is coming.
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@TransverseCaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1831594#Comment_1831594
They won. There was nothing I could do. I played the whole game and I felt powerless. I'm supposed to pretend I'm having a good time when no sane person would? Games are supposed to be fun. I didn't DC and they got their escape. It was absolutely about ego. They wanted me to stroke their ego. That's the entire reason they sit around at the end of the game, flashie, jump in and out of lockers, T-bag, etc. There's no reason for that and there's no reason you should feel entitled to being humored for being rude.
I have noticed that a bunch people (not all people, but a good number) feel that the person who chooses to play killer owes them something. They owe Bloodpoints, they owe pips, they owe a match that's just enough of a challenge that the 4e feels like a daring feat, they owe being an audience to whatever dumbassery the survivors want to show off at the exit gates. Killer players have no more autonomy than an NPC. You play killer, you sign up to be the night's entertainment.
But no, entertainers get paid. People who choose killer are just trying to play a game. It's for fun, the most important thing is for it to be fun. I'm sort of stuck at whatever skill level I'm at right now, I doubt I'll improve and that doesn't really bother me. I don't owe it to anyone to get better just so they can enjoy their match more. And if the high rank players want to waste their time gloating that they beat the lowly rank 16 player, well, then that's actually really pathetic. Really.
This is why I don't go to an open exit gate. This is why I turned off messages. And this is why I regularly take breaks from this game. All killer players should take a break, really; stick to only playing survivor or play a different game entirely. (I choose the latter, because any queue longer than 60 to 120 seconds is too long to me. I'll return to playing DbD when the next Tome is released.)
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1831392#Comment_1831392
Yeah, playing add-onless Nurse and Nurse with her cooldown reduction add-ons feel completely different. I wasn’t saying you can’t find her unfun. I was just saying I personally enjoy her a lot.
Oh, sorry, I wasn't trying to imply that's what you meant, just that yeah we are going to find different things fun, and then going on to say what personally makes her unfun for me, since I know "well, I don't like it" isn't constructive or helpful.
I play all killers add-onless, so that probably makes it more difficult on myself, but relying on add-ons can get expensive quick with how RNG and grindy the Bloodweb is. I want to work on unlocking perks on killers and survivors before getting sucked into buying add-ons.
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See my thread on it:
@TragicSolitude said:
The Pustula Flower Charm from the Hallowed Catalyst Collection (green rarity) does not appear on the hook in matches. It also doesn't appear on the hook when equipping the charm in the menu, either.
Platform: PlayStation 4 Pro
Seems to be constant and happening every time on every hook on every map, plus in the menu screen.
https://us.v-cdn.net/6030815/uploads/YCPSNTW9LLA2/dead-by-daylight-20201219175825.jpg
https://us.v-cdn.net/6030815/uploads/FIASV21EOHDL/dead-by-daylight-20201219181357.jpg
https://us.v-cdn.net/6030815/uploads/EQWN9LKN76ZZ/dead-by-daylight-20201219180645.jpg
A recording of the bug in action on the menu screen:
The "fixing itself" when re-equipped is only temporary, it goes back to being broken the moment you close and re-enter the menu, and it always seems to be broken within matches.
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1831252#Comment_1831252
I agree they should have went about nerfing her and Billy a different way, but I’ve been playing Nurse mostly and find her extremely fun. So, I wouldn’t say they made either killer terrible to play.
Fun being subjective means it's going to be different for every individual and makes it difficult for devs to account for it when designing/updating killers. Though, statements like "Legion is fun because you get to stab people a bunch" and "DbD is fun because it's frustrating" don't inspire a lot of confidence.
To me, the cooldown on Nurse just feels soooo clunky. I could deal with the fatigue, it takes some getting used to but it wasn't the worst thing ever. Once the cooldown was added, though, it just became too much. And I'm the kind of person who always seems to find the places she can't blink through, which only makes playing as her worse.
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1830384#Comment_1830384
You can say that but have you ever suffered from depression or other crap? Have you listened to his real "excuse" to him being forced to play for an audience worsened his condition. Also he hasnt can't back yet so that whole using us for money thing isnt panning out anymore
I was going to make a comment that the disappearing and coming back and disappearing again thing sounds like depression. I've watch him on and off, not a huge amount, but something about his demeanor suggests he does indeed struggle with it. I take it with your comment he's openly stated such? If so, being a DbD streamer must be really hard on him, damn; I'm amazed he's managed to keep it up for so long.
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The problem I have is that it feels like someone sat down and determined the lowest amount of Bloodpoints they could offer that would get people who aren't currently playing to log in just to get the points. Anything less than 10k and I imagine a lot of people wouldn't bother even starting up the game. So, they offer 10k and get boosted player numbers (you don't have the play a single match to count towards the number of players for that day), and you could say it's a win-win but... it feels kinda uncool towards their playerbase to offer the lowest amount they could get away with. (Whether or not this was intentional, I couldn't say. But that is definitely the end result.)
Hell, there have been days I was like, "Oh, I should log in to get the BP... eh, I don't feel like it. No loss." I didn't forget, I just didn't think 10k was worth booting up the game for. So, really, lowest amount they could get away with is still a little too low. Should've started low and kept upping the numbers weekly so players wouldn't get to the point where they just shrug it off.
I also don't understand why the Frosty Eyes cosmetics are locked behind codes this year. All the previous ones were given out for free with no gatekeeping. What's going to happen with these Frosty Eyes in the future? Are the others going to continue to be given out for free but new ones will all be in the store or something?
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I don't run into that many bugs, personally. I mean, I did when they first released The Twins chapter, every match had at least one bug, but after the hotfixes the bugs seemed to be fixed.
My problem with the game is that matches are either too easy or an absolute miserable trouncing. Neither are fun. Rarely are matches that sweet spot of the perfect challenge. That's on matchmaking, not overall game balance. I can't give an opinion on overall balance with the game in its current state.
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@Kolonite said:
Nurse is the best killer in the game. They don’t need to revert any changes done to her. She has a low pick rate because she’s garbage tier if you don’t know how to play her well. Why play Nurse when you can play Spirit or Freddy who have low skill ceilings and do amazing?
Well yeah, we know she's still strong. The problem isn't whether or not she's the best killer in the game, it's that BHVR doesn't know how to balance a strong killer without sapping the fun out of them. "Oh no, this killer's too strong, we gotta do something." Well, what they did was make the killer feel like crap to play as so no one plays them anymore. It's not even about skill ceilings, Nurse was a huge challenge to try to learn before but I was having fun trying. Getting one or zero kills isn't a big deal if I'm having fun, and getting 4k isn't worth it if I'm not having fun.
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It makes me sad because I was having fun trying to learn Nurse back before they added the cooldown. There's no other killer like her, choosing one of the others doesn't really fill that hole. But trying to play her just isn't fun, I don't care about strength as much as I do the joy of blinking around.
I didn't like Hillbilly before the change, though I like him even less, now. I rarely see him when I play survivor. Of course, I don't play survivor much, what with queue times being as they are. I play killer more than anything these days, though I've already gotten kinda tired of trying to play The Twins (there are only so many times you can miss a pounce and get kicked before you look at the clock and are like, is this match still going? Hurry up, guys.), so I'm not playing killer right now, either.
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Yeah, this is why when I'm done with a match, I go stand at the exit gate. The survivors will usually just do gens and leave, though sometimes they'll try to get my attention. Of course, at that point I'm messing around doing something else and just occasionally looking up at the TV to see if they popped the last gen yet, so they're just wasting their own time while I do something that's probably actually a lot more constructive than playing a grindy video game. If I notice the last gen popped before they get a door open, then I get to the open the exit gate and force them out.
Sometimes, I equip Bloodwarden so I'm prepared for those games where the survivors decide to stick around until the last second to try to blind the killer or some other BS. Oh no, you got saved off the hook, darn, and you'll all escape before I can get a second hit in and... haha, jk. EGC is almost over and no one's leaving. Surprise! (Hopefully they take it in good fun? I mean, if escaping were truly important to them, they would've done it immediately, so dying to Bloodwarden should be an "oops" and laugh it off moment. I hope.)
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Yeah, I completed this one by abusing an AFK survivor.
I did not like this challenge.
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@Slashstreetboy said:
I watched a big name stream yesterday. This man has well over 5k hours but would be matched against brown rank players pretty often. This suggests that BHVR already removed every criteria for matchmaking other than getting the Survivors into a match asap. Since the qeue times are still pretty insane (except in the mornings, where I get instant lobbys in EU) there is apparently a significant shortage of players qeueing as Killer.
Which to me is kinda bafflin. I´m a Killer main (also play and enjoy Survivor regularly, like in every session I also play Survivor games) and overall it´s a great time to play Killer. Key spamming and Object aside ( seriously it´s gotten out of hand) the game is better balanced than ever before.
So if it isn´t a balance issue, my guess is that many players are deterred from playing Killer because of the unbelievable amount of BM and toxic behavior that is to be expected from many Survivors. People that have been playing DBD for long enough got used to it, but it makes keeping new Killer players less likely on top of the significantly higher skill requirements compared to Survivor.
So maybe qeue times would improve a little if people would be less spammy with "gg ez baby killer, ***, slurs" and all the good stuff you get to read 75% of Killer end game chats.
A possible problem is that players bring in their friends to play, which means they're all playing survivor. Despite how being a new survivor can suck, playing with friends makes it infinitely better than having suck matches as killer. Plus, new killers don't know anything about how the game used to be, they don't know how the balance has changed; all they know is that matchmaking is putting them up against experienced survivors who stomp them into the ground. That's not fun, so they don't stick around. In other words, I wouldn't be surprised if the game is gaining and keeping new survivors at a faster rate than new killers. And the lack of skill-based matchmaking that just throws anyone together to make survivor queue times quicker in the short term is actually making it worse in the long term by scaring off killers.
That's conjecture, though. And queue times do change depending on region, day, and time, but it usually seems that at peaks times most people have longer survivor queues.
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@Ghoste said:
Yes it should have some effect, although not too much. We don't want to worsen queue times for veterans. Also just because you have played a lot doesn't make you actually good. You'll have the fundamentals down, sure. But I have come across a lot of players with 1000+ hours and they still make novice mistakes.
So again, Devotion should be a factor but relatively low-weighted.
^ Yeah, this. I have a decently high Devotion level but I suck at actually playing the game. I shouldn't go against someone with like 10 hours, because absolute newbies should go against other newbies so they can learn the game together, but if DbD put too much stock in Devotion people like me who just can't learn tiles/looping would have even more miserable matches than we already do.
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Let him stalk himself out of Tier 1 quicker. I think that would appease a lot of the people who want Tier 1 gone.
I like Tier 1. What I want is for him to return to being immune to Spine Chill while in Tier 1.
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I never use add-ons. And I usually just equip two perks, Beast of Prey and Distressing.
Not even lying. I just like farming Hunter and Deviousness points these days. It's relaxing and stress-free. Bonus if it's on a killer like Doc who doesn't even have to injure anyone.
So, that's my reasoning. Don't know about other killers.
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1825307#Comment_1825307
So it literally does nothing? It's just a counter?
Indeed.
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It's just the game's way of saying what level you are. For every 1 devotion, that's 100 levels. It makes it easier on their system to reset it to "level 1" like that so it can recycle it's way of rewarding Iridescent Shards and levels per amount of XP. That's all, no extra rewards or anything.
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Run Bond, find your teammates and follow them around. Maybe bring Diversion to throw pebbles in their direction (Diversion makes a noise notification 20 meters away, and even Bond tier 1 shows where a teammate is within 20 meters). Along with that, run Self Care and Botany so you aren't injured. Or Iron Will, though you'll still bleed and a decent killer will notice blood on the ground.
@SpookyPumpkinPiez said:
You go "WEEEEEEE" and run around the place trying to have fun. Sometimes I gotta be like "nope, I'm gonna have fun now, screw it". It's hard sometimes though
Also, this ^. As a solo survivor, I have to find my own ways to have fun. Escaping is rare for me, so if I put any stock in that then I might as well roll around on a bed of nails instead and get the pain over with quicker. If it gets really bad and the games are just totally miserable, I either switch to killer or I play a different game entirely.
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It might be a case of "this is how killer should be at base, and you have to sacrifice these basic things for buffs elsewhere." Does that make sense? These things seem powerful because they basically make the killer what they should've been, anyway. Players are expected to use these add-ons constantly. But, if the player wants to change it up, get other buffs elsewhere, then they have to give the stats from those brown/yellow add-ons up.
In other words, it's an easy way to prevent over-stacking while also forcing players to use add-ons if they want the killer to function reasonably.
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I just don't get why the Frosty Eyes are locked behind codes. For the previous killers, players just get them automatically when they unlock those killers. So, will that not apply for these new ones? Seems inconsistent.
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If they do Candyman because a remake comes out, then any map would probably be based on a location from the remake.
However, if they did take a location from the original, I imagine it'd be the dilapidated apartment complex. If the map didn't contain that memorable graffiti, I don't even know what the point of it would be.
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Hey guys, this totally worked when I told my fellow survivors, "Hey, do gens"!!
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1819633#Comment_1819633
https://forum.deadbydaylight.com/en/discussion/comment/1819822#Comment_1819822
Yep, nice and easy solution, but with the potential to increse slugging for 4k.
I posted my own idea working quite similar a few months ago: Keys being only usable when EGC timer is running. So you could only use it when the killer closed the hatch themselve (so only the last one can get out), or when a gate was opened (so the achievement can still be done).
That's almost the same thing as only spawning the hatch once the gens have been completed or only one survivor is left. The difference is that DCing for the hatch is still viable with the EGC method, as is hatch camping. Also, the "Where did they go!?" achievement becomes a lot more difficult if they have to open the gate, and it's a pretty annoying achievement to get as-is.
If the hatch conditions are changed instead of the key conditions, it'd be a lot easier for new players to understand because whenever a closed hatch is visible a key can be used.
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I need those crows! I need the killer to find me under the pallet so I can use Power Struggle.
Also, if the killer slugs me when I wanted to be hooked so I could move on, I will absolutely let myself get crows just to be the most annoying [BAD WORD]er I could possibly be, and the awesome thing about it is that I have to do nothing for it happen! Love it.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1821369#Comment_1821369
The last sentence sounds like they two hooked someone and the Mori still didn't activate, meaning they couldn't use it at all.
Shoot, you're right.
@Duende2211 If one of the survivors was hooked twice and couldn't be mori'd, then yeah, that's either hacking or a bug and should be reported so the devs can look into it. If you have it recorded you should submit the video to them.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1821358#Comment_1821358
Wouldn't surprise me if they put the frosty eyes up for sale after their codes expire, but I imagine that would make a lot of people extremely mad.
They've always just given the frosty eyes out in the past. All new players get them too, don't they? It's really weird they're giving codes for them this year and treating them differently than the previous killers' frosty eyes.
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Did you read the latest patch notes? They pop up as news in the game when they're released and are very important because things change all the time in a live-service game.
(One of the things changed in the recent patch: Ivory Mori and Ebony Mori both require a survivor reach second stage on the hook before they can be mori'd.)
@GhostMaceNotCrusty said:
Dont fall for the bait...
I'll give them the benefit of the doubt because it doesn't hurt anything, and now the thread is over and no one needs to make any further responses.
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@Hardkill said:
https://forum.deadbydaylight.com/en/discussion/comment/1821334#Comment_1821334
Right? It's crazy that nobody thought of that before lol
I mean, it really should've been this way from the beginning. The whole point of the hatch was to give the last survivor a chance at escape, so why does it spawn before it's down to one survivor? I could understand if mori offerings had come with the current hatch conditions as a counter, but just automatically having the hatch mechanic as it is right now? Nah, this definitely needs to change. Even with DC penalties, survivors will still DC to give the last one the hatch; this change would make that a hell of a lot less effective.
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I hate players who waste time. What those survivors did in your match sounds boring as hell. So yeah, I agree with this video:
@Hardkill said:
YES, FOUND IT. This be it. After watching it I think people should see it. It seems pretty flawless :D
The hatch shouldn't spawn unless only one survivor is left alive or all five gens have been completed. It would mean no more hatch camping, and that alone sounds like heaven as both survivor and killer.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/1821075#Comment_1821075
Was that on ps4 by any chance on hawkings?
I know, it is not that because people use it in a unfun way.
It's just because I despise that perk entirely
The match was on Autohaven. I thought the Freddy might be doing the pallet challenge from the way he acted and I was trying to help him since I had Windows of Opportunity. Turns out, nope, he was doing the other thing. While I was on the ground he kept nodding at me like I'd done something. Dunno, it was strange. But no biggie, got out the exit gate and had a nice new key to show for my 3 minutes and 58 seconds of being slugged.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/1820963#Comment_1820963
No i agree it doesn't have to indeed.
But unfortunately it is run mostly by people who doesn't understand killer or how to counter certain loops, etc.
They mostly focus on 1 survivor and 1 survivor only.
So basically making a 1v4 a 1v1.
But i have come across really good killers and we had to really work for the gens, then fall victim of noed despite he played very well.
Even had a game vs a very good nurse and remained as the last one.
He closes the hatch and I just open the gates and as soon as they opened I got downed by noed.
I never said it isn't legitimate (although it probably refers to that particular survivor), I just don't like the perk because most of the killers that run it rely on it.
Which is probably how I should've worded it instead it rewards you for bad play
Just because other people use a perk in an un-fun way, it doesn't have to influence you or stop you from using that perk. I just went up against a Freddy who slugged me over and over and over again in an attempt to use Bloodwarden. Failed. Never proc'd. 4e. I still love using Bloodwarden myself, despite the awful way some killers attempt to use it. (Almost bleeding out as he camped me, that's how everyone wants to spend a match.)
As survivor, I dislike NOED mostly because it's usually me who does four totems and then dies at the end when NOED procs. But that's more my teammates' fault than the perk's fault. (Yes, yes, everyone. I know the other way of dealing with NOED is leaving totems up and then checking them after the last gen pops. But when teammates are super unreliable and you're the one who goes down to NOED first, it wouldn't help. You either stop it before it procs or you die. Solo q is suffering.)
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/1820722#Comment_1820722
You can recognise when people use that add on.
They keep throwing bottles untill they run out or finally hit you with one.
I've vs 1 before the tomes even existed and he kept throwing them add me, when he missed 4 bottles and still kept throwing, I knew enough.
I just finished mine yesterday and only used the ones I always use.
I just aim a little bit better and the challenge was done within 2 minutes.
After that I just made sure they got in the toxic cloud.
That is why i refuse to do certain challenges.
Like for example in tome 1 where you have to use the perk noed.
I despise that perk because it is basically a killers hatch mechanic, it rewards you for bad play.
I did the NOED one with Freddy and Bloodwarden. I think I two-hooked most if not all of them during the match and most were injured when the last gen popped, so it wasn't like I did nothing and then relied on a perk that may or may not proc to get unfair kills. One of the survivors abused a bug during the match that wouldn't let me pick them up in a certain spot, so I definitely didn't feel bad about using legitimate means to sacrifice them.
NOED doesn't have to reward you for bad play. It's value is minimal if everyone's already injured anyway, and it's a counter to Adrenaline.
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I was trying to do the flashlight blind challenge, so I put on Plunderer's and Appraisal so I could get flashlights out of chests. (Didn't burn any coin offerings.)
In six matches, I got 4 [BAD WORD]ing keys and one flashlight. Four keys. One. [BAD WORD]ing. Flashlight.
Stupid RNG.
(For anyone wondering, I didn't manage to use a single key. I'm a killer magnet, not a hatch magnet.)
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@Zarathos said:
Hatch spawns at all gens done or last survivor standing. Under no conditions should the hatch spawn befores these two points.
https://forum.deadbydaylight.com/en/discussion/comment/1819555#Comment_1819555
An action to open the hatch will make virtually no difference. It might encourage survivours to leave there allies behind lets not make solo queue worse pls.
https://forum.deadbydaylight.com/en/discussion/comment/1820296#Comment_1820296
One survivour escaping via hatch stil has a massive detrimental impact on killer points espicially in red ranks.
You need to address its core issues which is that it allows an early escape. The hatch in my variation would become a better escape option if the dreaded end game close spawn doors occur. It will also be an asset for late game escape option for multiple team members if the gates are being contested. Remenber the achievement where did they go exists.
You cant pretend all you like that hatch and keys arent equivalent to moris but you cant argue against the statement that hatch denys a massive amount of points and ends a game faster then the game intends.
I agree with you. The hatch should only spawn once all gens are done or only one survivor is left alive.
No multiple survivors escaping before the objective is completed.
No hatch campers.
DCing to give someone the hatch becomes much less viable.
It's perfect. It's simple and it's perfect.
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That's not a nitpick, that's a perfectly reasonable Quality of Life change that people have asked for before. I really wish they'd add this. I hate switching back and forth between roles and having the wrong challenge selected.