Vorahk08
Vorahk08
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- Vorahk08
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🎉🎉🥇
Congratulations!!!
I have only one question:
What now?
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This is heartbreaking to hear. It's disgusting that some hateful people have twisted a time that should be fun for every player, the release of a new chapter, into an opportunity to attack others.
I'll be checking all of my survivors and killers to make sure they are wearing the Progress Flag charm. The only way forward is to stand together and report this behavior.
Everyone should feel welcomed in the DBD community. There's no room for hate.
@Iron_Cutlass, thank you for sharing this and spreading awareness. Now, I'll try to do my part to help.
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This map can swing survivor or killer sided, depending on how the generators get done. The map relies on large structures as its main loops. The main building is very difficult to loop as killer. However, outside of that, the loops can be unintuitive for newer survivors. Good survivors are going to be able to loop the killer very easily on the structures and probably never get caught.
The map shares the same clutter and spawn issues with the other swamp map. Too much visual clutter, which can make these maps hard to tell apart outside of the main building, and hooks and the hatch can too easily spawn on the edges.
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This is a very nicely balanced map. The chapel has opportunities for good loops, but the killer also has some easy opportunities to outplay the survivors, particularly when they break the breakable walls. The loops outside of the main building are all moderately strong. Shack is nicely situated in a corner, so it won't come into play too often. Finally, the carnival is far from the rest of the action, but none of its loops are too strong, so the killer is likely to down any survivors they find there.
Overall, a perfectly balanced map.
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It's a map that has so much clutter that it exacerbates any issues it has regarding loops, and generator placement. I honestly don't think it's possible to rate this map on its loops and object placement alone, because the high grass, trees, and changes in elevation completely change how survivors and killers interact with all of it.
My biggest point of feedback for both swamp maps is actually that too many hooks and even the hatch can still spawn on the edges, which can make hooking people and playing the hatch game difficult. There's always the potential that a corner hook will be chosen to be a Scourge Hook, and that hook will end up being unused for the entire game. Given how hatches on every other map spawns somewhere around the interior, it can take an excessively long time to find the hatch on this map, because the player will search the outside first before trying to search the map edges.
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The map is mostly balanced because of how most of the good loops are in close proximity of the main building. The generators away from the main building are less safe, to the point where some of them have nothing nearby, allowing for a free hit. This feast or famine setup for loops means that the map averages out to being balanced. Main building isn't that bad for killers, especially if they break the breakable walls. There are a lot of opportunities for survivors and killers to outplay each other here.
The middle is a massive deadzone, which is fine because of how this map's loops are set up.
Overall, a uniquely balanced map that relies on an all-or-nothing approach to loops, making it neither survivor nor killer sided.
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At its best, this map is boring. At its worst, it's survivor sided because of how it's structured. The generators are structured in basically a giant ring around the only "building" on the map, which is the shack. Survivors who know how to play this map can create large areas of the map where the killer can't chase survivors without losing more gens. It's an annoying map because it's essentially a ring around a giant deadzone with shack in the center.
Overall, it's a boring map that can favor survivors.
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@Ariel_Starshine said:
Does this map actually have a creek? :)
Not that I've seen. It could use one.
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This map is surprisingly well balanced. The main building (the silo wreckage) is very balanced, as it relies on pallets that can be destroyed and a window by a breakable wall. The shack always spawns on the opposite side of the map as the main building, so it can't be chained together with the main building. It also takes time to get from shack to another loop, so survivors have to play shack well. The jungle gyms that spawn are small and reliant on survivors playing them right.
The generators are spread out pretty fairly, and are almost always near a structure that can be used for a chase. The only exception is the generators in the corn, but this is fair because the corn acts as a line of sight blocker, so this is a tradeoff.
Overall, I'd actually say this is one of the most balanced maps in the game, as well as one of the most fun maps in the game for both sides. I've had great, memorable games on this map as both survivor and killer.
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This map is very balanced now. While there is a lot of clutter on the edges and between loops, this clutter replaces filler, making the loops more balanced because survivors have to play them well. The main building is not too strong. It is only good for survivors until the pallets are dropped and the breakable walls are gone. Then it becomes much easier for killer.
Not much else that I can think of.
Overall, a map that gives a fairly even chance to both survivors and killers.
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Disturbed Ward has one of the most complicated, maze-like main buildings in the game. It also has a mix of multiple strong pallets and strong windows, which is unusual. This makes it very survivor sided. However, this wouldn't be a problem if the map wasn't so big. Considering how large the main building is, the map is ridiculously large. The loops and jungle gyms outside the main building are taken from maps that have much smaller, less safe main buildings and can thus stay balanced with these loops. On Disturbed Ward, they make the map even more survivor sided. The generators are also spread across the map, making them difficult to patrol. This, combined with the main building, makes this map very survivor sided.
The size also leads to there being a lot of empty space at the edges of the map.
Overall, the map has an incredibly strong main building for survivors, and it is very large, which makes it survivor-sided.
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This map is probably the most survivor sided map in the entire game now. It has a lot of clutter, strong loops amongst this clutter, and a lot of strong buildings. Despite the fact that main building's basement is quite strong for killer, the loops around the main building can be quite difficult for the killer to run. The aptly named House of Pain is both incredibly difficult to loop for a killer, and it's often so far removed from the rest of the map that it isn't worth looking in anyway. The Thompson House has potential to be balanced, but that requires the killer break the breakable walls first.
This is all on top of the fact that there are 5 variations of this map, which was unheard of for any map before it and any map since. It makes this map even worse for killer because the killer can't really even commit the map's overall shape to memory without linking the layout with its number. This isn't really a problem for survivors, because they can rely more on the proximity of generators and generator aura perks to get where they need to go.
Overall, this is probably the most survivor sided set of maps in the game.
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Buildings are incredibly frustrating for M1 killers without some kind of teleport ability. Of the M1 killers, only Singularity and Dredge are really capable of using their powers to outsmart survivors in building loops through their teleports. For survivor, most of these buildings are boring to run because they largely play themselves: Run around the building, run inside the building, make the fast vault, and repeat. It makes completing generators very safe because most of them are inside or near a building. Even generators that aren't near windows are pretty safe for survivors. Generators near the ends of the street are so far removed from the others that the killer loses time going there, yet they are near buildings so the survivors can feel pretty safe doing them. The building with the generator in the basement has been dubbed the House of Pain for a reason, and it's often best for the killer to just ignore that generator and accept that it's going to get done anyway.
The street itself is largely a deadzone, but the cars and pallets can buy a survivor enough time to get to a building.
Overall, this is one of the few maps in the game where the killer doesn't get stronger as the match goes on, largely because of how the map's loops rely on static window loops.
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The small size of the map coupled with the fact that most of the strong loops are on the outer edges means that this map leans slightly killer sided. A killer who patrols gens efficiently can catch survivors in a bad spot and has a good chance of getting them down before they get to a strong loop. However, the gens are spread out enough to ensure that, most of the time, survivors can recover from someone getting hooked.
The main building is not too strong, but survivors can still play it well to at least buy the team time to get good gen progress.
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It's pretty balanced. The area around main building can be a pain for killers to chase in, but breaking the pallets and walls severely reduces their efficacy. Breaking the breakable walls also contributes to more effective patrol patterns, so the killer has an incentive to break them before a chase even begins.
The rest of the map is largely fine. A couple jungle gyms and a couple of strong loops are near the main building, but these are spread across decently large deadzones, so survivors need to play the area in a smart way, but it can be played well. The other side of the map, near shack, has a lot of empty space between loops, so survivors in this area need to be careful otherwise they will go down fairly quickly. If they do get to shack, though, then they are in a good spot.
Overall, a decently balanced map that doesn't feel like it favors one side over the other.
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It feels like it leans slightly in the killer's favor. While it is large, a number of the loops are complete filler that are not entirely safe to begin with, and lose all value as soon as the pallet is dropped. This, combined with larger deadzones, means that chases are quite short, which compensates for how large it is. Overall, I'd say it's fairly balanced, with some of it's design leaning into the killer's favor a little.
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Games on this map snowball heavily. The rectangular map size coupled with the fact that most generators spawn around main building and shack, which are on opposite sides of the map, means that survivors either complete all of the generators on one side, in which case the killer has an easy 3-gen to defend, or they spread out generators and the killer is going to have a hard time. Unfortunately, success in this map depends almost entirely on which generators get finished first.
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The map is generally fine. The pallet loops and jungle gyms are fairly standard, which is a good thing, as it provides plenty of opportunity for survivors and killers to outsmart one another. Gens feel fairly well-spread out as well. My memory of the layouts is a little foggy because I haven't played this map in a while.
The main building is a little weird. It being so high works from an atmosphere and theming perspective, but the office itself is weird, given that it's so high up. The breakable walls aren't egregious because survivors often drop down, resulting in time lost that the killer can take advantage of. I don't think the loop itself is problematic, though.
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The map is too big, and the rectangular extensions make it extremely difficult to patrol. Going down either as killer often guarantees a generator will be completed in that time. Often, when playing this map as survivor, I hope the killer will patrol down one of these because it gives me a lot of time to finish a generator.
The main building loop is far too strong for how easy it is to play. The killer is essentially forced to break the breakable wall next to the window, which will probably lose them the chase. The loops around the building as well are very strong, so the killer will lose a lot of time trying to catch a survivor who is able to chain the building into another loop.
All in all, it's a map that gives survivors a lot of strong tools for long chases while it's design inherently contributes to wasting the killer's time with long patrols.
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Facecamping got removed (thank goodness), and 3-genning got removed (again, thank goodness). Now, players who would resort to these strategies are tunneling, like the other players who tunnel by default. On top of this, there are still killers who are skilled but will pull out the odd tunnel now and then because it is the correct play.
So few people bring DS and OTR these days that tunneling isn't as dangerous for the killer as it once was. It used to be that killers were hesitant to tunnel for fear of DS. Now, anti-tunnel perks are rare, so tunneling is more likely to work out.
I think BHVR is definitely going to do something about it, though, because tunneling is now one of the biggest problems. However, similar to camping, it won't entirely go away, because there are still situations where tunneling is the right play.
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@TWS001 said:
https://forums.bhvr.com/dead-by-daylight/discussion/406867/the-biggest-problem-with-playing-survivor
Couldn't agree more with this. Yesterday morning I played 8 survivor matches before I had to go out.
The first three games, the first survivor caught killed themselves on hook. Instant 4k for the killer.
The next two games, I died on first hook in one after no survivors came to get an easy rescue. 4k.
Next game I was on death hook and injured doing a gen at the opposite side of the map. One guy got hooked and the killer was chasing another survivor that had gone for the rescue. In the end I had to go because a healthy Steve that hadn't been hooked was hiding somewhere and didn't even attempt a rescue. Sure enough the killer comes back to hook just as I'm arriving. He dies 1st hook as well as me and it ended up another 4k after the hiding Steve got found by Ultimate Weapon.
The next three games I got decent team mates. I escaped all three times and the killer got 1 or 2 kills. All good games, that hinged on key moments where one mistake could have turned the game either way during the end game. Good killers, team mates carrying out rescues after end game collapse and doing their best to get everyone out. Almost felt like MMR was working perfectly.
More and more often lately though, the most dangerous killer in the game isn't Blight, Spirit, Billy or Nurse, it's that 4th survivor that has no interest in doing anything team orientated or just quits for no good reason at all a minute into the match.
Most of my solo que games, I find the ones where I escape are the ones where the team actually works as a team. Survivors can't really "carry" their team. The need to work together.
People who hide on the edge are the opposite of this. I think one part of this is that too many people consider the hatch to be a "win." The number of survivors who click flashlights and teabag at the hatch suggests that they still consider it a win, despite the fact that it's a pity escape to make the last 1v1 more interesting.
Honestly, despite the fact that we have DC bots, they haven't helped as much as they should have because more people just kill themselves on hook to avoid the DC penalty. Normally, I'm against removing DC penalties in games, but I'm really starting to wonder if removing the DC penalty is the lesser of two evils in this case, because at least the people left in the game will have a bot team mate instead of a 3v1 60 seconds into the match. 🤷♂️
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I agree completely. You can take the killer on a good almost 30-60 second long chase, and your solo que team mates will be running around each other in a circle by the last gen that needs completed. That actually happened to me. Solo que team mates have to actually be both motivated to win and have actual game sense, which can be asking a lot of them sometimes.
Too many people also quit at the drop of a hat. I had a match as Singularity on Red Forest where I caught a Mikaela, and she DC'd after I hooked her. I ended up 4K'ing, and in the endgame screen, I saw she had Deliverance. It was a game with Singularity on Red Forest, a notoriously difficult map for killer in general and him specifically, and they got down to the last gen with 3 people and a bot. I imagine they could have won if Mikaela hadn't quit. Too many people quit because they personally don't like playing against that specific killer or their build somehow gets countered.
People don't play survivor like a team game, they play it like a series of 1v1s, and BHVR's balancing to make killer more consistent is just making this issue more apparent. The killer playing well in a chase is made more significant by the fact that 2 of the survivor's team mates spent that chase time doing nothing or worse, tailing the killer to get a flashlight save that they end up missing.
I think certain perk effects like Bond and Nancy's perk Better Together should be made basekit (like Shadowborn for killers). It wouldn't make team mates who aren't interested in teamwork any better, but it would reduce the amount of misplays that occur due to a lack of communication. SWFs have this information anyway, so it would just be making solo que and SWF a little more equitable.
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The killer role is in a pretty good spot. Good base time for actions and no one perk is excessively good.
Between nerfing gen kick perks and implementing the anti-3-gen mechanic, the 3-gen meta and gen kick meta in general are long gone, which is great for the game, because it encourages the killer to be more active. We have some problems with predominant builds being 4 slowdowns, but I think this will also be fixed in time. Hopefully we can get more good chase perks in the near future.
Maps are problematic, but that's always been the case. The map reworks have been gradually pulling them into a more consistent spot, aside from the Red Forest Rework, which made that realm worse, somehow.
I think now we're at the point where BHVR needs to focus on improving individual killers. Trapper, Nemesis, Dredge, and Singularity all need some kind of QoL changes/buffs like other killers are getting in the coming All Things Wicked patch to make them more consistent. Singularity needs to me made more newbie friendly, because while he can be consistent and snowball quite easily for a player who knows what they are doing, he is brutal to learn. Freddy, Twins, Myers, and Knight need reworks. At least we know a Twins rework is coming and Freddy is on their radar. They just need to stop tweaking base kits and add ons for killers who are doing fine, like Blight and Huntress. They buffed Billy in a healthy way, though, so I have hope for all of these killers.
Overall, though, I feel like killer is in the best spot it's been in a long time.
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I only play solo que, but I'd say it's fine. Almost all of the balance issues I have are fairly simple issues that will probably be fixed. Mainly, killers who bring 4 slowdowns to stall out the game and win by attrition. Grim Embrace working with DMS. I feel like these will be fixed eventually.
For me, the biggest problem with the game are my team mates, and I think that will always be the case. Survivor being a team game means that team mates who mess around trying to make saves they obviously can't get, take hits for the killer when it clearly won't do anything, dumb tech the killer, and generally not touch gens are going to affect the outcome of the game. Unfortunately, outside of having a better tutorial system in the game, there's not much BHVR can do about this. You can't force your team mates to be productive, even when you're the one risking your neck and taking chase 😐️.
I'm not mentioning tunneling because I think BHVR is going to do something about it with the DS update. Until we get a more effective counter to tunneling, the argument will always be, "It's a legitimate strategy!"
I'm actually enjoying using archive challenges to inform my build. Unhook and healing challenges are resulting in healing and rescuing builds, while escape challenges yield chase builds, and stun/blind challenges are resulting in Blast Mine builds (I suck at flashlight saves). It also gives me an extra objective that I can be happy about achieving at the end of every match.
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Like Streetwise, it's a good perk to extend the lifetime of a build that depends on an item. It also has an appropriate downside with the 10 seconds in a locker requirement.
Hard countered by Franklin's Demise, though.
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It makes sense to bring 4 aura perks because you're playing Huntress, a killer who can act on the info very quickly. Killers who can either shoot, dash, or teleport to survivors they have located with aura reading naturally benefit the most from aura reading perks.
Killers who use aura reading perks as "crutches" are the killers who can't find survivors without them. I'd say that more experienced killers who use info perks are basically using their perks to shrink the area of the map where they have to apply their game sense too. Normally, killer have to go through the process of splitting up the map, shrinking the search area down to a few places, then searching one of those areas. I'd say that aura perks, and info perks in general, cut out that first part and give the killer an area to search. More experienced killers are still going to be able to use their game sense to find survivors in those areas very quickly, as opposed to the killers who are using aura perks as a substitute for game sense.
As for WoO, I can only say that I feel like it would become a crutch, so I don't use it. Even when the pallet is gone, I try to improvise to keep the killer busy for as long as possible. Everyone's different though. I say WoO makes chases easier by showing survivors where the pallets are, so they can try to guarantee that they have a pallet available during a chase. What they do when they get there is up to them.
In the case of Survivors bringing Distortion, there's always Discordance and Tinkerer. Survivors can't counter Discordance because even when it's not on, it's giving you information. Discordance is unironically my favorite info perk for Xenomorph. Tinkerer is always good because survivors are loathe to leave a gen when it's almost done, so they'll hold on until the last second.
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Original Survivor: Yui or Zarina (can't pick who I like better)
Licensed Survivor: Jill (Ada is a close second, might be first after I play RE4R's Separate Ways)
Original Killer: Plague
Licensed Killer: Uh, does Xenomorph Queen count?
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It's annoying because the counterplay right now requires that the killer see the survivor and hit them before they can get the FTP off. If they do that though, they risk losing the survivor they are chasing. Once a person is down, the window for countering the combo is minuscule. With how fast FTP works, the survivor can swoop in, get the heal off, and quickly invalidate the result of the last chase before the killer finishes their attack cooldown.
I think Buckle Up's endurance duration should be nerfed, so that it acts as something to merely prolong a chase, or FTP needs to have a minimum healing threshold before the survivor can activate it. Right now, if you can get the timing right, the combo is easier and safer to get off than a blind or sabo play.
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It needs reworked.
On its own, it's an obnoxious perk that adds almost nothing of value, because it just makes transporting survivors to the hook a janky experience for the killer, even though they still make it. The aura blocking almost never works. For a killer on controller, it's probably the most obnoxious perk a survivor could bring. Like with PC, it rarely guarantees the survivor gets out, but it makes moving around an extremely unpleasant experience. A perk shouldn't punish players based on their choice of control input device.
The builds that use it are almost all grimmicky sabo/unhookable builds. I honestly think Boil Over's "drop and survivor gains 33% wiggle progress" is the sole reason why we now have hooks on every floor of buildings now.
All in all, it's a perk that needs reworking because, right now, it's main reason for existing is to annoy the killer.
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Even with that 70% killrate, she's only 2% of games. BHVR's probably content to leave her as is for now and work on some of the other things they've been promising, like reworking Twins and Freddy.
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If you get hit with Pinhead's chain, you're blocked from leaving the trial for a little while. Enough time for him to down you and pick you up.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663746#Comment_3663746
That’s kind of a different argument, though, isn’t it? The issue with mimicry is that it’s too weak, if not straight unplayable against communicating survivors. The other mechanics you mention were talked about for different reasons.
The “shooting killer” thing was deemed unlikely because a straight gun was thought out of place, and would just be busted if it worked like an actual gun. Huntress doesn’t shoot. She throws hatchets. With gravity.
Weird how you didn’t mention slinger here, though. Hell, even Slinger doesn’t fire bullets, he fires a harpoon.
I wouldn’t know about the teleportation thing, but I imagine that was more of an argument based on teleportation on demand being very strong without some kind of requirement.
Twins aren’t in two places at once. Only one is controlled at a time, and Victor can be “crushed”. Again, weird that you don’t mention Knight here, who is a far better example, but even then it’s an AI-controlled unit.
As for the AI units, I’ll give you that one. But that was a presumed technical limitation, opposed to it being too weak/strong.
I imagine a mimic killer would even struggle against survivors who aren't on comms. The solo que meta would become "do everything on your own and prerun other survivors." As hilariously stupid as that sounds, what would the killer do to counter that? If killer by default ran faster than survivors, it would be a dead giveaway that they were the "imposter." If the killer ran like a normal survivor, then they would need to drop the disguise to chase, in which case, they are getting prerun like any other killer, only now they probably don't have a power.
Stealth killers in general are, on average, considered weaker killers. A mimic killer would probably end up being considered the weakest stealth killer.
What do you think?
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@KardanBustum said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663716#Comment_3663716
There is no Lovecraftian in Unknown concept. Only wolf in sheep coat.
I think we're differing on what we consider to be the Unknown's "concept." Its concept is "urban legend." Its ability to mimic human voices is only one part of that urban legend, as it contributes to its strange and mercurial nature. Its ability to talk makes some wonder whether it was once human. Its lore suggests that some also believe that it's just a serial killer, and the ability to talk feeds into that. The serial killer theory is meant to be just that, a theory. Everyone has their own theory about it because no one has the whole picture. The UVX contributes to that uncertainty. The fear of the unknown and unknowable is a core tenant of Lovecraftian horror.
@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663716#Comment_3663716
no... the entity is cosmic horror, not the unknown.
it's not about you not being able to define it, it's about you not being able to comprehend or even grasp it. that to understand any it, you NEED to be insane.
the unknown is just a modern cryptid.
I think both are Lovecraftian horror. The Entity is cosmic horror in the same way that Cthulhu is cosmic horror.
However, Lovecraft wrote many stories beyond just ones about his cosmological deities. The Shadow Over Innsmouth and "The Colour Out of Space" are both works by him that capitalize on fear of the unknown, but do not feature his deities. In TheShadow Over Innsmouth the horror is the unknown of a town full of hostile fish people, culminating in the reveal at the end that the protagonist is actually one of the fish people. The fish people are suggested to be worshipers of Cthulhu, but they are the focus of the story and its terror. "The Colour Out of Space" features the protagonist investigating an area called "the Blasted Heath" where a meteorite fell which has altered the area, causing people to go mad, animals to mutate into abominations, and plants to become inedible. The Unknown is more similar to the horrors of these stories. More tangible but still unknown horrors that lurk just outside of plain sight.
Insanity was often portrayed as the doomed end result of trying to understand Lovecraftian horrors because the human mind wasn't built to comprehend them, but people who were driven mad weren't necessarily enlightened- they were permanently scarred. I think it's interesting that BHVR worked hallucinations into the Unknown's power, along with an ability to teleport to them. Unlike the Doctor's hallucinations, the Unknown's hallucinations are a key part of its power and in-game storytelling, to the power where survivors have to interact with them to get rid of them. It suggests that the Unknown is knowingly (pardon the pun) messing with the survivors' minds, and even enjoys the ability to fray survivors' psyches.
The Unknown does borrow from cryptids, but it's too vaguely defined to be a cryptid. Cryptid mythologies are typically a little more consistent, like Bigfoot's, probably because a lot of people are looking to prove that the cryptid is real. The Unknown seems to definitely have one foot in Lovecraftian horror because of the way it defies comprehension.
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I think the power works within the Unknown's theme precisely because it doesn't fit with the mimic theme. The Unknown's theme seems to be a somewhat Lovacraftian 'you can't define this creature's true nature." Lovecraftian horror is notoriously difficult to adapt to any kind of visual medium, because it relies so much on a lack of knowledge. BHVR has gone to great lengths to obfuscate the true nature of the Unknown. The lore and flavor text are purposely vague and contradictory. The parasite venom grenades show that it has weird, unexplained abilities that it uses in its hunt, while also seeming like a vaguely Lovecraftian idea. It also provides nice in-game storytelling about the Unknown, because it shows that what we see is just some kind of skinsuit, and that the real Unknown is the parasite inside, which will probably remain unknown to us, unless more of it is shown in a future cosmetic.
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The map is big but balanced, largely because of how generators are spread. Survivors have to make a pretty significant walk from one gen to another. This means that the killer can create pressure quickly by pushing survivors off of one gen. However, this is counterbalanced by survivors' ability to disappear, because it is a larger map.
The mix of jungle gyms, weak pallets, and deadzones hits a sweet spot as well. There are enough for resourceful survivors, but they have to play the loops well or they will run out.
Finally, the main temple is balanced because it only has one pallet, and it's windows are primarily used as a means of escape. It's an easy generator for both sides to contest.
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Family Residence is too big for both sides, which means that both sides are liable to have trouble playing on it. The map's biggest problem is that it's a giant rectangle with the bulk of generators and loops concentrated on the ends. The main house is alright, but killers will struggle in chase until they break the breakable walls, then survivors will struggle. The loops to the sides of the houses are alright, but only really good for one chase or chaining into the house. The house can also spawn a bad 3-gen, which can make getting the final generator done quite difficult for survivors if the killer takes advantage of this.
The other side of the map essentially has the shack and connected filler pallets, with a jungle gym on the other side of the end. This feels like a really unsafe area for survivor, but there aren't enough gens here to make it worth the killer's time to come near the area, unless they know that survivors are there.
The middle of the map is essentially empty. There are a couple gens, yes, but the loops are very weak, leading survivors to favor doing gens on either side of the map over doing gens there. Chases where survivors run into this area end pretty quickly unless they chain into either end. The only reason the killer comes here, though, is to chase a survivor or react to confirmation of a survivor's location because there aren't enough gens to make patrolling the area regularly worthwhile.
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The map is much better after the updates. I do think that its size means that it still slightly favors survivors, though. Killers who don't have movement abilities will struggle to patrol gens and hold gens on different sides of the map. Essentially, the killers will have to choose which side of the map they want to hold and patrol that to be more effective.
Other than the size, the rock structures have poor collision for Blight and cause major problems for Singularity's Biopod placement. There have been instances where, as Blight, I have run headfirst into a snow or rock pile, expecting a collision, only to slide off. For Singularity, some rocks and snow piles will never turn the target reticle blue, making it difficult to cover certain angles or to place Biopods mid-chase.
The loops themselves seem very good, though I will agree with many others that the map has some very large deadzones.
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@Xernoton said:
Very much depends on the cosmetics. On Billy I have settled on the milkman outfit with a weapon of my choice. On Ace I just equip whatever looks the most hideous. And on Freddy there are no cosmetics besides the prestige ones which I always wear.
It's hard to argue with Billy the Milkman.
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@Deathslinger1of2 said:
Linked sets are cool but I want to make my own looks most the time! Wish I could split up toilet paper Dwight…
Haha, yeah toilet paper Dwight mixed with other cosmetics could make some pretty funny outfits.
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Most of the time, when I go to the gates, I just get tea bagged. The thing that actually annoyed me is the people who walk like they're going to give you a hit, then they walk out and you hit the entity blocker. It's rude.
People need to just leave. The most egregious examples are those people who wait the entire 3 minutes to leave and spam loud noise notifications. People don't like being hit on the hook when they're dead, and tea bagging at the gates is the same thing.
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I'm also having this issue on PS5. I closed the game and reopened it a couple times, and checked if there was an update, just to be sure.
I went and created a bug report and, based off the number of reports there, this does seem like it might be a server-side issue.
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@TMCalypso said:
I prefer to mix and match cosmetic pieces. Either to follow a particular theme, job type, or so on. Whenever possible I will have them look as close as possible to other characters not in DBD. Like my attempt to make Ace look like the GTA 3 Guy (Claude)
https://us.v-cdn.net/6030815/uploads/2IYBVQ7VV837/tmcalypso-deadbydaylight-20240228-16-44-39.png
That's a really cool look for Ace! He seems to have a lot of cosmetics that mix well.
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It's happening again today. I'm on PS5.
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@Khastrx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661956#Comment_3661956
Console players can still make reports, and your platform may also be constantly recording your gameplay up to an hour I believe if you have it enabled (the PS5 does this). So if you have a questionable match, you should have the recording available straight after (Save Recent Gameplay) to edit and upload to YT or wherever, then you can share that link with BHVR when you send them a ticket through their site. Plus when making a ticket it will also ask you if you made a report in-game, likely so it's easier to match the report with the ticket info you sent.
Ok, thank you!
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662030#Comment_3662030
Yeah a miniscule amount of xp means nothing if you were going to bleed out regardless, so I don't think that necessarily counts as something gained. Also Unbreakable emblem has pretty short milestones, with the longest being 9 minutes. Are you going to claim to keep track of exactly how long the match is, and that your time crawling into a bush in a corner puts you just over that threshold?
I do agree about adepts and challenges being reduced to a 3K though. That would fix a lot of problems people have with the slug/hatch issue on both sides.
No, I don't time my matches. I mainly crawl away because it's something to do. I don't really think I'm going to bleed out and rob the killer of a kill or anything. Usually, I crawl to the edge because I hope I could wriggle out and run to the hatch, or I crawl to an area where the hatch could spawn. I have, very rarely, gotten out because I crawled away.
I believe that all of the benefits killers get, MMR, BP, and emblems, should be tuned to favor 3Ks over 4Ks, because they feel healthier and lead to quicker match ends. I've sacrificed most of my potential 4Ks to intentionally carry the last survivor to the hatch because I enjoy having that positive interaction with the survivor player.
I don't think that killers who 4K are toxic or do it maliciously. I just think the strategy is annoying, which is why I avoid it. When I do it, though, I do feel like I'm being kind of annoying because I'm extending the match while all survivors can do is crawl around. The main time where I have slugged for the 4K was to get my 1 killer adept (Xenomorph).
I'm not against slugging as as a strategy, either, but I do expect survivors who get slugged in my games to crawl away.
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I like the cool, casual look for Ace! Your design for Jake is also probably the most unique Jake I've ever seen. For some reason, most Jakes I see don't seem to go for the beard. I don't know why, though. It looks good on him.
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@Atsuka_Anarchy said:
Wish I could have Sheva as a whole character with bloody outfit at least.
I'm seeing more people advocating for this. With the amount of characters they are adding as Legendary skins on both sides these days, who knows? Maybe they'll change the bloody cosmetics into some kind of special shader that can be applied to more cosmetics than just the base designs..
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@glitchboi said:
God I wish I got that Singularity skin but I wasn't around during that rift. I love them all but the blue Singularity with the frozen cosmetics in combination really takes the cake for me.
But yeah, mix & matching is really fun and allows for creativity. It makes me wish all these license dealers would let us have fun instead of agreeing to make them sets. At least our king Nicolas Cage is kind enough to let us mix & match his incredible choices in attire.
I really like monster killers because of how cool their skins can be.
The logic of how certain cosmetics are linked often makes no sense to me. I mean, yeah, the Xenomorph Queen has to be a set, because she's a whole new model, like a lot of other Legendary Skins, but why, like you say, are survivor cosmetics like Leon's locked in sets?
Hopefully over time they'll unlock more sets.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662001#Comment_3662001
Some challenges and adepts require a 4K. Sometimes people are actually doing it for a reason.
And yes, crawling to hide is still petty, since you don't get anything for doing it. All you do is take something away from the killer, who beat you. Slugging for the 4th isn't petty because they get extra BP/emblems/ MMR if they succeed.
Survivors do actually get something for crawling away, because XP for survivors is based on how long they survive, and so is the "Unbreakable" emblem. Besides, the killer usually finds me anyway, and I often find survivors who crawl away as well. Full bleed outs from crawling away are extremely rare in my experience.
Crawling to hide can actually accomplish something, as it makes the killer second guess slugging for the 4K.
I considered adding this in my original post, but I also think that killer adepts should be made 3Ks because 4Ks are often random. Even with slugging for the 4K, the last survivor could still get the Hatch. It would make killer adepts, which are already quite difficult and would remain quite difficult, a little more equitable with survivor adepts, which just require you to get an escape. More people might try for killer adepts if this change was made, including me.
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@[Deleted User] said:
Try playing me in most maps. Damn near impossible to tag survivors without a twig blocking my camera.
It's stupid that tree foliage blocks the pod lock on at all. The pods are able to tag people in the corn, but a tree branch is too much? I really feel like this needs looked at in a quality of life update. Singularity in Mother's Dwelling is a nightmare.