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Withered8

Withered8

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Withered8
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  • Seems like a decent idea in theory, but in practise it would probably either just make survivors hold w even more and just run away as early as possible or be buggy and inconsistent as hell like ghostface.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1782401#Comment_1782401

    Interactivity or just chases that consist of looping and juking and nothing more?

    Because looking at what people say I thing they confuse the former with the latter.

    Deathslinger is a killer that's meant to shine when it comes to nifty trickshots, the issue is more that many people don't bother to learn what he can shoot through/over on either side. If you want chases with him, forget about loops, find the bits he can shoot through/over and use it against him.

    Similar, as his main strength is the reeling, another tactic is going in groups, so one person can step into the chain. this is something I see often in lower ranks who are not yet screwed over by the 'only loopy-jukey chases are fun' mentality.

    Honestly, the only real change he needs is a clearer way to struggle against the chain as survivor.

    Blocking the chain almost never works. You get chained and its almost always a down or hit unless there was a good pallet thrown. They may as well just remove it and make the gun do damange its just tedious for both sides.

    Interactivity as a whole yes. Chases consists of the vast majority of interactivity however. Sure doesn't need to be a good or easy chase just a fair chase is what i care about.

  • Well hopefully and most likely this map will be reworked heavily too so it won't be as busted. After that then pretty much every map will be somewhat balanced. Although I'll still hate badham and wonder if ppl will realise how broken it is. There are easy fixes to it as well. Just replace one or both of the houses with maze tiles and put holes in the walls next to the god windows so they are more like those windows in the fences.

    On the note about map reworks btw, i've noticed that they are leaving the harder maps till last like asylum and haddonfield.

  • Halo santa :O

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1782274#Comment_1782274

    You know the idea of 'there must be '''interactions'''' aka the same BORING chases over and over and over and over and over against every killer... how is that fun?

    How is it fun that you DEMAND of people they MUST play like that against every killer? Look, I made a thread a while ago about the crap slinger mains who try (there's two types: complete wankers and loveable dorks, with no inbetween) to play well and fair, who get frigging deathrhreats for playing him because 'he's boring and no fun in chases'.

    I wish I was kidding. I'm not. just search for 'deathslinger' on twitter, for example and look at what's going on there. ALL because people like you declare that only 'interactions aka chases' are 'fun'.

    Chasing aren't boring. They are dynamic and change up everytime and with most killers and most loops/maps allow the better player to come on top. It's the only part of the game which actually requires a decent skill set and knowledge. If you don't find chases and interactivity fun, then what do you find fun? Holding m1 on a gen?

    Look i don't excuse ppl on either side for playing incredibly boring and scummy. I'll call out survivors who hold w, just run to busted main building on badham and refuse interactivity as well. It's not just killers who get called out on it for. It's just that killers playing this way affects the whole match for everyone, where as 1 survivor doing it well you can always rotate if worst comes to worst. Don't get me wrong tho i dont' excuse anyone no matter if they r killer or survivor.

    I'm going to say it again because you seem to be avoiding it, what do you find fun in this game if not interactivity?

  • This would literally just be another remember me and we all know how good thst perk is.

    I think it should just not be a hex perk, maybe it’d be better then.

  • Why not? Too "hard" to play then? Can't get easy downs and actually have to be good with using a gun?

  • @FondaDix said:

    https://forum.deadbydaylight.com/en/discussion/comment/1777730#Comment_1777730

    I play Killer and survivor, I can confirm that surivor has a much easier go at it. My partner who used to play killer and rather well i might add, will not play killer ever now as it's to stressful and just not fun. The toxicity of survivors was such a turn off for them. The game is not balanced not nearly.

    Survivors seemlingly have it easier because you can only actively chagne a game's outcome in a much smaller portion of situations, but that doesn't make it easier, just less stressful. The reason killer seems so hard is because everything you do affects the outcome of the match, which alot of people take as a bad thing because it means they can't make many mistaktes, but the upside is that the game is far more in your control rather than survivor where it is in the killer's and teammates control more than your's.

    Many killers also have an attitude of i need to 4k i need to kill everyone or the games unbalanced, which is silly. That's like going in with a 4man swf, trying to get everyone out every game and expecting to not have a stressful time. Trust me i've done both and they r very stressful. Try playing killer with a more casual mindset and for fun. It'll help with stress significantly. Or even with the mentality of just getting better, like doing hatchet only huntress for example. Games like those make you far better whilst not being overly stressful.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1781132#Comment_1781132

    I dunno if you are serious or not, cause Hell knows so many people are serious when they suggest exactly this when it comes to Caleb.

    And it's such bloody nonsense. Cause y'know, stop trying to apply the SAME TACTICS to EVERY KILLER especially if their mechanics call for a change of plan?

    Seriously, you people try to force the same stale gameplay (looping and juking) on EVERY KILLER and get your panties in a twist when it doesn't work out.

    Deathslinger is NOT meant to be engaged unless it's ABOLSUTELY unavoidable.

    Just like you should break LoS against GF or Michael, but instead you run from them through the open fields and wonder why you get exposed and T3 pops.

    You know, with how many people in this community are unwilling to shake up their MO you'd wonder why the Ft13 game didn't fare better, copyright shenanigans aside.

    How does the idea i've suggested allow you to use the same tactics as other killers agaisnt him? Infact it does the literal OPPOSITE.

    So you're ok with a killer who's desinged around avoiding interactions? That's where the fun comes from in both sides of this game. Interecting with the other side. No-one plays the game to kick gens, do gens, escape or carry survivors to a hook where you press spacebar, people play because of the interactions with eachother, whether it be chases, meming around, trying to juke or outplay the other side or just messing around. Deathsligner denies all of these. No-one wants to play gen simulator and likewise no-one playing killer wants to be genrushed, his only counter. And if you try to tell me he has some other sort of counterplay, show me. Go on. And don't show some rank 20 deathslinger missing all his shots or something. An actual good deathslinger.

    And how exactly do you break line of sight with a killer who walks faster than you? At some point they are going to get LOS its literally inevitable. That's why nurse is slower than survivors you know right?

  • Literally negates half of the loops in the game. Like what are you meant to do on any azarovs loop apart from pull the pallet instantly?

    I think he should be reworked to be more of an area control and sniper killer, so you actually have to be good with landing shots and don't get carried by the insane amount of passive effects he has.

    To do this I would:

    Make him nurse movement speed or the same as survivors.

    Give him a scope and infinite range.

    Slow down spear travel speed and add a laser point on an aimed target.

    Make his terror radius bigger so you can't stealth up on ppl, ranged stealth killers is just busted.

    Remove the whole chain and reel in effect and make the gun just do damage as normal, reeling in sucks for both sides and is a huge time waster.

    Maybe add like a few towers which spawn randomly across the map which he can climb up and snipe out off, idk how that would work on alot of maps tho.

    Basically make vsing him and playing him more dynamic and enjoyable as well as reward killers with genuinely good aim.

  • @idektbh said:

    So... I wrote a full paragraph about this and sent it and it doesn’t show to me so I’m just going to say the same thing but try to keep it short.

    if he is already to close to u and ure reaching a pallet and he starts to use his ranged attack, run back at him, he will have a difficult time hitting u with the power so he either tries and fails, or cancels it, then u should have enough time to go back to the pallet and drop it (this only works if he is really close to u and ure reacting as to be on point)

    if u still have some distance, either pre drop it, or loop him until u get close enough to do what said above. By the time u drop a pallet most will try to spam his power, try to keep in mind that his turning isn’t fast so try running to one side and then the other, he will have a harder time turning and then his power becomes more predictable.

    with windows, I’m not entirely sure of what u can do, since u don’t have enough time to fake a vault and then vault it, but atleast u have now counterplay with the pallet situation.

    I honestly prefer this version of ph then the bs no cooldown faked power, where u would die at windows and pallets in whatever situation (like ds)

    100% agree with this. I'll take him anyday over spirit or deathsligner. Even freddy at this point. Alot more counterplay like you've mentioned now no-one just knows how to do it and they want ot be able to take huge swerves and bad pathing in order to outplay him.

  • @GrimReaperJr1232 said:

    Allow me to tell you have to verse a Pyramid Head.

    Pre-drop pallets and run. That's it. He has no mobility, so he has to catch up to you like every other killer. If he's too close, then try to bait a ranged attack so you can use the time he's on cooldown to reach another tile. He is an absolute chasing monster because his kit is pretty much designed to always get a hit if you try to loop him normally.

    And I'm sorry, but the way this is worded sounds really entitled. The reason you gave was, "I realized I never had an easy time against a Pyramid Head." That just sounds like, "My usual tricks don't work, so the killer is busted." No, the counterplay is a bit different from normal killers. If you're up against a decent Pyramid Head and try to loop him normally, he's going to down you very fast.

    You don't need to predrop pallets anymore. Wait out the zone and then pull it on him like others and myself have said in this thread.

  • His change has actually made him alot more bearable than people realise. If they try to zone you when ur running to a pallet you can just keep twirling left and right infront of it until they either shoot and most likely miss or let go, giving you more than enough time to run though the pallet and pull it on them. So if they do that against a competent survivor they've actually screwed themselves. Basically the changes actually allow you to dodge more frequently without being just smacked by an m1. Sure there are some situations where you can easily be zoned and screwed but those situations are alot fewer now than they used to be.

    They also made his sword in the ground sound earlier giving you more time to react and making it harder to land shots as the killer. The biggest problem i find is the unpredictability with his shots, but obviously that's not something that can rlly be fixed so im reasonably happy with where he's at now.

    This is coming from someone who absolutely despises deathslinger and spirit FYI.

  • I think the biggest problem is getting all the perks on even one character because of the increasing number of perks and characters. The perk system was well designed for when there were less killers but it doesn't work too well these days. I'm fine with perk tiers but being able to get more perks in level 50 bloodwebs would be nice. Items and that are fine though i've almost got too many of those.

  • @Spirez said:

    People are lazy and just want to M1 for a 5 minute game and not do totems.

    Doing totems requires holding m1 u know right?

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779216#Comment_1779216

    To be fair, the other hex perk is guaranteed to last at least one totem longer.

    Still, pretty annoying that devs consistently nerf perk synergy on killers but DS + Unbreakable is fine.

    They literally nerfed and reworked ds multiple times after people complained about it. You can't nerf unbreakable because how you would nerf that without making it garbage.

  • Because there’s hardly ever enough time in a game to do all the bones if the killer is decent at the game. The reason it works for node is because usually bad killers run this perk so you are able to have enough time to take the totems out. When ruin undying is on nurse or blight or billy or something, there’s not much you can do other than try and push out gens and hope your teammates can last over a minute in chase.

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1777730#Comment_1777730

    No, that's not what baseline Rat Liver would do. It works for Pyramid since he can hit you through/over pallets. Demo can't. If that's what it would do, that's what Demo would already be doing, because everyone already uses it every game. All it would do is let Demo have some kind of add-on diversity.

    Imagine a bug where Nurse just couldn't see scratch marks. Ever. That's what "sounds broken" means for Spirit.

    Pig is bad, and anyone who thinks otherwise is either a baby Dwight, the luckiest man on earth, or has never fought a competent survivor.

    Pyramid's power being able to hit people in it's path would be OP... 10/10. Dodging? What's that?

    I do know the survivor POV: If you know what you're doing and have a good build, you're either:

    • Fighting a skilled, top tier killer who can keep up with your bullshit
    • Stuck with a dogshit team who goes down immediately because they have 200 ms brain lag and don't look behind them
    • You're fighting a non-top tier killer alongside a competent team, so you win

    This game is heavily unbalanced. Always has been.

    And don't hit me with that "oh lul you wouldn't have survived in 2016", because I was here in 2016. Miss me with that #########. I remember Darkest Moonlight Left 4 Dead Blendette. I remember most maps having an infinite. I remember double bus window. I remember double junk pallets. I remember instant blinds and permanent, map-wide sabo. I remember We'll Make It + Self Care healing to full during the killer's attack CD.

    Killers being stronger than they were in that train wreck after four years doesn't mean they're balanced now.

    Not everyone uses rat liver, I don’t.

    Look sure the game has some unbalanced aspects buts it’s not unbalanced itself. I mean just look at the recent kill stats btw, highest they’ve ever been. Look at how many killers are getting good reworks. And at the end of the day, there are just as many things like the ones you’ve listed on this post for the survivor side as well, but I understand why they exist. Just because something you don’t like is in the game doesn’t mean it’s the end of the word.

  • @Jallybwan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1776246#Comment_1776246

    So... let me get this straight.

    • It is not possible to avoid Pig's dash if she actually gets it off, because Pig's dash is unfairly strong around loops
    • Therefore, if Pig were able to get her dash off more consistently, people would just camp pallets

    Have I understood you correctly?

    That's if breaking away wasn't an option yes. It's like asking someone to stay at a loop with a clown.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1777706#Comment_1777706

    With all due respect, no. This is a lot of hot air aimed at defending a practice which is cowardly. Smurfing and Bully Squads exist because some Players simply lack the spine to play in their own Ranks. They want to beat up on people they know they can curb-stomp. This isn't about making newer Players better. That isn't the purpose of a Bully Squad. They are trying to make the Killer DC. They are impotent, worthless garbage who couldn't take the heat in the Ranks (where they belong) so they are gaming the system so they can beat up on people still (by comparison) learning the game. Sometimes it is done just to produce comical content for Streamers. That is the long and the short of it.

    You are effectively defending having 300lbs. Professional Football Players show up to play as Ringers in High School games at full speed. Don't try to spin this as something fun or noble. And lets not make a mistake here, we aren't talking about "accidental" matchmaking. We are talking about design and intent.

    If we are talking about "desing and intent", then how is that any different from a decent killer dodging until they get a full console lobby or a bunch of baby-looking survivors?

    Look I agree that its dumb when survivors go against lower rankers with a single minded intention of making the killer dc, but there are many higher level players out there who derank because of the amount of sweat lords at red ranks. I'm not saying I agree or disagree with that but there are more reasons as to why survivors smurf than to simply just "bully the killer".

    Also I'm pretty sure almost anyone would rather vs a bunch of agressive survivors who may be a bit annoying and tedious as opposed ot a belndette swf with bnp's and who pop all the gens before you even find one.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1777693#Comment_1777693

    Most of the time i can't really bait out the dead hard because they would reach a window or pallet otherwise.

    It's just very frustrating to go against.You can't really go for cool mindgames or power usages once they are injured because you always have to force their dead hard first.

    I don't really care about any other survivor perk honestly (Even DS + Unbreakable) but dead hard.

    That's fair and i guess i could see how it could be annoying. Idk i've just had difference experiences with it as i find his power negates alot of the benefit of dh compared to nurse.

  • This sounds like a post from someone who doesn't understand balance in a game, and that there are two sides in this game, not just the killer's experience.

    Do you know what a baseline rat liver would do? It would encourage so many demos to just hold their mouth open in the way which pyramid heads just hold their sword in teh ground. It'll be a bait fest.

    Oh no spirit got a bit of counterplay it's the end of the world! I must be some uncounterable force with no way for the survivors to stop me to have fun.

    Pig isn't bad, clearly you havn't played her well before.

    Pyramid head suggestion would actually be nuts and prevent anything from stopping him.

    Seems like you need to take a look through the survivors POV for once.

  • @Salty_Pearl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482645#Comment_1482645

    They said they aren't locking Survivors because they are all the "same" yet a Nea with barely any perks switching to a Zarina that has max perks, fully kit item, etc should be considered the "same."

    How woud u know if they have all perks or none in lobby?

    Also r you implying that you'd only play a game if there's a bunch of baby default neas and won't take on a challenge?

  • @NocturnalPie said:

    I don't even really want to buy them with shards and I got those just for logging in. Just from the planned changes they've already said the locker fix won't even be there at release. The fact that they still haven't fixed the Blight's POV yet makes me wonder what's the point of buying the new killer if they're gonna be broken for who knows how long?

    They've said that they are working on blight's POV but it's not a simple two second fix.

    Like someone else said they are being cautious with buffing the twins because of the insane potential they have, especially with how fast and lethal victor can be.

  • You just gotta be patient with the saw. It's definitely not easy but backrevving ppl isn't hard once you get the hang of it. Also you've got to be rlly familiar and good at curving and playing loops without an antiloop to get consistent chainsaws. Not easy for ppl who aren't used to him, but once again once you learn it it's pretty easy.

  • He wasn't bad as such, he just wasn't consistent, played as intended or as good as he is today.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1771449#Comment_1771449

    A Bully Squad isn't there to play the game, i.e. repair Generators and get out. They are there to harass the Killer, with the goal of getting him/her to disconnect. To give an example, they will often start making a whole lot of noise on purpose to attract the Killer to one location and then start coordinated blinding and head on attacks. I have some great videos of this stuff. I will probably post one or two, but I have to edit them to blur the names at the end since we can't "name and shame" regardless of how much the people involved deserve it.

    Bully Squads are almost always made up of Red Rank and/or Purple (often Red Rank who sandbagged down) so they can pull some easy target from the newer Killers. They aren't actually looking for a real fight.

    So you're saying ppl should play the game to hold m1? The funnest part about this game for both sides is teh interactions between killer and surivor. This is why so many survivors like the chase aspect of the game and being near a killer. It's no fun for both sides holding m1 and genrushing.

    Look as annoyign as smurfing is for killers, often it's the one game where they don't 4k especially at low ranks, so often i'll say to them just take it and suck it up, sure it's annoying but if you're smart and strategic it'll be a huge learning point for getting better at the game. You don't get better by destroying bad teams, you get better by going against good teams. Matchmaking also plays a huge part in this as many red rank teams get matched with lower ranks quite frequently, so it's not their fault if the killer genuinely cannot catch them.

  • Look i'm mixed on DH. On one hand i think it's annoying that so many boosted suvivors rely on the perk in order to stay alive in chase. On the other hand, it's power is pretty limited compared to so many other things in teh game these days, as well as it being the least useable exhaustion perk. Instadowns, exhaustion addons, exhaustion perks. More and more things and killers are being added which counter deadhard pretty darn well. If dh is to be changed, I would like to see some things on the killer side adressed, because it seems that everone these days is complaining about ds and dh and ignoring other aspects of the game.

  • @OniWantsYourMacaroni said:

    Dead hard is easily a perk that i hate THE most.

    Whenever i do a really good mindgame or use my power really well (e.g blight) the survivor just taps a button and bam,you get nothing.

    When ppl dead hard against a blight tho more often than not they just get m1d after becauese of his short cooldown. Also you can easily bait out deadhard with blight.

  • @SquirrelKnight said:

    A killer who cant see survivors and has to rely on sound or survivor scratch marks is stupid op because thinking is HUUURRRDDDDD

    Sounds which are equivalent to pin point tracking. It's not hard to follow and travel towards a noise.

  • @Jallybwan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1776221#Comment_1776221

    If the survivor literally cannot react in time, I wish I had your survivors :P

    There's a 50/50, and it's fair unless the loop is ridiculously short. (Or long, since dashes are nigh-impossible around those huge brick loops on Temple.) Comparing Pig's dash to Pyramid Head's judgement is also not ideal, since one is a straight line going through the loop, and another is a dash around the loop. It'd be like comparing Demo's Shred to Huntress' hatchets. They aren't the same thing.

    There's no guessing to it though. Do you guess which way the pig is goign to dash when you play survivor? No because that would never work. If a pig has ears or line of sight they can easily flick back if they see you've just ran straight for one direction. There's no reacting to or outplaying a pig dash unless you play extremely well in a situational situation.

    Like i said even if there was a fair 50/50 created with that ppl will drop pallets instantly like they do with deathsligner and other annoying killers because theres no point taking a 50/50 random guess as surviovr if its often gonna get you killed. It'll create boring and stale gameplay.

  • @Jallybwan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1759927#Comment_1759927

    Dunno if it'd be OP, especially since Demogorgon can quite literally do just that. But I would want charge addons to be removed anyway.

    As for the second part, yes, you can "just uncrouch and hit them." That's not what I want to address. It's much more satisfying and skilful to actually land a dash, rather than a basic M1--wouldn't you agree?

    It's not hard to land a pig dash if a survivor doesn't run away tho. I just read ur other comment and its more than just a 50/50. All you have to do is flick one way and then run the other and the survivor literalyl cannot react intime. It's like spirit's "50/50". That's why the skill comes with baiting it or not, because if a survivor stays at a loop with an ambushing pig then they will go down if the pig is half decent. It's like staying at a loop with a pyramid head. You never do that.

    Also loops which are bigger are almost impossible to land dash hits at, there's almost no inbetween. The big problem i see coming if runnign away from a loop was made a bad tactic as survivor is that pig's counterplay will become drop the pallet instantly, just like deathslinger and freddy and all that stuff.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1773422#Comment_1773422

    Pls don't forget and I speak from experience as an old only killer bp farmer, that, when you go into games with this chilled mindset (which is also healthier for killer in long-term, which is quite a scary thing in itself) and end with 0-1 kills, you can get survivor of 3 different types.

    1. "Gg" they had a good game and are humble "winner" and nice.

    2. " ", Nothing at all, the neutral part, just there to play and not for survivor/killer socializing in any form.

    3. "Gg ez/noob killer/l2p" the great screw you after playing nice/fair/whatever.

    From my experience this year, until I quit in September, is that group 1 is nearly gone, except for pure farm matches after an instant dc or the like.

    Group 2 is thankfully by now the big majority. They simply are gone after the game and you can move on and keep cool.

    Group 3 became less from last to this year somehow which is refreshing, coming from release of dbd and playing lol as my main game. But those type of people still exist and many chill killer player can get destroyed by too much of those or rather make the "not kill oriented" play style less attractive/rewarding/satisfying when all you get is ######### on.

    Edit: And yes, I know, the proposed solution is turning off the after game chat or simply instant leaving the after game lobby. But it does not really help against bully squads and this overall mentality of people from group 3.

    Yea I mean there's people like that on both sides, more of an individual toxic playerthign than anything to do with the game etc.

    I just find it annoying that ppl claim this is an issue for killer only and forget about the survivor experience, which can be just as awful.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1773437#Comment_1773437

    there are semi infinites in the reworked maps too moron and my point on T L walls was that they are easier to semi infinite as long as you play well as survivor.

    regardless of if they are reworked maps or not anyone who thinks disabling blood lust now before they get fixed IF they get fixed is a moron.

    T walls Semi infinites if you don't mindgame at all, have awful pathing and are playing an m1 killer. If you break any of those conditions its one of the weaker loops in the game.

    Also what classifies a semi-infinite to you? A loop which you can't catch the survivors in 10 seconds? A loop which you misplay or play poorly so the survivor is able to hold you there for a long time? If you could have actively done somethign to change the loop and end the chase ealier, it's not an infinite i'm afraid.

  • @HollowsGrief said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766221#Comment_1766221

    The fun bus just goes to show the devs have no idea at all how strong some tiles are vs others. I have seen the fun bus chain into a long wall jungle gym many many times on some maps, I consider myself an extremely good killer and I play strong killers as well but outside of Nurse I have to just break chase and leave because the tiles are just to strong together you will lose all 5 gens.

    Fun bus is literally being heavily nerfed in the graphical update, so ppl need to stop going on about it. It's liek someone going on about old iron works of misery.

  • @AChaoticKiller said:

    there are a few main building windows that are now simi infinites as well

    asylum, certain variations of ormond, one of the new reworked map buildings with the gen next to a vault, T L walls can be looped as long as you outplay the killer repeatedly. im sure i missed a few but it's ridiculous.

    edit: both main buildings in the swamp maps have simi infinites as well as the small boat that spawns.

    "T and L walls are infinite loops"

    LOL that's the funniest thing i've heard.

    At the end of the day you've just listed a bunch of unreworked maps which will 100% be fixed and changed, no point complaining about those, apart from that one reworked building which I have no idea what you're talking about.

  • @C3Tooth said:

    You guys forget Crane loops in AutoHeaven? Its car loops on steroid.

    https://us.v-cdn.net/6030815/uploads/U167VUIK0OBL/image.png

    Its where the crane edge parts that Survivors can run pass it, but Killers have to take around it. Causing infinite.

    https://us.v-cdn.net/6030815/uploads/GQEKS67AW8M2/image.png

    That's gonna be fixed with the graphical update/nerfed so no point complaining about that.

  • @SquirrelKnight said:

    Honestly I think gens need to be reworked. I heard an idea that rather than sitting on a gen for 80 seconds survivors should have to gather 2-4 parts per generator scattered around the map. I love that idea because it would masisvely slow the game down without being boring

    It's too late to redesgin gens and survivor's primary objectives. Imagine all of the rebalancing which would have to go into killers and anything strong to do with killer.

  • So many ppl claim killer is a million times harder because they say it's too stressful right. 99% of the time that's a problem for them, because so many killers come into games with an attitude of i need to 4k and if not this game is unbalanced. There are however some killer players out there who come in with a very chill mindset and I think ppl need to look up to them more. Sometimes its not just about kills, but about your peformance, because like how you can play well and still loose, you can play awful and still win, but ppl won't acknlowledge those games.

    Long story short, playing killer and thinking you need to 4k/win is the same as playing in a 4man and trying to get everyone out and escape every game. Stressful experiences.

  • Not every killer needs an anti loop or a faster down mechanic. Just learn how to mid game and take loops normally.

  • The devs seriously can never win with you guys can they? If they delayed it ppl would be going mad that they are delaying content and being slack etc etc.

  • The key thing is patiece. If you just chuck hatchets wildly sure you'll have fun and get some downs but if you want to be consistently good you gotta have patience with A) when you wind up, don't wind up pre-emtively all the time cause it will cost you huge distance and B) when you let go of the windup

  • Ruin undying can be exploited cause u can run it on blight/billy/nurse, find 3 gens and literalyl prevent them from ever popping.

  • It really is cool. Honestly almost all the music and soundtracks in this game are amazing, especially the chase music, even the original ones sound pretty darn good, and the lobby music.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1769439#Comment_1769439

    The shack i'll consed due to the window(I derped out about that) but the loops I was refering too the survivors could see the huntress at all times and would always be on the opposite side and due to the way the wall was where it was see through only but not shoot through.

    So the huntress could never line up a shot on it as survivors would always be able to get behind cover at said loop until she dropped it as she is too slow to ever hit at that loop.

    The autohaven tile loops are perfectly mindgameable and you can easily chuck hatchets down the many straight lines on the tiles.

  • @Taingaran said:

    In the pursuit, interest and excitement disappeared. With bloodlust, you get excited: you didn't catch up with the survivor in 15 seconds, here's + to the speed and you already think: here's all the survivor, I'll catch up with you) And then again and again)) True, I mainly see levels 1 and 2 bloodlust.

    And without bloodlust, the chases are just cold calculation (

    Also, if you didn't catch up with the survivor in 15 seconds - let go, see the loop - let go, there are a couple of windows ahead - let go ...

    If you're not forcing a pallet or getting a hit for 15 seconds at a loop, then either your doing something wrong ie not mindgaming or letting a surviovr run a loop a certain way or the survivor is outplaying you very well.

  • @Warcrafter4 said:

    People forget huntress is weak to high wall loops that can be seen through but not hit through(Shack/high junk/brick walls on auto haven/Prenn asylum) and is forced to Blood Lust through because you flat out cannot use your power in those loops.

    Also some of those are without blood Lust are god loops vs her and if she tries to use her power an infinite until she brute forces it.

    can't use your power at shack or tiles? There are plenty of huntress's who will disagree with this at first sight. You're saying that a huntress will never wind up or shoot at these tiles for over 15 seconds?

  • Because it requires actual conditions and a risk/reward situation. It's alot funner to use as well. Dead hard on teh other hand, press e if you mess up. No conditions required.

  • @dezzmont said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764137#Comment_1764137

    Saloon is a pseudo infinite vs 110s now. Car on Elementary may be an infinite for full speed killers, DEFINITELY is an infinite for slower ones.

    https://forum.deadbydaylight.com/en/discussion/comment/1764842#Comment_1764842

    This is my problem as well.

    In 90% of situations as a killer, amping up bloodlust past 1 meant you made a mistake. If someone is looping in the shack, let them because it just isn't time efficient and that survivor needs to leave the shack corner of the map to actually do anything to threaten you.

    In 10% of scenarios, it was vital to prevent the game from degenerating into utter nonsense because an area was so strong you couldn't lose out the chase in any reasonable timeframe and it was effectively a 'safe zone.' You got a kill, or a slug, and a survivor is just looping to kill time and the difference between closing that loop taking 1 minute and 3 is actually a real difference to the outcome of the game and there is nothing you can do to stop every survivor going to that loop.

    The existence of Bloodlust and the removal of vacuum are pretty critical to making survivors never actually safe, which is important to the design: if the killer is willing to pay the time cost to get to Bloodlust 3, you SHOULD go down if you refuse to do a hard LOS break, and should be massively rewarded for making that break by getting that time 'free' and resetting the killer back to square 0. And then Bloodlust 1 just 'fixes' the game in a lot of ways outside of just loops (like rewarding a killer for chain chases which generally are high skill play).

    A common misconception is that among equally skilled killers, bloodlust is an unfair advantage. But in reality Bloodlust is a pretty nuanced mechanic with a lot of use cases and which disproportionately affects matches with extremely skilled survivors. The assumption that low rank/skill killers will be affected hard kinda misses the problem with nerfing Bloodlust: Until you get to like... rank 5, odds are extremely good there are multiple survivors in your game that have no idea how to loop and thus you will often never hit Bloodlust 1 in normal chase because you either get the down fast or don't get it at all as they hard break LOS on you. Like a rank 10 killer up against a Claudette running in a straight line dropping every pallet immediately upon reaching it isn't going to need bloodlust. Those survivors already just get squashed or do silly things like run in to do a hook save eating a hit like a champ, just like they saw on stream, without BT or DH.

    Bloodlust existed to solve major problems created by extremely skilled survivor play oriented around wasting as much time of the killer as possible and using the math of the killer's tempo oriented gameplay against them. As a rank 1 pig main when playing killer side it isn't unplayable per-say, but the loss of rank 1 bloodlust is VERY noticeable and makes every single chase way less rewarding, and the loss of 2 and 3 makes the 2v1 endgame kinda a huge pain in the ass.

    I honestly wouldn't mind if this trial resulted in a general nerf to chain windows, which are the real core cause of this issue. Certain common tiles like L+T when they spawn next to each other are way too strong. Windows grow exponentially in power the more windows are near each other, especially when there are long walls on both sides of the window, and I think Bloodlust could go away if the anti-infinite window blocking was just 'smarter' and did things like count certain windows as 'the same window' so that multiple windows still have mindgame strength but aren't essentially different windows for the purpose of a loop resource. That still would let the killer 'force' the chase over a similar length of time to bloodlust ticking up, but removes the speed aspect of Bloodlust. That would still probably require shrinking the killer hitbox down to match the survivor though for the purpose of terrain collision for certain loops still.

    https://forum.deadbydaylight.com/en/discussion/comment/1764690#Comment_1764690

    Pseudoinfinites are as bad as infinite infinites. An 'infinite' doesn't actually need to hold up for any length of time. If a loop can sustain a survivor by itself for over a minute, it is functionally an infinite. The problem with these locations is they tend to allow the survivor to buy a disproportionate amount of chase time without spending resources (Pallets, blocked windows, ects) and killer play is extremely tempo oriented. This isn't terrible, strong areas of the map the killer is encouraged to just let the survivor loop in to go pressure other survivors are fine, the issue is when these strong loops become too common (again, a good example is side to side L+T spawns giving survivors easy access to 2 pallets and 4 windows) and centralized in a manner that makes it not realistic to end chases outside of these loops.

    These loops can all be countered tho even by basic m1 killers. A quick moonwalk or fake is all it takes. It's not an infinite if you could have actively done something to prevent that chase from happening/ end it quickly.

    Do you really want every loop to be like those rock loops on sanctum? Loops which you don't even need to think as killer in order to down the sruviovr because they are that unsafe? I like tiles and shack because the better player always comes off better on those loops, unless the survivor just throws the pallet which means that you don't even need to worry about that loop later as killer.

  • To say killer shack is an infinite is just nonsense. It's not hard to mindgame the shack and it's one of the only stronger loops left in teh game these days.

    Authaven fun bus is getting nerfed, have u not seen how much smaller it is on the new reworked maps?

    Pretty much any infinite that you find (a proper infinite) will be removed with the map reworks, apart from maybe the badham house of pain which i do agree i think should go.

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