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Xpljesus

Xpljesus

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Xpljesus
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  • @Always_available said:

    I kind of feel bad for the devs, they work hard and they got a lot of useless whining as a thank you in return. This chapter is great, the map is good, Pyramid head is a very interesting, fun, and strong killer with a new mechanic. Other than the few bugs, (that will be fixed) this chapter was great.

    They put out a map worse than Haddonfield and a killer who is unfun in the same ways Deathslinger (who has been complained about SO MUCH) is, as well as making him a pro camping/tunneling killer. I don't see how this is useless whining nor something they should be thanked for. Sure the visuals, art, aesthetic, easter egg, design all that are great. But this chapter is horrific in pretty much every single way imagineable from a gameplay standpoint. I play dbd for the gameplay, I have no interest in licences, lore etc, so for someone like me this chapter is pretty flawed and I don't have much good to say about it. I don't hate the killer outright though, but god they should've learned by now considering how much everyone hates Haddonfield+indoor maps, yet they somehow managed to merge both into one

    Edit: Although the content has been fantastic for a while so I don't disagree, they've done a lot of right (the doctor rework, map changes were fantastic, the rift is fantastic) but for this chapter specifically the load of criticism is completely warranted

  • I disagree about the devs not caring part, I just think they're incompetent, but a lot of what you say about the killer is true.

    @Desh said:

    1. Cage spawns across the map opposite of Killer which promotes anti camping and tunneling. If your team hasn't saved you or faced the Killer because he reaches you, that's on them.
    2. Punishment of the Damned is a slow, small ranged attack. A red trail indicates its trajectory before traveling towards you which is easily avoidable if you side step. Even then, his feign attack is a strategy no different than Demo's shred which is used in the same manner except the shred is unavoidable if you don't pay attention. You also can't flick his attack like you would with DeathSlinger or Demo because Pyramid Head's movement using his power is clunky and slow. Unless you're in the middle of an animation or he got a good guess, you're not going to get hit.
    3. Map is fine, no one knows who it aids right now because people complain it is Killer side and others complain it is Survivor sided. Give it a couple weeks when people figure out the Map and it'll be water under the bridges.
    1. This is hardly the case. The teammates could be just as far away and if he is IMMEDIATELY running to the cage (which is common) on a non-huge map, he will get there in time to tunnel you straight off.
    2. The problem isn't the attack itself, it's the fact there's a minimal (0.5s) cooldown after exiting it with no slowdown penalty. It's INCREDIBLE for zoning, too incredible that it's unfun to play vs. Personally I'd increase the cooldown after exiting the rites of judgement power or add more of a slowdown, but as a tradeoff give him more mobility when holding it. I feel this will actually increase the skillcap rather than him just zoning you until a guaranteed hit.
    3. The problems with the map aren't whether it's X sided atall, the fact is it's even more unfun to play and navigate than haddonfield fences/buildings and #########. Worst map in the game for both sides maybe imo
  • @Seiko300 said:

    I'll be honest, I've only managed to play the new map twice (once as survivor and once as killer) so I'm not going to claim I'm an expert on the topic but I will say I always groan when I hear people say "gens are so hard to find!" because that's very much more a intro-to-a-new-chapter problem than anything else.

    A few months down the line everyone will have this map memorized because there aren't yet multiple variations for any of the licensed maps. Also, if finding gens is really that big of an issue just run perks like Deja Vu or Detective's Hunch, at the very least for the first few hours or days as you get accustomed to the new map just to learn where the typical gen placement / spawns are.

    That's not to say the rest of what you mentioned isn't valid, crappy pallet spawns, not enough entry points between floors or the center of the map are all things that could probably make the map better I won't lie. As well as sound / audio optimization just as a general QoL change.

    While what you say is a fair point about finding the gens, I'd still say that it's an issue. It's kinda a problem on all three of the indoor maps already (the game being the easiest to find gens) and those maps have all been out for a long time. Point being, there is already a problem finding gens on indoor maps, so an indoor map that now has ZERO indicators of where gens spawned, and is harder to traverse than any other map in dbd, even though your point about it being new is valid and things will get easier, it's still IMO always gonna be atleast a moderate problem

  • @HealsBadMan said:

    People just need to learn their way around the map. Its not hard to learn the layout, just rough to orient yourself from one room. If you're still learning the map, I recommend perks like Windows Of Opportunity and Detective's Hunch/Deja Vu- normally these perks arent that helpful, but they work wonders on new maps. Killers, you've got Zanshin Tactics in place of Windows, and use totem perks to learn totem placements.

    I don't think this is the problem, the navigation being too inconvenient is the biggest problem. You can be in spots where you can't cut off a survivor and to get into chase takes literally like 45secs. You can be in spots where you need to get to the courtyard, to a spot 5 metres of total distance from where you're standing, and it takes like 20-30 seconds. Changing floors should be doable in max 10 seconds at virtually any part of the map, instead it's like half a minute.

  • @TAG said:

    Also, as far as finding gens, I'm low enough rank that I can get away with running Deja Vu without anyone batting an eyelid. ;)

    Honestly I tried Deja Vu yesterday for the first time (I have over 1000 hours and I'm not a low rank) randomly, yesterday, and it's actually a pretty decent perk

  • @KnotEnthusiast said:

    It's bad, but not as bad as Hawkins. That's still the unequivocal worst map in the game for me.

    https://forum.deadbydaylight.com/en/discussion/comment/1361347#Comment_1361347

    Do people really dislike Dead Dawg? I actually think it's the best map they've made since Clown.

    Hawkins is a very bad map and worse for survivors. But I put this as worse in a similar vein to why I consider Haddonfield 'worse' to play on than Ormond/Cowshed/Mother's Dwelling. The thing about Haddonfield is the thing that makes it unfun isn't the strength of the map/loops etc, but the layout of the gens and map navigation. There's not a worse map (until now perhaps) to go about patrolling gens on. Atleast Hawkins has (some) gen indicator with the doors that don't open properly, and atleast it's virtually flat. But just navigating this map, for me, is way more painful than any of the ######### on hawkins that you have to deal with

  • This isn't a bug, this is intended

  • Nerfs his ability to facecamp, 1/10

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356600#Comment_1356600

    One would assume that the in-game report function includes this information in what gets sent to Behaviour, along with relevant data to watch the match in their internal replay tool.

    The in-game reporting system has to be enough. If you're putting an outsized evidence collection burden on the victimized player, it's not functional. The purpose of an in-game reporting system is that it does this type of heavy lifting, so that data related to player offenses make it to the CS team. That is the whole point of it.

    Some offenses are listed as 'customer report ticket REQUIRED' - this can be found in the game rules section. So essentially, you can't report people for hacking without their steamID, so they really need to change the system or add this back

  • This has been happening since 3.7.0 and it's gameruining. Movement so sluggish and laggy after an unhook, desperately needs fixed

  • I like camping. It is fun and cosy. I hope they don't get rid of it.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1217677#Comment_1217677

    Hey they can always balance the game and minimize the frustration factor of killer gameplay while also improving survivor gameplay with an interesting objective that takes more time because it is more complex to complete and both sides are happy? I'm down for that too.

    What does this have to do with the fact you're proposing to abolish the DC penalty for the killer?

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1216227#Comment_1216227

    Well maps being garbage is a different issue tbh. Again I'm not trying to implement an 'easy quit' button or even DCs again I just want the option to not be punished if the other people I'm playing against are holding the fun of the game at hostage point and I don't want to sit there having NO F U N for 3+ minutes.

    https://forum.deadbydaylight.com/en/discussion/comment/1216634#Comment_1216634

    Rage quitting and survivors leaving their squad are great reasons for the DC penalty.

    Bad balance and frustrating gameplay are very good reasons to want to leave a dumpster fire match and get on to another one. You're still getting punished with BPs and rank, although admittedly those don't matter too much, as well as losing addons/offering. It's just now you can go into another game right away and potentially actually have fun in that one.

    Yeah so you're saying get rid of DC penalties for killer, since the only reason a killer really has is... bad balance and frustrating gameplay. You are not pro DC penalty if this is your stance. You are essentially saying to abolish them for the killers.

  • I'm sorry but how do you think DC penalties are good if your proposal can essentially be boiled down to 'give the killer the option to disconnect.' There is actually no difference to a killer choosing to surrender or being allowed to DC, other than the fact the killer may only be able to surrender at a certain point rather than immediately (except DCs are generally atleast in the middle of the game anyways...)

  • I too like then ruin nerf overall, because it forced me to be more diverse in my perk choices. If they made the BBQ BP effect basekit for killers, I'd actually get to choose 4 perks every game!

    I think the genspeeds are fine too, the major problem is the killer's earlygame. Trial warmup really is a perfect solution to a problem which punishes you for poor RNG

  • @Seiko300 said:

    Making any perks baseline is not something the devs have never done, nor do I have any reason to believe they would ever do in the future.

    As for the whole "practically mandatory" mentality in regards to meta perks, I never put stock in this idea, and you don't have to take my word about it. Really good players like Tru3Ta1ent, Otz, etc. have proven the viability of builds that use perks outside of the meta

    I see the bloodpoint value as making this mandatory, rather than for the effect like you could consider old ruin

  • Well virtually everyone uses it as it is, which is kinda the point of this poll, having that as an option doesn't generate any opinions...

  • @Kind_Lemon said:

    Just giving players more bloodpoints is what drives the daily occurrence of very rare and ultra rare add-ons in most if not all trials I play. Bloodpoints affect not only perks, but also add-ons and offerings, which otherwise would not have been simply gathering in inventories collecting dust. It is impossible for me to use up the add-ons I have without first hitting the bloodpoint cap, at which point I spend the points and gain back more than I lost. It's crazy to me that it's gotten to this point.

    What we need is a separate menu solely for leveling perks. Not only would this allow for more distinctions of rarities in perks (eg. common and ultra-rare perks), but it would allow the developers to pull back on the bloodpoint reins without affecting "the grind". A simple tab where a player can select a perk and click "yes" to a prompt asking to increase the perk tier would solve a host of problems. That way, I can actually think of the Yakuyoke Amulet as Very Rare and not Uncommon, considering how often I see this add-on on The Spirit.

    I can totally get behind this too, perks are the real problem, not addons. They already took a step in the right direction by improving perk spawns per bloodweb before, but honestly the grind balance would still be fine if perks only had two tiers at this stage.

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