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Zixology

Zixology

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Zixology
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  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2161042#Comment_2161042

    That’s not true though?

    we have plenty of backstory and lore of characters, including heterosexual relationships. Non of that is relevant for the game mechanics.

    the People creating the lore are not the same that work on balancing, but fixing or new features. It doesn’t take away the focus of that stuff. At all.

    That's not true?

    This game is about sex now??

    They actually listened on Twitter and added sex to DBD?

  • Killer = Easy Mode

    See? I can say things with no points to back it up too.

  • Or, better yet, who cares?

    It's not a game about sex. It's a game about murder. Keep it about murder.

    ######### like this is why the devs aren't focusing enough on game balance.

  • @IWasLeft2Die said:

    This is straight up a bad idea.

    What brilliant insight with such thought out reasoning.

  • Having your perks just completely disabled through no fault of your own doesn't mean you don't understand how to play.

    You're going back and forth now. First you said he'd be weak without his cages. Now he'd be strong. Now he'd be strong but everyone else would be weak. Pick one.

    What you said was "Survivors could just go in the general area of where the hooked survivor would appear and almost instantly save." What's wrong with saving someone instead of letting them go through hook states? Are survivors not allowed to save people anymore?

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158163#Comment_2158163

    No actually, the difference is that pyramid head can cage survivors who are downed whenever he wants, what you are suggesting would make it work every time you hook a survivor as any killer. He also has the benefit of disabling any unhooking perks for survivors and can do this in 3 seconds.

    What's funny is that even without his cages, p head would not be the weakest killer in the game.

    Also, hooking someone that isn't on death hook isn't supposed to be a free kill

    So what was the point of this comment exactly?

    PH cannot cage survivors whenever he wants. They must be tormented.

    The disabling of unhooking perks is largely seen as broken by the community and frowned upon.

    If you're now saying that PH wouldn't be the weakest killer, then surely this hook change wouldn't be bad for killers.

    The point of the "not a free kill" comment was due to you acting as if you're supposed to always get kills on first/second hook.

  • @KblokoBR said:

    The toxicity of the SWfs squads are no longer talked about the owns survs, they just complain about how killers get buffed, how killers are toxic, ignoring the fact that they contributes to that, clicking lanters, T baging, quitting the game, complaining about """"tunneling"""" or """"camping"""" when u dont do it at all in the game, using this just to get a reason to cry and dump they anger in others instead of try get better. Unless the fact that some of they think the killer has the obligation to entertain themselfs, trash talking when u bring expose perks to make quick chases.

    While people have fun in the cost of others people's misfortune, the game never gonna get less toxic, and the devs seem to not care about it.

    I'm still trying to gather how it's "toxic" for a survivor to click or t-bag or complain about something. None of those things prevent you from playing the game. Clicking & t-bagging specifically waste the survivors time and I personally welcome them doing that to me when I play killer as it makes my job easier.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158195#Comment_2158195

    By sending the survivor far away from your 3 gen so you can't protect both...

    I don't think you get how important it is that killers can defend both hooks and gens.

    Literally forcing people away from your 3 gen... is now bad? You can't be serious.

    @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158195#Comment_2158195

    A 3 gen is the only time caging is good with pyramid head, his cages actively hurt him if you are caging early and mid. Which is exactly why I am against this change, this is a nerf to killers early and mid game(where they are already at the weakest point) and a buff to their late game(which killers don't need. If you are in a 3 gen situation odds are you are in a very strong place)

    Feel free to read the other replies in this post for why this would work quite well in early/mid game.

  • Waiting for the word "speech" to be censored...

    FFS, just give us the ability to turn it off if we want.

  • @Crowman said:

    The problem is just completely removes a killer's ability to pressure hooks which is important. Like I get camping is not fun to play against, but a killer who hooks a survivor between 3 or 4 gens has little reason to leave that area and is exerting ton of pressure on the survivors by the exist of that hook.

    Go back up and read the edit for this explanation. It's better for pressure than you think.

    Imagine what you could do with a 3 gen strat with this!

  • @NomiNomad said:

    I like the idea on paper, but there's so much they'd have to change or refine that I doubt it'd ever work. Or that BHVR would ever seriously even attempt to implement it, since it goes against what they've already said on the matter. There's probably so much code focused around a mechanic as old as the hooks that changing them this drastically could ######### up a lot.

    How would BBQ work? How would any other perks that focus on hooks work? Breakdown, Deliverance? This mechanic practically guarantees a safe unhook for every survivor. If a killer hooks someone during EGC and they're not on Deathhook, they lose. There is nothing they can do. And taking away the hook aura is a big loss of information for the killer.

    As much as I hate camping, I don't think this is the way to address it. They just need to implement more risk to camping for the killer, and more ways for survivors to counter it at base. Not an overhaul of an old (if flawed) core game mechanic.

    BBQ, Breakdown and Deliverance would work exactly the same as they do now.

    If the killer hooks someone during EGC, chances are, that survivor is now teleported to the opposite side of an exit gate since most EGC hooks happen right in front of the gate. This would prevent people using BT during EGC. Something that I would personally love as Killer.

  • @Carth said:

    The problem with this is that pyramid head's cages are TERRIBLE. This would be a massive nerf to killers. Right now 9 times out 10 it's a bad idea to use pyramid head's cage. The free unhook you give early-mid game is not worth the 5-10 seconds you save picking someone up to place them on a hook. You might as well just have a survivor randomly respawn and lose a hook state and completely remove the un-hooking mechanic at that point.

    Right now when you hook a survivor you at least somewhat know a zone where survivors HAVE to be/will be interested in at some point in the near 2 minute future. You basically obliterate that completely by making hooks just randomly pop survivors up all over the map without any knowledge on the killers part.

    The cages are quite useful if you know how/when to use them. PH can already negate the carrying part of this too and gets a free Mori so it's not like his power would be pointless.

    Killers would have knowledge of where the hooked survivor is... It's where you're not. Say you down someone part of a group working on a gen, that person is now on the other side of the map and people have to run all the way back over there to go and get them.

    This would also prevent people from unhooking right in your face too. Say you're chasing someone and they run to the hook during the chase. You just denied them the unhook, likely downed them, and now forced people to redirect their attention to another part of the map if they want to rescue the hooked survivor.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158132#Comment_2158132

    I've had PLENTY of slugs just crawl away After I've downed the last team mate. After I've closed hatch instead of staying put and letting me hook them and ending it quickly. But there we are 2 minutes later. I call that greifing, yes.

    Can't be griefing if you found them...

  • @Yords said:

    That would take away the uniqueness from pyramid head and be detrimental to killers. Survivors could just go in the general area of where the hooked survivor would appear and almost instantly save.

    You say it takes away the uniqueness from PH and then also say that it would be detrimental to killers. By that logic, PH must be the worst killer in the game.

    Also, hooking someone that isn't on death hook isn't supposed to be a free kill.

  • Exist to sign if you ask me!

  • @ProfGameAndTalk said:

    Maybe an offering? Who would use it, killers or survivors? Both?? That would be fun I think.

    I think this would change the overall gameplay enough to be an offering. I was saying this should become the norm.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158040#Comment_2158040

    Come on now 🤣 Most slugs just crawl to basically grief the killer. Not find hatch

    Never once have I ever seen that happen. Everyone who I've seen (including myself) who crawls when slugged is either looking for hatch or looking for another survivor to pick them up.

    The mere fact that you're calling it "griefing" is just sad.

  • I don't main anything. I play both sides to get a better understanding as well as help myself find new ways to play anytime someone does something effective against me.

    But yeah, the pallet bug is just awful. I already love running Brutal + Enduring on a lot of killers, but now I can't use Spirit Fury anymore. And as survivor, not only do I get hit through all the pallets, but I don't even get stun points since the killer is just moved out of the way now. Being forced to predrop pallets all the time sucks. Not every killer is a Doctor or Freddy.

  • You're actively preventing someone from playing the game, of course they're gonna be pissed. Same reason why people get mad at camping.

    As for why they crawl away; they're looking for hatch and having a sliver of hope that it could spawn on them.

    Imagine being the toxic one and then complaining about it... ffs

  • It was never an anti-tunnel perk.

    There's a reason for the phrase "just eat the DS". Because you could just keep tunneling.

    There is no in-game way to prevent yourself from getting tunneled. If the killer wants to tunnel, they will do it and nothing will stop them.

  • No point in thinking about it.

    They won't do it. They'd lose money.

    They already have a monopoly on the genre.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154527#Comment_2154527

    In their defense, people weren't experienced at the game back then, so they probably thought Trapper and Wraith were mega OP.

    To put it in a more modern sense then, people still complain about other M1 killers like Ghostface and Clown.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154520#Comment_2154520

    The current Spies is garbage man. If you're close enough to have it activate you could have just manually seen or heard the crow go off yourself. In most cases it serves no purpose currently.

    Current Spies is quite good when used properly. Won't help in a chase. But when you realize that most survivors ignore crows, it's great.

    And again, Having noise notifications constantly going off would be insufferable. I'd avoid the perk at all costs.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154524#Comment_2154524

    That's not really a thing. Those dead ends have at least one, likely more than one, god pallet in them and take ages to walk around because, well, it's only a dead end if you don't break the wall that would make map traversal significantly easier. They also don't do anything about the general gameplay of the map because killers have no way of zoning survivors into them. And even if they do run I to a dead end after wasting so much of your precious time holding W and predropping pallets, it's nothing more than a single hit which they can then use to start the pallet chain all over again.

    I wish you were right.

  • @Maperson said:

    That day has finally come, people are complaining about the Wraith, basic M1 killer, i can't believe it lol

    Looks like someone wasn't around during year 1

  • @Judgement said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154476#Comment_2154476

    I use a controller for Survivor on PC. I just circle the stick with my thumb.

    There is no method of wiggling input that makes you wiggle out faster - it always takes 17-18 seconds, unless Iron Grasp, Breakout, or Mad Grit are in effect.

    If you manage to wiggle out it’s either the Killer’s fault or your team correctly intercepting. That being said make sure you’re always wiggling even if you’ve given up on the match because you still just might get out. I’ve learned that the hard way.

    This is the way.

    Anything else will kill your control stick.

  • When you learn to make use of all the dead ends in that map, you'll learn to love the map as I have.

  • Only one I disagree with is Spies.

    All the others are fantastic.

    Spies though should stay the same. I'm an avid Spies user. And the change you're suggesting would make it more annoying than helpful.

  • The only thing it does is activate the 200 "reunited" points because sometimes the game bugs out and doesn't give them to me.

  • I honestly can't think of anything a survivor can do that's "toxic".

    Doing gens - What else are they supposed to do? Stand around?

    Flashlight clicking - They're wasting their resources and giving away their position, as well as wasting their time. I welcome this.

    T-bagging/gestures - Wastes their time that they could be using to gain distance. Makes catching up and killing them easier. I also welcome this.

  • I mean... You're not wrong. He has instant access to the best perk in the game.

    BBQ lets you get 2x XP just for basically playing a normal match.

    Don't even try to compare it to WGLF. You actually have to work for your stacks with that one.

  • @Sleem said:

    Whenever I play killer like I'm supposed to, the survivors get upset. When I'm running a perk/build/killer they don't like, the survivors get upset. When I'm a friendly killer, they get upset. All of these reasons, they have reported me.

    I'm just nervous at the end of the day, I will be banned for having a good time. What should I be doing so survivors are happy at the end of the game? Let them win?

    I could say the same for when I play survivor. Seems like if I don't spawn on a hook, most killers and the majority of people on this forum get upset.

  • @[Deleted User] said:

    Why worry about noed when you cant get 1 gen done?

    Because then I get everyone and their mother on these forums going "dO bOnEs"

  • @sleepywynd said:

    So I main hag (yeah yeah, whatever) and Otz, Dowsey, and virtually everyone else say that corrupt intervention is so strong on her. I play a very web-based hag cutting off loops, windows, pallets, etc. but I'm not sure that 120 seconds is really so important over other potential perks I can have active the entire time when I set up based on what loops survivors seem to like and whatnot.

    So my question then is, what killers is it strong on and why is it so important?

    Don't take streamers word as fact (I know, it's against the hive mind around here).

    As an avid Hag player myself, you don't want Corrupt. It will just draw survivors closer to you, causing them to see your trap placements early, preventing any setup you could have.

    Some advice for Hag from me; get the dark recolor cosmetic from the shop (it's super cheap with shards), and run Monitor & Abuse. Use her tiny terror radius to try and place traps without being seen, then get the jump on people. Brutal Strength and Enduring are great too.

  • @miketheratguy said:

    I have some sort of tremendously bad luck of being caught and chased by the killer within the first ten to twenty seconds of my match. No joke. This happens probably at least 6 or 7 times out of every 10 games. Doesn't matter if I sneak. Doesn't matter if I run. Doesn't matter if I lock onto the first generator I see. Doesn't matter if I try to get to the opposite end of the map. Doesn't matter if I walk along the walls. Doesn't matter if I try to take a meandering path down the middle. Doesn't matter what I do. I cannot tell you how many times I am honed in on by the killer almost immediately after the match starts, as if we were spawned with him (or her) standing on a hill a few hundred feet behind me. I mean hell, last time I played Midwich the killer was literally in the next room over and caught me as soon as I walked out.

    It's become so inexplicably common that I literally wonder if my game is bugged, there's some secret game mechanic in place to punish me for something I may or may not have done, or if I there's just ONE good strategy to stop this from happening and I haven't discovered it yet. I cannot emphasize enough how incredibly frustrating it is. Pretty much every other match my heart sinks as I try to just move around and START to accomplish something only for the chase music to come rapidly running in. I sigh. "Again, really"?

    So yeah, it's gotten to the point where I'd love to just hit a button that says "you win, take an arbitrary amount of victory points, let me just move on to a different match" whenever this happens. Which is virtually all the time.

    Yep. It's all too common.

    When this happens more than twice in a row, I just stand still and hope it ends soon without me getting farmed.

  • No. People shouldn't be punished for playing with friends. That would just deter people from the game.

    SWF isn't as OP as people like to think. Most of them are just a bunch of casual bros playing a video game.

    The sweat squads are few and far between. But this forum isn't ready to accept that yet.

  • I'll allow the use of breakdown for as long as the pallets are still bugged and the Blight can bounce off the hatch spawn even before the hatch has spawned.

  • @miketheratguy said:

    This is a bit off-topic in a way but, regarding the amount of work and the relative lack of reward, I had a match today in which I was the last survivor - wasn't even seen by the killer until the last generator left to be repaired, and three of those I repaired by myself with no help. When the game was over I got like 6,000 BP, or not even enough to replace the items I took into the match.

    It seems silly to me that a survivor who manages to elude the killer until the very end of the match AND do more than half of the generator work winds up being the person with, by far, the lowest score in the game. I guess I was supposed to do a bunch of unhooks in front of the killer and get knocked down five or six times in order to demonstrate to the game that I was single-handedly winning the match for my team.

    Agreed. Stealth should be rewarded.

    The game rewards too much "in your face" playstyles. Not that those are bad or wrong. Everyone plays differently. But good stealth should be rewarded with more than +13 boldness.

  • Please never play something with game chat.

  • I think we can agree that there are some that need a bit of a... "facelift" though.

    cough Quentin cough

  • I honestly just want it to have a 200% decrease in grunts of pain/breathing.

  • @PabloLovesMC said:

    https://forum.deadbydaylight.com/en/discussion/comment/2147041#Comment_2147041

    Stand on hatch by the time they hit u and go into cooldown you can hatch out even if you get downed. don't let them on the hatch. body block it.

    You have never played survivor if you think you can body block the hatch from the killer.

    @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/245895/keys-hatch-priority

    Or, instead of it rewarding those who did their job you have the case most of us have seen where a Blendette hides the entire game then uses their key to get a hatch escape ASAP.

    I've never seen that be the case when playing either side.

    As killer, I never let a blendette leave my sight. I make sure they die.

    As a bond-using survivor, if there's someone not doing anything all game, I will bring the killer to them.

  • @LiunUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2146971#Comment_2146971

    that would stop injured survivors from using the hatch in the killers face but it will just bring back hatch standoffs because the killer can't hit a healthy survivor on the hatch as the wipe animation will stop them from hitting them again

    If anything, there would be key standoffs. The hatch currently already gives killer priority, even if the survivor gets there first. So until the priority of hatch is removed, I see this as a necessary evil.

  • @PabloLovesMC said:

    If you gave the killer enough time to find hatch thats your problem... go stand next to a door and wait for them to close hatch. If you picked the furthest one away you get out most times. Also tell me that keying out with 2 gens left and 2 players sacrificed isnt op... thats the situation im in 99% of the time with keys. If the killer had a way to kill all remaining survivors instantly halfway through the game you'd be ticked off. If you hatch out the killer cant counter that in any way. He cant grab out of hatch and the killer at that point has 4 gens to patrol. (which you probably wont be able to get any of them done with only 2 people so hatch is the only way to win at that point) you get a free instant escape and your teammate does too if you hatch out far enough away. PLUS theres the fact that keys are super common in the bloodweb AND CHESTS. 70% of matches i have to deal with keys. You seem like a survivor main so i understand if you dont get it but keys are absolute bull.

    Ah yes. Because if I found hatch first, and the killer comes straight to me during the death animation, they are given priority, despite not having found hatch before me. Yep. Totally my fault. I should've just sped up the animation.

  • @Micheal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2146985#Comment_2146985

    Better then people looking for hatch for half of the game not helping with Gene's that deserve to be killed by the killer

    If people aren't helping with gens, then lead the killer to them. Bond works both ways.

  • @Micheal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2146965#Comment_2146965

    Almost every game I play survivor I make around 20000 BP and that by taking protection hits,unhoo,doing genes,cleansing totems, get in a descent chase with the killer. It's not that hard.

    Yes, you get the 20k... AFTER escaping with the 5k.

    Besides, if hatch was based on points, we'd just have more people farming rather than focusing on the objective. We don't need more of that.

  • @danielmaster87 said:

    No. Keys and hatch are just crutch and outdated mechanics that need to deleted from the game. This is the worst, most laziest "alternative escape route" the devs could have done. "Oh, I see a random door on the ground. Press a button and win!"

    And yes it does reward the worse survivors more often than not. It's not always the "garbage" teammates who die first. You could be running the killer for 5 minutes and your teammate decides to camp hatch instead of easily doing the last gen, so you get downed and die for nothing, because they could have finished the last gen and opened the gate for you, but they didn't.

    And then the super fun thing the killer has to do to avoid the last person getting hatch: slugging for the 4th person. Neither side finds this fun, and it's all because of stupid hatch. The killer owned the survivors and clearly deserved a 4k, but no, the lasts survivor gets their hand held by the game and gets a free chance to escape.

    The hatch isn't "killer sided" as some people like to twist it, because if a killer and survivor are both running towards the open hatch, the survivor gets priority because they can vacuum in, whereas the killer has to stand right on top of it to close it.

    And even if the killer finds hatch and closes it before the survivor finds it, now the exits are powered for some reason, so the survivor gets ANOTHER free chance to escape, and often times they do, because contrary to the extreme stretching of the truth around "the exits gates are always 2 inches from each other, wah!", they actually almost never are. Unless you're a mobile killer, you can't patrol the exits effectively and the survivor can just 25% a gate, hide, and then open it all the way the next time you leave to check the other one.

    If you think hatch is fair, you're either a survivor main, or you're a willing idiot if you play killer and think hatch is fine.

    Keys are indeed Survivor sided. But the current state of the hatch is most certainly Killer sided due to priority.

    However, I do agree that the entire mechanic of the hatch is horribly outdated and needs a good rework. Have it be less random, and less abusable by either side.

  • Most of the time there are plenty of walls.

    Another option is to bait out the flashlight. Act like you're going in for the grab, then flick 180 and pick them up. It gets me some funny results.

  • Lower the key time to 1 second and have all key addons only work for the broken key, and you've got a deal.

  • @Guest1567432 said:

    Yep if there is more than 1 flashy in the lobby I run Lightborn with a side of Franklin's.

    I look at walls

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