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_Onyx_

_Onyx_

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_Onyx_
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  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683849#Comment_3683849

    That's still throwing the game as it forces you to stalk the survivor who is getting chased.

    And a killer who actually swings at you, which is no guarantee. In my last 10 matches I had only M2 killers and none of those swung during carrying.

    It's not really a throw, coz you can actually get them off their shoulders in the process.

    The point is, it's not as difficult as every complaining about it makes out. Whiffing at windows and pallets counts it too. Just use perks that boost the likelihood hood of whiffs happening naturally:

    - Breakout

    - Resilience

    - Boon: Dark Theory

    - Dramaturgy

    - Lithe

    - Sprint Burst

    - Background Player

    - Balanced Landing

    - Made For This

    - Blood Pact

    These all give that edge in a chase that can increase the odds of a whiff happening. Also, you can do "techs" to bait a whiff:

    - Window Fake

    - FOV tech

    - Dumb tech

    - Tease at a window

    - 360

    - Corner tech

  • Put Breakout on and bait the swings when they get near you. It's really easy

  • The game should be balanced around both sides having the capability to get all 4 Survivors escape and the Killer getting all 4 kills. So:

    Every loop should be a 50/50.

    Gen speed should take into consideration the amount of pressure a Killer has on the team. If you're injured, you perform repairs slower and your skill checks no longer grant Great bonuses.

    Killers get universal regression at base on a first hook of a Survivor.

    When you pick up a Survivor, all generators are blocked for 10 seconds. They unblock immediately if you drop them.

    God pallets are removed.

    Perks are changed accordingly to these new parameters. Gen regression and progression perks are nerfed or removed.

  • Literally just got this using Breakout, it's really not that difficult. Just bait the body block. Haven't even gotta use the full build like I suggested earlier. Breakout on its own is good enough

  • Yeahhhh. Bots are useless. Only thing they can do is loop tall wall tiles perfectly coz of wall hacks lol and blind Killers instantly mid-power. They can blind Nurse mid blink lol. Everything else is just them being awful

  • @Eareland said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682615#Comment_3682615

    Just bring AFK killer back who swings the air (in the meaning of farming or dropping MMR). Would be perfect!

    Why the sarcasm? Obviously if you're having trouble with a challenge, on top of raising awareness to issues with it, it's logical to put yourself in a situation where you are likely to complete said challenge.

    Throwing a match for a challenge is fine in my eyes. May as well go whole hog and use a loadout that boosts those odds too.

  • You're looking at this from a very blinkered perspective. Coz from my perspective, someone that goes against very obnoxious players when I'm Killer and very selfish players when I'm solo Survivor, I never bring BP offerings in at all. I don't wanna waste my offering in a match where I could get very little out of it, and give potential arse's more points than they don't deserve.

    It's like seeing someone DC, they could justifiably have something important to do irl, but all we see is them turn into a bot and we get annoyed at them. It's the same type of thing here. If you wanna have extra points, you go ahead and put them on, but understand not everyone wants to be generous in this game for their own reasons.

  • In the meantime, try using Vigil, Dramaturgy, Resilience and Breakout.

    Bait a whiff while carrying with Breakout and the other 3 combine to help you dodge a hit in a chase, whether it be at a vault or in the open/at a pallet loop. Bring a medkit with max charges too to make sure you can get yourself back in the game frequently.

    You could also get lucky and have a Killer auto-aim into a wall when hugging a loop too.

  • Turn Toggle on. You just press it once and the actions complete themselves :)

    The toggle setting applies to repair, heal, sabotage, cleanse, bless, search, unlock, recover, rummage, resetting pallets and unhook actions. And now in this event, activating a basin.

  • Why don't you just take a second to figure a out a strong build, that works against a 4-man-SWF, for the Killers you are gonna play as. It's what I did. Do I win every match that I go against organised squads? No. But I stand a hell of a better chance than just by using meta or fun/gimmick builds.

    Since the event started, out of all the many Killer matches I've played, I can only recall going against 2 chill teams. The rest have been either a SWF or just players that have a good level of experience and game sense. Been a rough event, but it could have been worse if I hadn't actually put thought into my builds, regardless of Killer selection.

    I highly recommend doing that for the Killers you play the most. Or go that step further and do it for all Killers if you play the majority of the roster without discrimination.

    in Rant Comment by _Onyx_
  • @Mazoobi said:

    Solid point but you're still progressing the game and applying some form of pressure via a hook state even if you are "forced" to hook a survivor down in the basement with Wicked. The best thing to do in this situation is to leave the basement ASAP and search for another survivor.

    I like the concept of this perk (& Sable in general) as it makes an undesirable location somewhat manageable.

    But you're not though, you're forced into hooking someone who is not eating into any of the teams objective time. Or you slug them and take a risk they don't have a perk for that situation too. And most likely you can't tunnel them efficiently either coz they'll probably have an assortment of either DS, Off The Record or Dead Hard to go with it. A broken combination that just saps all of the potential pressure a Killer could have had away in an instant. It's Deliverance that a Survivor is in full control of and the Killer has little to no input against.

    It definitely needs a nerf, restricting that particular play style with it.

    The concept is solid and I like it. But I knew from the announcement that this would be a perk that has an abusable aspect to it, and I was spot on.

  • @Crowman said:

    This is more an issue with those maps than it is with Wicked. I don't know why Badham still has no hook inside the preschool.

    The majority of maps have no hooks near basement. That's something that is never gonna change. It's been how they code it for years now

  • That would be really cool. I've always wanted a Silent Hill Nurse cosmetic in the game.

    I'd also like to see a Licker skin for Hag or Unknown. And a Dr Salvador for Hillbilly would be awesome too.

    Tbh, the skin I most want in DBD is a Robert Englund skin for Freddy. I'd throw my money at BHVR if they managed to get past all of the NOES legal crap and make that happen lol

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681053#Comment_3681053

    Map reliance does seem a strong argument. That might explain why the Clown's I've been facing got crushed, especially if lowbie survivors are making fewer mistakes now the disorientation is gone (I know I certainly am making much fewer mistakes).

    Trusting your opinion, as I haven't played Clown all that much... I can play him quite well and I tend to prefer m1 killers, but his concept didn't gel with me... if I want to cut off paths for survivors, I found closing things down prior and playing it with Trapper more satisyifng personally. So with that in mind, 2 bottles for a down? 1 per health state? Doesn't that mean that you barely even use the yellow antidote bottles at all in chase?

    I would have thought the tile RNG would be somewhat overcome by correctly linking Tonic and Antidotes together, something the faster deploy and longer duration on antidote would help resolve, especially in conjunction with the extra bottles... the implication being knowing exactly when and where to place both would take a lot of practise and precision... a level of both which makes it understandable non-Clown mains find him extremely lacklustre. As stated prior, small mistakes from Clown snowball out of control very quickly.

    The obvious point here is that if you only use 1 bottle per health state, that his means his net changes primarily consist of removal of disorientaiton for the benefit of more bottles. The visual distortion ofc destroyed low level players, but even high level players, it made them more suceptable to mind games, because keeping track of the red light and Clowns facing/movement was much harder while affected by Tonic. This is made up for with the extra bottles to reduce reloads and perhaps reduce the precision requirements of Clown... but to me it seems a pretty even trade at best...

    Wouldn't we say having a heavy reliance on map RNG, where when in goes against him there isn't really anything he can do, DOES mean he is weak? As I say, I'm not really complaining, cause the disorientation messed me up hard every time... but I have noticed Clown feels much easier to go against each time I've played against him. Had another yesterday, the man had 5 hooks by the time the last gen popped.... and the kinda argument is... if the Clown's skill ceiling is so low, but takes so much practise to be affective, and STILL get smashed by RNG... why would a new player seriously consider playing him?

    Ideally using only 2 Bottles per chase doesn't necessarily mean only using the Tonic. For example, if you get a Survivor at a long pallet tile but position yourself so that when you break it they don't gain much distance, on top of using the Antidote right on top of you before you break it, you'll catch up and be on them in minimal time.

    You're spot on about Clowns being heavily punished by a mistake. But that's where the extra bottles at basekit buff helps out. Before, using a Bottle and getting nothing out of it meant you most likely would need to reload mid-chase to try and rectify it. Now you can make that mistake and have enough Bottles not to worry about the reload as much. Best time to reload is usually after you've just got a hook and have moved off to pressure the next Survivor. I use the word "ideally" a lot in Clown topics because if you have a goal play style as him, then being able to measure your current experiences in the context of the match you're in with that ideal, you get a better understanding as to whether you're on the back foot or if you're doing all that is physically possible in that match, regardless of if you've got the momentum or not. So, for example, if you ideally have a minimum of 1 Bottle, or at most 2, left after you've just got a hook and have started your next chase or pressured them off of a gen, you can use an Antidote directly on top of the gen to gain the Haste effect after you have kicked it and then reloaded to be at your strongest, and then catch up to the Survivor afterwards wasting the least time.

    When it comes to unfavorable maps or tile rng, as Clown, you need to know when it's worth even using your Bottle to slow them down or Invigorate yourself. If they have a god pallet and you most likely will just get them to drop it wether you've slowed them or not, it ain't worth the Bottle. If they have a strong window into a strong pallet, getting them to drop the pallet quickly in the chase, it's definitely worth using a Bottle. This is where it all comes full circle of Clown not being as punished for having to use more Bottle in a chase to get the down because of the buff to his capacity.

    It's a risky game mixing the two Bottle types in a chase, in the broader picture of it. The 05 faster activation is still too long in my opinion. If they made it activate in 1 seconds, that would be perfect.

    I'd say, the only time to mix and match is if you've practiced a style with both bottles and know when to utilise it. An example, when Antidotes were introduced, I experimented with them to see if it's worth using them at close distance to get a hit directly into the Haste effect. Turns out, this is only viable in tiles where the Survivor is healthy and is gonna get to a vault and perform a fast vault regardless of whether you intoxicated them or not. Using it in a situation where a Survivor can turn after the hit and use the Invigoration as well as you is a situation I put myself in numerous times when experimenting with the Antidote.

    Antidotes are best used when the Survivor is guaranteed to get distance, so you can minimise how far they can go. Tonics are best used to confirm a hit in loops that would usually waste time you can't afford to waste. Since the nerf to the blur effect, it does simplify how and when to use the Tonic, which is a good and bad thing. You don't need to use them to try to mindgame when a Survivor is pallet camping anymore. But it also means those hits what could have been turned into a 50/50 are now more in a Survivor side and you just need to get it dropped before playing around your power.

    Ultimately, Clown is just one of those killers where you need to rack up that experience in order to truly feel his strength, which from reading how you speak, you know that already. That's also a reason why I am scared of any nerf or buff Clown gets, because touching the wrong thing either way, could lead to Clown being too brain-dead and a monster in chase, or you end up with a Killer that has an anti-loop power but no actual power to actually anti-loop with it lol

  • Blindness doesn't effect Killer's power related auras.

  • It's explained in the tutorial section, all you gotta do is read the part about Status Effects. It's sort of on the player if they choose to jump in blind to a game that's been out for 8 years.

    They've added so much to the tutorial aspect that new players have it way easier now getting to grips with the game.

  • I wouldn't necessarily say he's weak now. Clown was always that killer (and this is not exclusive to him, a lot of the roster suffer with this) that no matter how good you get with him, or how well you play a chase, if the tile rng is in the Survivors favour, or the map is just too big to navigate between pressure, you will probably lose.

    This is why the best builds for Clown are a mixture of detection and chase builds. You constantly need to be on someone at all times with Clown. Any down time for Survivors cripples him.

    This is why the changes to Clown aren't that bad. The visibility reduction does make certain deceptive plays that you could previously attempt to do impossible now. But the 6 Bottles makes his meta add-on choices even better now. And not needing to reload as much is definitely a huge buff. Since experienced Clowns, such as myself have always said to people trying to improve with him or disprove their claims that he is bottom tier, that you ideally only need two bottles at max in a single chase to get a down. (Again, this is why I said map and tile rng cripples him)

  • @Nick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680319#Comment_3680319

    They said so in their livestream. For it to become the best bp event it has to beat 535% extra bp (5x107% cakes) which is tough to beat, but we will see!

    @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680319#Comment_3680319

    "I've not heard it called the biggest BP event of the year"

    They said so in their last stream.

    Ah ok, I only tuned into that to see the Slipknot reveal.

    Yeah, we'll have to see what happens with the offerings when they're reactivated.

  • The reason why they reduced his movement speed when placing a Snare and the amount of Snares he has, is because he was like how Skull Merchant is now. You get a Survivor in a loop that they're essentially trapped at without giving you a hot for free, and they would spam it with all 8 Snares or as many as it took before the hit was achieved.

    Skull Merchant is ironically just like that with her new changes. So it begs the question why is Freddy not still like that?

  • Killers have access to more points that Survivor in the normal game anyway, events just amplify that. In a match it's typical for a Killer to end on about 30k and the best survivor gets about 22k. So give bonuses to that and of course Killer will get more than the Survivors. That's why the offerings exist, so a Survivor can get even more points out of it than usual. Albeit, I agree with you that this event seems pointless when the offerings are gone. But I doubt they will be Kill-switched for long.

    I've not heard it called the biggest BP event of the year, but I'd also be confused if it was. As Killer I don't even bother putting the droplets in the basin, the prompt is so finicky to actually get it that you end up wasting so much time doing it.

  • Yep, I don't even bother using them as Killer now. I only use them when the match is over if they're still active.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679202#Comment_3679202

    Because Lights strongest addons pushed him onto another level, there has been a showcase by Otzdarva where you could see that his strongest stuff performed better than Nurse as her addons didn't give her too much.

    I doubt that.

    Also, on that line of thinking, Tombstone Piece Myers is the best Killer in the game then. He can kill someone quicker than any other Killer can. It isn't a tangent of the conversation worth exploring.

    Even with Blight add-ons that increase his strength, Nurse's basekit will always be the standard of what a truly powerful Killer is in DBD. Her add-ons don't need to be insane because her basekit already is. They've toned her down so much over the years since her release at the start of DBD's life and she has never once fallen from the top spot.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678755#Comment_3678755

    Arguably before his recent nerf Blight probably was stronger than Nurse, so maybe the guy just didn't get the update yet? (Just because of how busted some of his addons were, his basekit is entirely fine, though which is why I hope they don't change it too much in the upcoming rework/change a few months from now...)

    No, no one has ever been stronger than Nurse in the entire history of DBD. Why do you think Blight is or ever has been?

  • @lukeneves said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678750#Comment_3678750

    Give huntress a teleport ability then or Slinger. You can dodge some shots too. Why not then?

    Lol it's just the design of it's power, get over it. It's a really good power. Not OP, but really good nonetheless.

  • The counterplay comes from knowing what the Unknown is probably looking for in a chase or controlling the map.


    Weakened Counters:

    When you're Weakened and not being focused, follow the Unknown and remove it from yourself before going to do a gen, heal, rescue etc. Or follow the Unknown while they're carrying a Survivor to play it ultra safe since they won't be able to switch focus to you.

    The more they have to reapply it, the more time they're having to spend before getting a down.

    Look behind you as often as you can in a chase, understand you don't always have to look at them, you should break line of sight when you can to make the Projectile more of a prediction on their end.

    When looking behind you, remember to make a note of what's ahead of you so you aren't bumping into walls etc.


    Projectile Counters:

    When you aren't Weakened, break line of sight often to make it harder for them to get a Projectile hit.

    In a scenario where you've got distance but are still in range of a Projectile, hesitate your movement when running past high objects so if they go for a long shot, it will most likely miss.

    When running buildings or tiles that have walls. Don't hug the wall as tight as you normally would when they have the Projectile ready to fire.

    When you're working on a generator, the moment you hear the Terror Radius, understand you are in range of a Projectile. If you feel like you could be a target, move away from the gen for a second, same as you would do when expecting an orbital or long shot from Huntress.

    Getting in a Locker will prevent the hit too. So if you can spare the brief pause to get in the locker and back out right away without giving them an M1 then that's an option too.


    Clone Counters:

    Dispel them as often as you can. Aim to Dispel when they are inactive as you know it's a safe action since they cannot Teleport to you during.

    When you can't Dispel one, make note of it when you see the aura so you know where the Unknown could come from when you're on a gen or healing or mid chase etc.

    Always prioritise a Dispel before getting an unhook if they have the teleport ready. Same goes for gens too, if you know they can teleport and interrupt you on the gen, you should probably go ahead and just Dispel it first.

    Make sure you notice which direction the Unknown was facing when they were chasing you when they teleport, if you can see which direction they aimed at, you can know if they left you alone or simply tried closing the gap to cut you off. The more intel you have on them, the harder it is for them to catch you out.

  • They shouldn't "discourage" it. There should be a reward in place that encourages Killer to go for fresh hooks over a recycled one or a kill. This is another "short term fix" idea that floods the forums daily

  • @lukeneves said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678630#Comment_3678630

    You know perfectly well that to stay competitive u just cant equip calm spirit. Blight is the best killer in the game hands down. (Nurse got nerfed get updated)

    You're arguing it's a wasted slot? When, in the topic of conversation, apparently Ultimate Weapon is OP. Ultimate Weapon being OP would dictate that Calm Spirit is definitely needed to stay competitive. Since it's the only thing that counters it.

    Nurse ignores every core element of DBD, of course that makes her the strongest. Blight is a nerfed version of Nurse that has to play the looping game. He has to deal with God pallets just like the rest of the roster. Nurse is the only Killers who doesn't care what tile or loop the Survivor goes to.

    Who are you copying that thinks Blight is the best? Or simply, how are you coming to this self-created conclusion?

  • @lukeneves said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674374#Comment_3674374

    You mean it's OP of course...Ranged AND Teleport? C'mon be serious now.

    OP means it's uncounertable. This Killer is very counterable. You can remove the clones to stop it from teleporting and predict that it will try to teleport near you if you know in advance the Clone is nearby. You can dodge his AOE projectile by predicting it or reacting to it too.

    Why do you think it's OP?

  • Nurse is the best Killer in the game.

    But in response to the actual purpose of the post, yes mobility and teleportation Killers make the best use out of Ultimate Weapon. But no it isn't OP. OP means there's no counter to it. You can easily use Calm Spirit to not reveal your location to the Killer.

    Seriously, everyone moaning about Ultimate Weapon, just use Calm Spirit. Use Calm Spirit and stop moaning about a perk that's actually fine.

  • This is something all "perspective switch" Killers have: Freddy, Unknown, Dredge, Twins, Pinhead, Onryö.

    Some of them don't suffer from the unpredictability that the others do. But yeah, it can be very disorientating when switching perspectives, especially mid-chase or mid-movement.

    I think Freddy is really the only one that could do with a clear glimpse as to what direction they will appear on though. Maybe he could see the aura of the Projection as it bleeds out of the generator so that you know which way to expect to be facing when completing the teleport.

    With the Unknown, I don't think it's necessary, you know that you'll be facing the way you were facing when you teleported, so you can just 180.

  • It's like they looked at Eyrie Of Crows and Haddonfield and thought "okay, so we don't want a massive building here, but let's use all the tile styles from those maps here too."

    The areas that have a pallet and vault near to them but is essentially like an edge wall in the middle of the map is nuts. Survivors can get two full rotations of this before actually needing to go to a proper tile to drop a pallet to remove bloodlust. I don't understand the fascination with making tiles with no mind game potential that the Killer can only follow at is. Awful design makes gameplay on this map so boring. Eyrie has this with a graveyard, Haddonfield has this with cars backed into eachother. Stop making these tiles. The chase gameplay suffers so heavily from it.

  • Too much colour. Too much clutter. Too big.

    Almost exactly the same as the Nostromo review. The only difference here is that the tiles are more in the style of Garden Of Joy. Safe, with no mind games to them.

  • Too much clutter. Too much ambient noises.

    Too many safe tiles. Too big.

    This map set the players up for the what the new standard in map design would be "take the old tiles that everyone got used to and make them harder to actually get Survivors at without breaking the pallet ASAP."

    This map is just awful to play on. Survivor sided

  • This is a map where you are limited as to where you can chase at the start of the match. You don't ever wanna go shack first off, and main is just insanely safe for Survivors.

    Forget about how the match plays out after that. You have your time wasted at every tile you go to and the gens are always so spaced out which makes strategic defences near impossible.

    Why the building has so much vaults and a god pallet is beyond me. What happened to blocking off the god window from being linked to the god pallet?

    This map is ridiculously Survivor sided.

  • The 40 meter Terror Radius is actually probably a better stealth tool than smaller Terror Radius'. The fact that 40 meters is classed as the tip of the Terror Radius makes it so Wesker can get really close before the Terror Radius gains volume and shifts into the closer version of the audio. Been the experience on my end that on indoor maps the Terror Radius only clues me in to how close he is when he's within 12 meters of so of me, and by then he's either close enough to see or he gets a free hit if there's no pallets or vaults nearby.

    (I don't play with visual the heartbeat on, so I dunno if that makes it obvious or not how far or close a 40 meter Killer is)

  • Ultimate Weapon is fine. 32 meters on the Terror Radius (typically) is more than enough time to sneak away from the area you're at before they get to you.

    And you can easily use Calm Spirit if you're worried about it being used on an Oni, Blight, Nurse or Hillbilly.

    I seriously don't get the problem people have with it.

  • This is mixed bag for me. The gens can spawn insanely close together which makes defending them easy. But, there are strong loops and god pallets all the while it's just a square corridor when you boil it down. Meaning you're just always following until the Survivor decides your close enough that they actually need to go to a pallet loop.

    I'd say all in all a good chunk of the killer roster (including a fair amount of M1's) can actually do stuff on this map for the most part.

    I'd say reluctantly it's more balanced than a specific sided one.

  • This map is honestly the outdoor version of The Game. Safe pallets into safe pallets into strong tile into big time wasting main building back into safe pallets. It's actually insane how much there is for Survivors to work with on this map.

    And if you think just being looped from window to window in the downstairs of main is bad enough, when they take you upstairs (an area that literally makes it so the Killer has zero potential pressure anywhere else) there's a god pallet up there and a god window.

    I said it on other map reviews, any map that has areas that are simple there as filler which the Killer has no business ever going to is a heavily Survivor sided map. What is even the purpose of an upstairs if there is no objective to defend up there and only exists for Survivors to eat your time as killer.

    Awful map design

  • Again, this map is just a w-key until you catch up to the Survivor.

    Except this side has access to a second court yard which has a god pallet. The Stars Office which is a strong tile into a god pallet, into Library (which is a strong pallet).

    Awful map design.

  • Out of the two variations, I'd rather get sent to this one.

    However, I'd rather not play on this map at all. The map is just you following a Survivor until you catch up to them. Once you've caught up it's relatively easy to get hits coz most of the tiles are a 50/50. There's a lot of God pallets though. All in all, love that the RPD is in the game, hate the way it plays. Heavily Survivor sided.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674887#Comment_3674887

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676141#Comment_3676141

    Glad i'm not the only one who thinks that Deathslinger should be 4,6. Some members here pretend he will be S+++++ killer with this change and i'm done with proving he won't. Just be ready, guys :D

    Yeah lol him being 4.6m/s will do the sole thing of helping him catch up to Survivors who w-key on maps that he physically cannot do anything but follow until he gets an angle. On maps where the angles are always there, it won't do anything to him because he has access to his power to get hits already.

    4.4m/s with a 32 meter terror radius completely destroys his chances of applying any sort of solid pressure when detaching against good Survivors.

  • The three things I would do to Deathslinger is:

    - Increase Terror Radius to 40 meters.

    - Survivors no longer hear the audio whir when the Redeemer is being aimed at them.

    - Increase movement speed to 4.6m/s.

  • @Slowpeach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674825#Comment_3674825

    Most of them are survivor sided a few are balanced, though the word they should use is even, balanced implies fine which some are not. Rancid I believe I voted killer sided and a few others where the numbers agreed with it. I'm 70-30 killer in terms of game time.

    I guess I don't groan inwardly when I get this map as killer compared to Lery, Badham, Haddonfield, Garden of Joy and others. The game is an utterly broken map which is what really matters and maybe I should have looked at the vote first because if they check which way the vote is leaning to determine how broken a map is rather then reading comments well... I should just vote with the majority.

    On a personal level I do okay here. I play various killers. I guess because I don't commit to chase that much, I'll break the god pallet and redefend. I don't run slowdowns and tend to use silly perks like mad grit+agi. I use surveillance a lot though, so I 'know' when to drop a chase because a generator is being repaired. I know I'm not good in prolonged chases so I avoid them and play to my strengths. I guess I don't play to win as much as some do but I guess I always thought that better killers would often defend well here and just break all the good pallets and ignore the rest, they would still win. Perhaps I'm wrong. In this case though its irrelevant. Map is broken either way.

    You physically can't afford to waste time in a chase that takes multiple rotations with no mindgame to just break a safe pallet when there's loads more to go. And all of them link into one another so they have the option to ignore one tile and run to the next, then when you catch up, waste more time at that one then drop it safely.

    It's just not feasible to expect any Killer (that isn't Nurse) to play around that map and win. You only win teams that make mistake after mistake or just aren't gen efficient.

  • @Slowpeach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674695#Comment_3674695

    I actually voted killer sided and I've been voting survivor sided on most. It's easy to play as a beginner survivor for sure because everything is spelled out for you but as you get better at the game, the map does get more killer sided. Eventually those pallets do run out if they aren't used wisely and then it's all dead zones. If the killer guards the right areas and generators, it can get very nasty very quickly. Doesn't matter if there are 17 god pallets if only 6-10 of them are ever used. Though of course certain builds and killers do much better then others. Plus basement is extremely strong for killer and is guaranteed to be in one spot.

    There aren't many god windows here at least which are the most survivor sided thing of survivor sided maps.

    Regardless whether its survivor or killer sided though it's a horrible map with minimal skill expression. Basically plays itself.

    There is little reason why Killers should ever win on this map. The only reason would be Survivors are being too brazen and doing foolish things like giving the Killer free hits near gens or while carrying or greeding a pallet they can easily drop without a care in the world.

    Against a team that knows how to play safe, and play smart. You will lose.

    Even against teams that greed pallets they could freely drop, if they know their distancing then they can waste time on getting a few loops out of it before dropping it. That wastes loads of a Killers time. If the team is on gens while this is happening, then the Killer will lose. A Killer has to break a God pallet if he wants to commit to a chase. And if they keep detaching to find weaker links, yet all Survivors play it smart and safe, there is nothing they can do but have their time wasted at loops that they physically cannot mindgame.

    There is no way in hell this is a killer sided map.

    I'm curious what maps you said were Survivor sided?

  • I'd say this one of those maps that genuinely plays a 50/50 balance. The pallets are very easy to play around, but the sheer ability to link loop to loop makes it a good trade off.

    The biggest negative to the map is the catwalks, they waste so much of the Killers time and on top of that, if the Killer downs a Survivor up there, there can be a chance that they won't be able to make a hook because of the weird hook spawns.

  • Show me where those 2 Killer sided voters are, they need a shake.

    A map that can potentially spawn 17 GOD PALLETS at max...yeah, it's Survivor sided.

  • As ridiculously strong as the main building is, and I mean, played well by a Survivor and it can lose the Killer the game, ridiculous. The gen spawns on the map can be heavily in the killer favour so all things weighed up, I'd say its balanced.

  • Played on this map multiple times now, this is literally a modern version of the Swamp maps style. Edge wall spawns of gens and pallet loops. It's a style that should have been retired with Backwater Swamp. And that style should be removed when/if Swamp gets reworked.

    Combo that with the large size of the map and you have a nightmare map for Killers

  • @ChrisPyre They said in the Dev Live Stream that The Unknown is inherently not gender assigned, it's just a Thing that takes on the Form of those it wants to mimic in a horrific manner.

  • I personally think it should only show Survivors the auras of pallets that are reset and vault locations. If you wanna see dropped pallets use Any Means Necessary.

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