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ad19970

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  • @My_Aespa said:

    I only play killer if I have to (for the Rift or daily rituals) other than that, I have more fun playing survivor. I get stressed out playing killer sometimes lol however, with the recent latency issues, playing survivor is also literally a hit or miss doing anything involving a chase (vaulting windows, pallets, RUNNING... lol) this latency issue needs to be fixed ASAP because it is just ridiculous atm

    True, solo survivor can be a pain too. Hit box problems and camping and tunneling come to mind. Sadly, tunneling in particular is often one of the better strategies for a killer.

    And of course matchmaking is all over the place.

  • @horrortale_sans said:

    btw if you play the same game for a long time youll get tired of it

    I haven't been playing this game a lot in the last 5 months or so anyways.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1790782#Comment_1790782

    If you are on pc you need super high dpi but I did something similar on controller heres a clip.

    https://xboxclips.co/azame-san/94f3ca10-2d20-4750-9ae4-3f7933328c0f

    it's near impossible on console but I did do a 180 degree flick to some extent.

    Damn that looked so sketchy though.

    Kind of a shame that you need particularly high dps to get better turning. Although to be fair I would argue that the turing in your original video is a bit too much anyways. Some middle ground between that and the turning I have at the moment I feel would be nice. I just think it's a shame that a killer power's effectivity is partially tied to the mouse sensitivity.

    The lunge should have a fixed turning value no matter the mouse sensitvity. Then they could balance the turning of his lunge perfectly.

  • Lol there's just nothing. I have noticed that Wretched Shop lacks pallets in the middle at times, although it still has more than enough pallets on the outside to makke up for that most of the times. But in that image the map just looks completely empty, haven't seen it like that before.

  • I've never once been able to turn with Blight like this, not even close. Is there some kind of trick I am missing or what the hell was that?

  • Haven't noticed any dead zones myself yet, and I find the maps to look much better now.

  • Are there really deadzones with the new reworked maps? Haven't noticed any myself yet.

  • The new Ormond rework is great in my opinion, besides the few bugs it seems to have. Some pallets are actually mindgameable now.

    Reworked Autoheaven maps are also nice, and they look so much better now in my opinion. I just wish those maps would also have gotten some more mindgameable pallets, as almost all pallet loops unique to Autoheaven are safe pallets for survivors. Still not the most balanced maps in my opinion.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1787694#Comment_1787694

    I want to be able to practice SOMETHING at least. If the survivors are being merciless and the game is over in mere minutes, I’m not able to get a feel for anything.

    So are you saying that survivors should not play as effectively when going against someone who is practicing a certain killer? Because you can't expect people to play purposefully worse just because they are going against someone who is bad with a killer.

  • I like it that way more. Creates an atmosphere that is more fitting to a horror game.

  • There are multiple reasons why I am getting less and less motivated to play killer, but the biggest reason has to be the bugged sound that makes survivors footsteps sound almost non existent.

  • @Rivyn said:

    So, you mean the survivor norm of DS/UB/Adren/BT/SG/DH/SB, with little variation in red rank aside from SWF builds, isn't an issue?

    They're called meta perks for a reason. The difference between survivor and killer is that atm, killer meta is hex based. 15 seconds a totem, minute 15 for all five, and you negate half the killers perk build. Big whoop. Survivors, on the other hand, are different. The killer is working against sixteen perks, usually the same. And it's trickier to deal with those than a hex.

    Hell, you can simply ignore Ruin just by hammering out gens. It's not like old Ruin. Really not seeing why people complain about this combo. Just do bones.

    That's a terrible comparison though. Finding all 5 totems will take a survivor team far longer than 1 minute and 15 seconds, unless survivors have now learned a new ability that lets them teleport from one totem to another. The time to find totems is arguably longer. Obviously, with Undying and Ruin, survivors won't always need to cleanse all 5 totems, but I'm still pretty sure at average it takes more than 1 minute and 15 seconds time for the survivors to get rid of Ruin.

    DS/UInbreakeable, coupled with Borrowed Time can waste even more time of the killer, but those instances are much more situational and in many cases require the killer to at the very least semi camp and tunnel.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1784292#Comment_1784292

    It does have Counters.

    DS+Unbreakable has counters, but every time someone gives you a counter you move the goal post and cover your eyes and ears and ignore every possible advice people actually give.

    1. Go for someone else.
    2. Go for the unhooker.
    3. PATROL GENS.
    4. DON'T OPEN THE LOCKER!

    SEE?! I just negated DS+Unbreakable.

    Ruin+Undying doesn't compare to DS+Unbreakable.

    Now, cover your eyes and ears and give me an excuse.

    How do DS + Unbreakeable have counterplay but then Ruin/Undying don't though?

  • I wouldn't mind them taking a look at the strongest perks in this game, as long as they do that on both sides. But fair enough, as long as perks like DS, Borrowed Time, Unbreakeable, Sprint Burst or Dead Hard exist, I don't really see how that combo is so op.

    It's just a bit harder on solo survivors because they have no totem counter, which of course sucks.

  • Balance wise the game is actually in a decent spot. Gens still go very fast but at least the stronger killers have ways to deal with that, at least on balanced maps.

    I have to say the second half of your second paragraph actually does make some sense, as I agree that camping and tunneling are a problem in this game, and it sadly does drive some people away. But it's ruined by the rest of your post. Like what even is that first paragraph?

    Also, as far as I can tell, the game certainly doesn't have a shortage of survivor players. I am constantly getting almost instant queue times with killers. Doesn't really seem like killers are so much better than survivors.

  • I think they are fine, they add another small layer to the gameplay. I would understand your concern that they make certain loops better for survivors if the maps weren't nerfed for survivors in different ways. Bloodlodge for example now seems much smaller.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1742097#Comment_1742097

    This is what I was thinking.

    Survivors thinking that turning the match into 3 v 1 to effectively turn them into M1 before any gens are done sounds like suicide.

    That's kind of true, except maybe for maps like Haddonfield. Though even then, it'll get hard. But still giving survivors the power to choose whether the killer gets their power back or not, and more importantly, when the killer gets their power back, is just too strong and not good design in my opinion. In the end, it's the twins powers that make them unique and stand out compared to other killers.

  • @Mew said:

    after seeing their most recent new maps (midwich, dead dawg, yamaoka) im kinda glad that they’re focusing on overhauls

    I personally love the dead dawg map though, but the Midwhich map at the very least has some very clear issues.

  • @Leonardo1ita said:

    Nothing

    Hit with Victor. Otherwise stay a mouse 1 killer.

    Now Charlotte is a mouse 1 killer.

    The survivor you hit manages to hide in a corner of the map.

    Now you are a big tall 32 m terror radius mouse 1 killer for the rest of the match. GG basically

    She needs a way to recall Victor, survivors shouldn't have control over whether a killer gets their power back or not.

    But to be fair, even though she is only an M1 killer with that strategy, the match does turn in to a 3 vs 1, so it's not that bad for the twins either.

  • I mean it's good that you can't switch between them or release victor when too close to a hook, but it's true there is some camping potential with them. Still not even nearly as good as Leatherface in my opinion, since when he decides to camp, he can make sure no one can rescue the hooked survivor.

    It would be nice if Victor was forced back to Charlotte if a survivor is hooked too close to him though, in addition of course to certain buffs the twins need as well.

    There is some transition time when switching from Victor back to Charlotte, which is very good though. Not sure if there is much else the devs could do though, but at the very least they could force Victor back to Charlotte when too close to a hook that a surivor gets hooked on.

  • @SunderMun said:

    He 100% can jump through windows, where the hell did you get your information from? Lol.

    I think if someone gets in a locker he should be able to either block him in or make them incapacitated at the very least.

    I think the problem op has is that he can jump, but he'll end up just bumping into something and get stunned, or not and still have a bit of recovery time. That's when the survivor can often just run up to him, kick him and he's gone. And the only other option Victor has is not jump through the window and just run somewhere around where he can get to the other side, which can be a problem especially when a window is completely safe until the nearby breakeable wall is broken.

  • @Kebek said:

    It does exactly the same thing as madness, you can't do basic interactions besides dropping pallets / vaulting + unhooking. Also you can just remove it during chase unlike madness which certainly doesn't help.

    What was the design idea behind it I wonder, maybe it should have other effects like inability to drop pallets and windows when it's already so easy to remove. Or maybe so other effect like applying mangled etc effect after you get rid of it or just last much longer to remove.

    It just feels underwhelming.

    To be fair if Charlotte is chasing you while Victor is hanging on to you, removing him can easily get you downed as you stand still for a moment when removing him. I think it's fine the way it is, it also takes the survivors ability to unhook survivors.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/1742054#Comment_1742054

    it actually takes about 5 seconds before you have normal movement again.

    Really didn't seem like that, but I'll believe you. Nevertheless, there needs to be a fair amount of transition time in my opinion. Otherwise you can just approach a survivor at a loop with Victor from one side, switch to Charlotte and you'll get a guaranteed down. You can already kinda do this when switching from Charlotte to Victor, only he does have to charge his attack first, the counterplay for survivors is kinda slim but I'd say still just fair enough when they both team up against you, removing the transition time would remove any counterplay on the survivors side completely.

    Instead, they need to help the twins apply more map pressure by splitting up, which is done by getting rid of safe zones survivors can have against Victor, may it be lockers, certain pallets or vaults, or small enough objects that survivors can just run around and be safe against Victor.

    And of course, survivors shouldn't be able to hold Victor hostage.

  • What takes 6 seconds? Transitioning from Victor to Charlotte? Certainly didn't seem that way to me. More like 3 seconds or so.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1741808#Comment_1741808

    What? No, if survivors don't group together, crouch, jump in a locker, or keep baby Victor on them, then the twins are totally strong killers.

    Edit: also, something sarcastic about the transition time.

    The transition time is needed though, or they would be too strong at loops when teamed up.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/205126/the-twins-is-everything-a-killer-should-be

    i must be on crack because The Twin's power is one of the worst in the game at the moment

    I wouldn't say it's one of the worst. The idea is very unique and design wise the killer is a great new addition to the game. They do have a lot of potential as well, the only problem is that Victor is powerless against lockers and that survivors can keep him on them to take away the killers power, turning Charlotte into an M1 killer with no power.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1735270#Comment_1735270

    I'll call Gehrman to wake you up from this horrible dream lol

    https://forum.deadbydaylight.com/en/discussion/comment/1735279#Comment_1735279

    Any souls boss I'll take. Gehrman or Lady Maria would be class from BB. Otherwise Slave Knight Gael or Sister Friede from DS3.

    Yes anything really.

    Though I am so hyped for the Demons Souls remake, some boss from that game would be amazing. Even though it's obviously never going to happen.

  • Yes please, something from a Souls game would be amazing. Demon's Souls is getting a remake in a few days, maybe they could take some monster from that game.

  • It's even worse? Is that even possible? I mean sometimes I was still able to hear footsteps, but in many cases they were already completely silent.

  • I agree with people saying it will probably almost never make a difference, but I have to say the range limit still seems just kinda unnecessary.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/195631/a-question-for-those-hating-on-deathslinger

    Survivors are used to being in control of the game. The only way killer wins is when survivors make a mistake. They hate any killer that takes away that power, when all killers should do that.

    That‘s not the case anymore with the strong Killers. They don‘t have to hope that the survivor Messes up anymore. The Problem People have with slinger isn‘t that they aren‘t in control of the chase, but that they don‘t have a fair amount of counterplay to have any effect on the chase, making the chases so uninteractive and unenjoyable.

  • I think if it made blood piles disappear faster then it could be a nice alternative to iron will. Right now though it only has a limited time where its active, unlike iron will, and the only advantage as compensation is that your aura can not be revealed, which just isn‘t good enough to justify the limited active time.

  • Honestly you should never care for People that insult you for not playing well. Like the fact that that‘s a thing is mind boggling to me. Imagine thinking its bad to not be so good at a game. Those people don‘t seem to realize that there is an actual world outside of gaming. Gaming skill is like one of the least important skills to have in life.

  • The Problem is that 5% still isn‘t that great, its not quite worth using up a perk slot for that. I think what bhvr should do is buff thana to 6%, and then make it not Stack with other action speed debuff effects.

  • @Blueberry said:

    Not only is rank reset good, but they even messed up by making it reset you less in its last rework. It needs to be brought back to its original reset.

    Yup ever since that change the complaints About matchmking increased a lot.

  • I mean I certainly don‘t get sad. But if a survivor dc‘s before their death hook it‘s pretty damn annoying because it just screws over the entire match. And winning that Match as the killer doesn‘t really feel like a win anymore.

  • I really hope that's intended, could actually make the perk semi useful.

  • I mean I like it. Actually seems like it could be a good perk used by more people now.

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650638#Comment_1650638

    Noone ever said its anti-tunnel. Also who cares when a perk activates? Its a 5s stun, that does not counter tunneling in the slightest.

    It punishes the killer badly for Tunneling. That‘s how it counters Tunneling. Of course there can‘t be a perk that completely makes tunneling impossible, but ds wastes a lot of time of the killer if the killer Tunnels, giving the survivor team a better chance of winning. That‘s what an anti Tunnel perk is for.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649511#Comment_1649511

    It wasn't Scott's video that made it PGTW vs. DS. It was @Almo's answer to why PGTW is getting nerfed, and him alone. Scott's video had very little to do with it.

    https://us.v-cdn.net/6030815/uploads/I1N6UWO8S7U2/4d8443062175dc06548a79de7f4c061c.png

    This was 100% Almo - and he knows he screwed up because he hasn't had jack to say since he made this brilliant blunder.

    https://forum.deadbydaylight.com/en/discussion/comment/1651389#Comment_1651389

    Statistical data needed - cause 90% of the time when I get hit with DS, it's after I've chased and hooked 1 to 2 other people. Which is the situation I see most on streamers ends as well. Speak for yourself, not for everyone. Provide statistical data or retract.

    He didn't screw up. Immature minds like you just think he did something terrible because they get offended by anything. He explained the thought process of why Pop was nerfed, you can disagree, but that reasoning is there and it's at least understandable. The fact that they didn't nerf DS in the same patch for the same reasons is not the end of the world, and doesn't mean the devs only care about survivors.

    Just look at how so many immature people are going crazy over his response, how are you people surprised that he hasn't replied anymore regarding this topic?

  • First of all your comparisons of Pop goes the Weasel and DS are not fair. A killer can always use Pop to their free will after they hook a survivor within the time limit, DS only activates if they get downed and picked up within one minute after being hooked. Yes, they do have immunity, and with Unbreakeable it's particularly strong, but those are also two perks, not one. I'm not saying a nerf to DS would be bad, but I play killer at rank 1 constantly and I just don't see how the perk is that terrible, and I have at least the comprehension abilties to understand why they nerfed Pop in this patch but not DS.

    The fact that people still claim that the devs are so survivor biased is just baffling to me though. And you know, because BHVR is so survivor biased, they made a huge patch with many map changes that pretty much all were in favor of the killer, and slightly increased repair time for survivors if they team up on a gen. Because they are biased they also made many other good changes for killers in the past, like the removal of pallet vaccuum, the decrease in pallets on a map, the increase of healing time from 12 to 16 seconds, and big buffs to Doctor, Leatherface and particularly Freddy. Yes some killers and perks have received nerfs in the past, and a few survivor aspects have been buffed as well, but how on earth does one come to the conclusion that the devs are survivor biased?

    Also, I don't quite see how the survivor perk buffs are better than the killer buffs. If they do it right, Thana could actually end up being a good slowdown perk, and the buff to Trails of Torment also looks pretty damn good.

    One more thing, Almo replied to a thread as to why Pop was nerfed, and gave an understandable reasoning for it. At least it's understandable to those with actual brains. Yet then someone had to draw direct comparisons to DS and people started talking about how Almo got burned and how their reply was stupid and shows their survivor bias, which is honestly just so stupid and cringe at this point. And now you are wondering why the devs aren't communicating more and explaining why DS wasn't nerfed? To a community that has way too many immature man childs?

    Just because one perk gets nerfed doesn't mean other perks that could be nerfed for similar reasons need to be nerfed in the same patch. You don't know why DS wasn't nerfed. Maybe they are still uncertain as to how to nerf the perk properly. In the end it's the only reliable perk to help against tunneling that you can use on yourself.

  • I wouldn't mind if the hooks didn't disappear after a survivor got sacrificed on the hook, but adding more hooks to the corners of maps will just make Sabotage even more useless.

    Also, in most cases, that's something you can pay attention to, in most cases you always have the possibility to hook survivors on other hooks so you don't create a deadzone of hooks in one area. Unless of course every one of the survivors gets downed in the same corner when they are dead on hook, which is pretty damn unlikely though.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650524#Comment_1650524

    Undying/Ruin is not nearly as powerful as DS/UB. It can be ignored completely, and countered. DS/UB has no real counter, and during end game, there's straight up nothing you can do but take it. There is no valid comparison there.

    Powerful doesn't mean the same. Invalid comparison.

    How can Ruin/Undying combo be ignored and countered and DS/UB not? As long as Ruin is active, gens regress automatically, and that's prety damn strong. I get that you can cleanse all the hex totems, but then again Ruin is actiive the entire time until the Ruin totem is destroyed for good, at which point survivors have already spent time looking for totems and not doing gens.

    Ds is only active for 60 seconds after being unhooked. During that time they can counter both getting picked up and being slugged, but still it's not much stronger then the Ruin/Undying combo.

  • @Keyforone said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650404#Comment_1650404

    What are you talking about? Undying and ruin rewards not defending your totems and being extremely oppressive. It is unbalanced for solo queue because its hard enough getting them to gens. You practically have to run the killer to the corner of the map or hold their hands if you want them to get done. If they do get found, they will run the killer for 15 seconds and somehow consume two pallets in that timeframe. Eventually, the killer will push you off your gen, and that concludes the match.

    It's hard enough for killers to defend gens, they can't also defend totems as well. That's not something anyone can expect from a killer.

    What you are describing here is not a balance issue in the slightest, it's a matchmaking and ranking issue, since you seem to get team mates that seem to be lower rank or should at least be lower rank.

  • Another one of These posts? Almo already explained the thought behind the pop nerf and all they got for it was a lot of ######### talk of idiots that think pop and ds go hand in hand. And now you are wondering why the devs aren‘t communicating more?

    Also i have seen many people complain about PH, the devs luckily don‘t only listen to killer Mains.

  • I still like the idea of having the perk's timer deplete twice as fast when working on a gen the best.

    I think having the perk's timer deplete twice as fast when doing actions like healing and gen repairing, and then having it go down slower while being in a chase would be nice.

  • @Mister_xD said:

    totem counter for Small Game

    its been asked for a LOT.

    Totem counter should be base kit though. Solo survivors shouldn't have to equip a perk to get an effect that swf survivors have without the perk.

  • @ClickyClicky said:

    Its a survivor perk, in fact its a survivor perk that massively benefits SWF.

    That’s the difference why it hasn’t been addressed yet. What dont you killer mains understand about this?

    These guys are paying the salaries over at BHVR when they buy their Nea and Claudette cosmetics so of course they deserve premium treatment.

    Ok explain to me this though, how did you go from believing the devs are killer sided to the devs are survivor sided? I'm honestly just curious.

    And lets be fair, some killer perks are getting nice buffs as well. I'm particularly excited about the Thana buff. I don't think the reason they nerfed Pop but no survivor perks is because the devs are survivor sided.

  • @BigTimeGamer said:

    You are scared of flashlights? You know you can look at a wall...right?

    I mean let's be fair though. Survivors don't always go down next to a wall. In fact, I'd say they more often don't go down next to a wall.

  • I don't get the argument of zoning being a bad way to play Pyramid Head. Fact is, it's just too easy for survivors to avoid Pyramid Heads ranged attack in many cases, att leastt it seems that way. No skill in the world will allow you to prevent the survivors to dodge your ranged attack. I do think this change is good, since survivors have so little counterplay against Pyramid Head right now, but I fear now the roles will just be switched, with PH's ranged attack being rather useless against top level survivors.

    The decreased cooldown could be very helpful though, and of course we can't say for sure until the ptb comes out. Still, I feel like the ranged attack delay could need to be shortened just a tiny bit so his ranged atttack is still powerful.

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