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adirgeforthedead

adirgeforthedead

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adirgeforthedead
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  • I guess the term OP wanted to use was that he thinks the offerings should be "disabled" like the Red Envelopes, Cursed Seeds and Pustula Petals and only be enabled during the duration of the events that they were intended to be user for. It's not like he wanted them to disappear, just not be available on the selection screen like the latter I mentioned.

    I suppose I understand your logic, but I don't see any real harm in keeping them. I will be honest and admit I hoard them depending on how the first few matches go. Last year, I used like six of my Sacrificial Cakes only to get the crowns for the characters I played that could get one because the sweat was real and the event was insufferable at best. This year's, thus far, it's going much better so I feel more comfortable using them.

  • I was kind of stocked because I've been looking forward to see how Caleb's actually looks like in game and I saw people posting (or should I say spamming) about Nea's and I was all "Oh, I can't wait to get back home and see Caleb in-game" and turns out there is nothing in the store for me to see.

    This is also somewhat unprecedented. I remember I got Jonathan Byers the day it was released before it was removed due to bug with the facial-rig and it was never taken from my inventory.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2989796#Comment_2989796

    Well your problem might be that you think of the community as one entity, or at least is sounds like that in this post. Of course there are some people that are not friendly, but there are also a lot of friendly and helpful people here.

    Now, I can see why people do not want Nightfall to be changed. Some really enjoy the horror it adds. And I think if you want people to understand where you are coming from, you will also need to understand where they are coming from.

    I personally do think they should tone down the Nightfall, it's a bit too much right now, and I am positive they will, in particular because of people like you. Just curious, it's not the visibility range that is causing problems for you right? I'm guessing it's more about not even being able to see within the range you are supposed to be able to see? Because to be fair, I don't have any visual impairment, and on maps like the Saw map, even I had a few instances where I could not see properly within the intended range, only like a few meters away from me.

    The biggest issue I have right now with the Nightfall effect is that the edges of the screen are blackened, so you can pretty much only see through a limited space in the center of the screen. That seems pretty unnecessary, and should definitely be toned down a lot.

    Oh, believe me when I say I'm not generalising. I was just poking some fun at the edges that one can encounter on each side of this community. I'm sorry if it seemed like I was putting pears and apples together.

    Yes, exactly. It's literally just that. If they kept the lighting the same in the circumventing area where the Survivors are intended to see, it'd greatly help my issue with it. My initial comment in the PTB was to adjust the brightness and contrast because the Killer was too bright and I couldn't distinguish some forms in the background, but I understand the first was not intended and I'm fine with that.

    At some hand I understand people who say it is a "fun mechanic" and that they are enjoying it, but as I commented it is incredibly frustrating to me and I do not enjoy these matches as Survivor.

  • I suffer from a form of visual impairment where I cannot distinguish dark tones of yellow, red and green, they all appears as a plaster of black to me. Needless to say, Nightfall has been by far my least favourite addition to this game... in some maps, it is fine, but others I genuinely can't see anything and it's terrible. These have been the most insufferable matches I've played as Survivor.

    I gave some feedback from part of this during the PTB and most people basically said I didn't understand the Killer's power for asking them to tone it down... I'm genuinely appalled by this community sometimes they can be so helpful and in others they can be so dismissive. In the near future, I do hope they do tone it down. It's incredibly frustrating to play as is in some maps where I just don't distinguish what's right in front of me.

  • I mean Deathslinger was already pretty rare before the changes. He was about 5-6% of the general Killer use (compared against Huntress who had about 24%), but this is what happens when you overnerf a Killer who was already weak to begin with and remove the things that made him interesting/unique to most players.

    I wouldn't be surprised if his usage dropped to less than 1-2% by now... even I used to main him and I cannot tolerate playing matches as him because the games are insufferable at best.

  • In truth, she has no meaningful counterplay. She is the one Killer that practically ignores every aspect of the game. I am by no means an incredible Survivor, but I can last a decent chase against most Killers except Nurse.

    I can only beg to get lucky with tall walls, but even then with her new bugged addons it's pointless to even try. If she isn't bad, it will be a quick match or a painfully slow one where the Survivors keep being slugged back and forth until she can slug all or we bleed to death.

  • Like many things in the game, Decisive Strike is fair when used as intended, but the mechanics of the game are ultimately flawed that it is so easy for it to become a hassle for Killers who are, against all odds, playing fair.

    Countless times, I've had Survivors unhook right in front of myself and I try to go for the unhooker to have the unhooked body-block me in tight spots with Borrowed Time and Decisive Strike still active to the point I lose track of the first. Doing that, guarantees I tunnel them.

  • Nurse, Cannibal and... probably Huntress because ✨hitboxes✨.

  • The only "meta perk" I generally used was Iron Will, even if it was nerfed that it only reduced the injured sounds to 50%, I'd probably still use it mostly because I hate hearing the injured noises on stereo.

  • When I play Survivor, I don't expect to be given hatch regardless of how the match panned out, etc. It's nice if they do, but I don't feel I'm warranted to it.

    When I play Killer, it depends on a lot of things. First being the map, Lery's Memorial, Midwich Elementary School, Raccoon City Police Department, Blackwater Swamp are a no... I ain't going to go around and look for it when it can spawn realistically anywhere. If the team played well, or if the specific Survivor played well, I may give it to them.

    I had a match not that long ago against a team that constantly sandbagged a Jill Valentine, it was Blackwater Swamp sadly, but I decided to close hatch (since I miraculously found it) and let her open the door. As a Survivor, I've been there where my team is out to get me and I could feel her frustration...

  • I miss the times when playing Deathslinger was fun. I now find myself dreading every match I play as him and being completely reliant in RNG not giving the Survivors too many strong loops.

    I'd suggest reducing his terror radius to a healthy amount like maybe not 24m, but 28m, so even with M&A Survivors have a chance to react which was the main complaint about it. I liked the stealth gameplay of him which is what I believe made him strong in a 1vs1 basis. He has no power to help him apply pressure like other Killers so his 1vs1 needed to be strong.

    I never thought he needed a faster reload speed, but given your input it could be a nice change in the future... though I do believe the developers just gutted him for good and have no intention of making him relevant again.

  • By personal experience, I don't know what it is, but I am convinced at least 1 out of every 3 Pinheads I face are hacking in one way or another. I do not deny there are variables like game experience and skill with the character, but there is always that one match that just feels unnatural from beginning to end. Granted I don't see Pinhead that often, thankfully.

    I have encountered hackers every now and then, leaving aside the obvious ones, there are some where it's really clear something is off.

  • @darkshadows8326 said:

    The problem is Victor being counted as a Basic attack instead of a power attack.

    Thank you, I wasn't sure if it extended to other Killer powers so I made it general just in case, but if others can corroborate this is an isolated issue of Victor then it'd be appreciated.

    @[Deleted User] said:

    Knock out being permanent is not a bug,

    https://forum.deadbydaylight.com/en/discussion/comment/2971829#Comment_2971829

    Precisely.

    I suggest changing the title, otherwise they are going to hit you with a big fat NOT A BUG status.

    I meant it in the specific context of Victor, but yes, the wording was wrong and it was changed to describe the issue better. Title and description have been modified per your suggestion, thank you!

  • I use it as part of my "Safe Rescue" build, which is Borrowed Time, Desperate Measures, Babysitter/Guardian and Spine Chill. With one other injured Survivor and the one in the hook, it's a solid unhook fast enough even if the Killer is camping. Very few Killers expect it and most grab situations get cancelled.

    Granted I only ever use it with BHVR's latest missions all "Unhook 100 Survivors, must unhook them safely" like they aren't promoting camping as a legit tactic.

  • I used to think the same, but to be honest half of the time the Aura reading of BBQ is unreliable at best. Like, truth to be told, when playing Killer easily 2/3s of the time I don't see Survivors either because they are too close, their Auras are blocked behind other things (such as generators) or I'm legally blind.

  • @VirtuaTyKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2910896#Comment_2910896

    Well the game wasn't balance for comms but thats another subject. Yeah I was just bang out of luck. Tall grass everywhere and they crawled apart.

    The game is not balanced in general, but that's another aspect. Don't let people get in your nerves over some of these mechanics... I do understand your frustration whatsoever. I've had this happen to me in The Game and Lery's Memorial before. It was maddening to say the least.

  • I used to main Caleb. I still occasionally play as him when I get daily rituals, but ever since his nerf all my matches have been insufferable... and I don't enjoy burning myself for a game. I have been struggling finding a new one ever since. I started to play as Sadako and Legion recently though I am not sure if I'd say I "main" either of them just yet.

    As for Survivors, you will almost always see me as Jake (which is ironic considering my icon is Felix, but I don't like default Jake).

  • SWF is fair by itself. This is just a specific setting where they are out to get on the Killer's nerves, but this can also happen even in SoloQ (granted less coordinated). I've had matches like this where all you can do is slug them and let them in the ground. One is guaranteed to have Unbreakable at least, but there isn't much to do in this specific situation.

    As people pointed out, just slug them and let them enjoy the ground. You won't get many points as is, but neither will them whatsoever... but yes, it's annoying as hell. I agree.

  • @Trickstom said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903402#Comment_2903402

    https://forum.deadbydaylight.com/en/discussion/comment/2902615#Comment_2902615

    What's the point of reduce his TR to give him a lullaby?

    Giving him a lullaby you'll make his kit even worst, because he will no longe be able to use Undetectable and Oblivious effects, removing even more unique aspects from his kit, so please NO.

    Idk why people think that Lullaby it's better than a big TR. At least you can remove/reduce your TR with perks/addons/effects, unlike a Lullaby.

    I don't want him to have a lullaby, but most Survivor mains will persistently argue that a ranged-Killer shouldn't be able to stealth. My suggestion to keep both sides as a possibility is giving him a subtle Lullaby that much like Trickster's and Sadako's is non-directional and very faint just in the same of the rattlesnakes right at the beginning of his TR.

    At least we can agree he does need quality changes even if we disagree in this particular matter.

  • I think people should file tickets addressing this specific issue... I personally use Iron Will because I can't stand hearing my character grunt and complaint and I don't want to feel like I'm exploiting it.

  • I've written a lot of feedback into what could be done to make him a bit more interesting to play as including some over the top suggestions such as reducing his TR back to 24m, but giving him a Lullaby that is subtle like Tricker's or Sadako's which could be merely the sound of the rattlesnakes right at the beginning of his terror radius just so Survivors have a warning that he is nearby.

    I have also suggested halfing the time he takes to enter ADS while doubling the time it takes him to exit, forcing him to commit to shoots rather and just zoning, but giving him a better chance of reacting in loops. He needs more quality changes such as chain durability or lessening his reload time because I cannot fathom that he takes as long to reload as Huntress while having a single projectile (like yes he can do it mid-chase without needing a locker, but still unlike Huntress you are never guaranteed an actual hit).

    He is so painful to play as and I hate it, he was the only Killer I enjoyed playing as since I got the game two years ago. I am having so much fun with Sadako currently, but because most of my matches have been hilariously silly.

  • @Mr_K said:

    It just needs to go back to a 4k.

    Funnily enough, I've gotten all of my Killer adepts without getting a 4k... I just think they should lower the requirements than having 4 iridescent emblems, maybe strive for, at least two golden and two silver and it'd be far more doable in most instances.

  • Your argument is, fundamentally, flawed because you are drawing a wildly different comparison between two completely unrelated mechanics. That said, I was a Deathslinger main prior to his nerf and I will never understand why they decided to gut him to the ground like they did. He was already a C-tier Killer at best with a poor 1vs4 who struggled in most maps and whose only fortitude was his 1vs1.

    They took all his strong points and gave him absolutely nothing to compensate and effectively tossed him further down into the tier list of Killers making him the worst ranged Killer of the current rooster. I agree he needed changes, but these weren't it and merely removed his viability or what made him fun to play as, but I guess as long as Survivor mains are happy that's all that matters...

  • Deepwound is merely a "time-building" mechanic, a few Killers have it on their secondary ability and others have it for add-ons. Survivors can also exert it on themselves with some perks. I fail to see why it seems to be an issue for you. I mean I would understand the frustration if it was exclusive of Deathslinger...

    Also considering Deathslinger was already nerfed to the ground, I hardly see any base for further complaints.

  • I have a somewhat strong feeling I've matched against you. The "RustyHero" name is familiar to me though I have no actual recollection of anything in specific.

    Alas, I just play for the fun of it though I must admit, for some reason, I am often matched with Sweat Squads despite rarely getting kills through my gameplay. I think, to some extent, the idea of DBD is to spread hooks evenly, but I can't blame Killers for playing dirtier at times.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901509#Comment_2901509

    The Stranger Things content doesn't have stats on the website I check, unfortunately. They have stats on the individual perks but not the characters or killer from Stranger Things. I think it's because those perks aren't connected to the killers and character from Stranger Things anymore?

    Yeah, that makes sense. They are no longer tied to Steve, Nancy and Demo and everyone can get them from the general pool now. It is why I specified because before they were, people had to actually pay to get them and they were still pretty niche. Nancy's are somewhat more useful.

  • Before they were absorbed into the general pool of perks, I'd have said Steve. Despite being one of the popular characters, his perks are pretty niche, but Ace and Ash are strong contenders for that. They have really bad perks that do not sinergise well in general, outside Open Handed and Flip-Flop that is. I see people being constantly praised for Mettle of Man plays.. but it's so rare to actually see it on play or get any value from it.

  • Well, people just mentioned two things for Deathslinger. Considering the mere mention of quick scope being back makes people scream and come with a dozen of arguments as to why it shouldn't (even though he was never a strong Killer to begin with, he was just a strong 1v1). I'd be fine if they brought back his 24m terror radius. Out of all the nerfs he got, that's the one that killed him the most.

  • @Aurelle said:

    Grim Embrace. I never really understood what the icon means.

    I think it's merely a symbolic representation of the perk. The icon itself its just an arm being wrapped by the Entity. I think it either means the Entity is helping the Killer with its power or the Entity is asphyxiating the Survivors with its power since it also reveals the Obsession's aura despite not being an Obsession perk.

  • @sizzlingmario4 said:

    I don’t understand Smash Hit’s icon at all.

    It's a triple set of platinum records. In the music industry, getting a platinum record is, in some fashion, earning an award for that album. They are, usually, displayed by the label the records were signed onto as part of their prestige.

    Untitled Image


  • Basically me with Onryo... I keep trying to learn how to play her because she seems fun while not the best Killer and all I get are Sweat Squads, but that has been my general MMR experience since it was introduced. I get, maybe, one fair/normal match every twenty or so.

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893584#Comment_2893584

    Survivors should find engine pieces on the map to fix the generators (requiring a 5 seconds repair action on it) and then they can start to repair them.

    This would add easily 2 minutes time to each trials, enough to allow more chases.

    It would help weaker Killers who struggle with chases by not having an anti-loop ability, I agree, but this also treating every Killer as equal and there are some overly specific issues. If we applied that mechanic, Blight, Nurse and Spirit would have the trials handed to them by increasing those two minutes per generator, but I also know they are the strongest Killers in the same and they end matches within minutes/seconds if they are good enough.

    The game is at an imbalance where you can do something passive without massively tilting the scale to one side or the other. I struggle myself finding what would help the whole picture...

  • Whenever I play Killer, I try to play as fair as I can, but with the current state of the game it's pretty damn hard to play fair and not get frustrated. This cannot be implemented as a mechanic because it'd be way too abusable by Survivors.

    As much as I hate camping/tunnelling, there are times when the Killers can't do anything else. I've been in matches where, by the time I end a chase, four generators have completed and the three remaining ones are well-spread that it's pretty much impossible for me to even pretend I can defend those (of which one probably is half-way done anyway).

    Camping at 5 generators is a different story, whatsoever, but I don't believe anything can be implemented to fix that unless some core mechanics are switched to actually address the reason Killers camp to begin with.

  • I would rather not share my opinion about CoH because yes, it's super beneficial for Survivors, but it also makes some matches very difficult for Killer.

    As for Boil Over, you've clearly never played with Survivors bringing offerings for The Game, Lery's Memorial and Raccoon City Police Department... and being unable to hook literally anyone for getting stuck in every little corner of those maps. It's a very dreadful experience... even with the changes in the previous patch, I kept running into SWFs teams running builds with that and I kept needing to slug everyone and letting them bleed out. I'd like to say I don't hate Boil Over as a perk, it's just the combination of that, Breakout and maps difficult to navigate.

  • Yes and no. MMR is an issue because it uses values for measurement that do not represent the actual performance of the players. Someone may loop the Killer for the entirety of five generators and because they died, it's considered a loss.

    A Killer that gets the 4 kills is considered a win regardless on how it happens. I can tell you, multiple times, I die not because the Killer is good but because my teammates leave me to die on my first hook and they only play to hide.

    This is all SBMM issue for not taking more variables into account than just Escapes / Kills. I insist the game needs to address its own health because it's truly not at a great spot currently... though it has been at worst spots in the past and some issues have been way too prevalent.

  • Well, arguably, Ji-Woon and Yun-Jin are inspired by the traditional tale of The Masterpiece which, while not based off of any folklore, is a cautionary tale about not obsessing with perfection.

    Out of the top of my mind, I can only think of Rangda from the Indonesian mythos that could possibly work as a Killer in DBD. Chinese, Korean and Japanese lore often overlap that they have pretty similar monsters and fantastic creatures though each with their own peculiarities. I think that is why they've strived away from doing anything overly specific and only focused on ghosts.

  • Since they nerfed Deathslinger, I've been majorly playing Survivor. My brain was too wired to play as Deathslinger that I had struggled adapting to play another Killer (and I find Huntress' hitboxes too unfair for me to comfortably play as her). I hadn't tried Artist and Onryo yet.

    It's just Killer has become less and less about rewarding skill and with the current state of the game, it feels like such an insufferable experience.

  • Usually, yes. For me, it depends a lot on a few aspects... if a Survivor is hellbent in getting my attention then it's free real state. Otherwise, if I get maps were I can't pressure properly for a multitude of reasons then I will tunnel someone strategically to have a chance at actually winning... and I hate it, but in this situation I blame the game more for requiring me to tunnel to stand a chance than me for doing the smart thing in a game I know I will lose beforehand lest I do. I hate doing it so much because it's not fun and I know it's so frustrating for the Survivor-players.

    In general gameplay, I try my best at not tunnelling. I hate being tunnelled and I hate tunnelling...

  • Eh, no. What should be done, imho, is buff SoloQ to have similar information that SWFs has by default. This will lower the abysmal difference that exists between facing 4-SoloQs than facing a 4-SWFs team.

    Once that is done, most, if not all, Killers should be buffed accordingly so they all stand a chance against mildly organised teams. You don't need to give SoloQ more abilities, you just need to give them more information. Other mechanics such as generator times, etc, should probably be also looked at, but right now we are really far away from encountering a proper balance...

    This coming from someone that finds both SoloQ and Killer to be miserable experiences at their current state.

  • Deathslinger. I wasn't here before reworked Freddy and Hillbilly so I am possibly biased in that aspect, but they made Deathslinger one of the most infuriating Killers to play as.

  • I think they may have removed hit validation for some testing or something. These past couple of days I've been hit again in actions where I had gotten used not to... like vaulting or dropping pallets, I don't use DH often so I don't know about that, but it's gotten back to the way it used to be before hit validation for me with everything else.

    A few other friends have commented to me they have gotten the same experiences lately.

  • I say the same about all the Autohaven Wreckers maps... as someone that can't distinguish green tones with clarity, I'm basically handicapped in that map from beginning to end (as both Killer and Survivor). I legit can't distinguish most shapes... it's really horrible.

    Colourblind mode helped a little, but yeah, it doesn't do much in the overall picture.

  • I wouldn't dare to say "all", though I've encountered some interesting Spirit players... especially those who move abnormally faster while not on phase and have little to no cooldown between attacks. These have been quite rare and not really common whatsoever.

    Other than that, main Spirit players can tell a lot of Survivor movements through sounds. It is why she is one of S-Tier Killers.

  • I used to be relucant in using it on my Deathslinger, but after trying it a few months back (prior to his unnecessary nerf), I learned to find it useful.

    I currently feel like I need it because I keep getting Survivors swarm me whenever I down someone and bodyblock the hook. I don't know why that is that most of my matches are like that lately.

  • None, I'd rather have changes in the actual mechanics of the game that solve the issues it has. This game needs to address its overall health rather than trying to patch these problems as they come through instead of addressing the reason they happen to begin with.

  • @Cybil said:

    -Moth Man

    -Lone survivor (great indie game that's getting a remake very soon)

    -Clock Tower

    -Elvira

    -Shawn of the Dead

    -Courage the Cowardly Dog

    -Scooby Doo

    -Are you afraid of the dark (really just for the nostalgia)

    -Goosebumps

    -Something at the window is scratching

    -The Office

    I guess Shawn of the Dead kind of has a real chance.

    I will keep promoting a Clock Tower chapter. The game that predates so many of the current horror franchises and that deserves more recognition. In its defect, I'd accept a Demento/Haunting Ground or Remothered Chapters. They could be quite interesting given their rich and complex lores.

    As for series I genuinely don't think they'll ever make it... Rule of Rose, it could be interesting to see DBD's take The Stray Dog and Jennifer, but considering how infamous the game itself is that it was censored in multiple countries for its controversial themes, I don't think we will ever see it.

  • Excluding NOED makes it difficult for me to determine what perk I find the most annoying on Killers since I consider everything else to be fair game... if I had to make a choice, I would go with Tinkerer. I will always think it needs a cooldown between triggers.

    It can feel a bit oppressive in some high-mobility and ranged Killers. Other than that, I appreciate seeing a variety of builds rather than seeing the exact same build over and over as it was last year where every Killer had Ruin/Undying/Tinkerer/Pop.

  • @Bwsted said:

    She'd been disabled for a long time and her range addons are currently bugged, so everybody wants to abuse them while they last.

    Her range addons are bugged? I guess that explains a lot of why I feel her more oppressing than usual.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2849604#Comment_2849604

    yeah, somehow. but in most of my games not because of good gameplay. most games are decided by camping, tunneling or over altruistic behavior, granting free double downs etc. Or genrush on the other side when the first chase slightly took too long

    I know there were always complaints about tunneling and camping, but about 1,5 years ago I took some stats about that and saw that tunneling wasn't that bad. like every 3rd to 4th game everyone was hooked at least once before the first died, average first kill was around 6.5th hook (while 9th hook is the latest possible kill and understandable hard for killer if everyone is on death hook before someone dies). It really wasn't that bad.

    But I feel like since boons were released, killers play much more scummy, tunneling is way more common and the game health overall has suffered. So I really wouldnt only look at the killrates. I think matchmaking and MMR/ranking are the biggest problem and lead to wrong stats, because there are more people matched together that shouldn't play together, compared to well matched games that could actually give better insight on how balanced the game is.

    I agree with you. I started playing late 2020. Camping and tunnelling were not common tactics like I encountered them maybe once every 10 or so matches (and at times it was mostly new-ish Killers trying to understand how the game worked), but now it seems to be the new normal where it's rare to see a match where killers do not rely on them.

    I understand why Killers do it because at times, it is really the only way to tilting a match at one's favour. I play Deathslinger. Before his nerf, I could secure one or two kills without needing to sweat for them and the game had a fun mechanic to me which incited me to play Killer more often. After his unnecessary nerf, I struggle to give five hooks across all Survivors even less to get 4k without needing to sweat the whole match and I absolutely loathe it.

    But I also know that, as Survivor, there is little to nothing you can do about camping, tunnelling or slugging. Some Killers some with anti-loop abilities that render most jungle gyms useless so I know you may need DH to last a reliable amount of time. Even then, in SoloQ, you are never guaranteed your teammates are doing anything useful during that lapse of time regardless.

    It's just why I say this is not a Killer vs Survivor argument. Game health requires to be addressed.

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