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cyniChris

cyniChris

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cyniChris
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  • You call Barbecue & Chili too powerful? What?

    Barbecue & Chili tracks up to 3 survivors at a long (40+ metres) distance when you hook someone. How is that powerful? It's countered by the survivor being in a locker or within 40m of the hook, or by them running one way then going back the other after the four seconds their aura is being read. The most it does is give the killer a general direction to head after hooking someone, except all loud noise notifications do the same without requiring the killer to do anything. And even if BBQ does lead to the killer finding a survivor quicker than they would normally, it doesn't guarantee a hit or a down.


    You say "Reducing the over-use of certain perks will diversify strats and make the game more fun and dynamic", but fail to acknowledge the over-use of Decisive Strike, Unbreakable, Adrenaline, Hex: No-One Escapes Death, etc.. Why? Are those perks all fine and perfectly balanced, in your opinion? Because DS and NOED certainly aren't, and the majority of the community - especially here on these forums - would agree.

    Also, the punishment for camping is letting the rest of the team do gens and escape. It's not the game or the devs' fault you run into bad players.


    You sound less like a veteran and more like a new player who doesn't understand the mechanics. You bring up stats to back up your flawed arguments that are based on your own personal experience with the game. Stats which, by the way, are themselves flawed. The Nurse is still one of the strongest killers, but that chart would say otherwise. What you need to bear in mind that there are far more inexperienced players than veterans, which is what drives Nurse down to "weakest" on that chart. She's anything but weak.

  • It should highlight the totem in the same manner that Tinkerer highlights generators, just to differentiate between someone cleansing a hex and a regular loud noise notification.

  • On the two maps that have breakable walls, there are rooms with dead-ends - two connected rooms upstairs in the Saloon, and the "hidden" staircase on Midwich. Being able to see that the breakable walls are still up is beneficial for those rooms, and I'm sure the devs will add more instances like this when the breakable walls are added to the older maps.

    It might seem weird, but showing breakable walls is an intentional - albeit situational - feature.

  • Slugging, whether you like it or not, is a genuine tactic. It pressures the other survivors into saving the downed one(s), which stops them fixing generators. It's the best way to avoid Decisive Strike if someone charges at the killer after being unhooked. And at the end of a match, it secures kills.

    Reducing the timer would result in more survivors bleeding out during the match. Letting survivors get back up would result in cheap escapes.

    It's four minutes maximum, and if a killer purposely slugs you til you bleed out, it's a problem with that player, not with slugging.

  • @Awkward_Fiend said:

    https://forum.deadbydaylight.com/en/discussion/comment/1488423#Comment_1488423

    Using items shouldn't necessarily be the way to fix issues. Although adding this would invalidate the bead, and force it to be reworked, it would still close the gap between the 2 types of survivors. Closing this gap would make the game easier to balance since more people are on a level playing field.

    I don't think it would close the gap, because SWF would be given even more information with pings. Say there's two people on comms, on opposite ends of the map, and one is being chased and sees the killer's Devour Hope totem. That person can say "hey, I just saw the totem, go to this ping", and then mark the exact spot so they can lead the killer away while their friend runs in for the totem. Is that fair? And that is just one example of what two people can do. Imagine what four could do.

    There are plenty of perks and items that give you information. And more to the point, adding pings won't guarantee other survivors aren't gonna screw you over. And if you think for one second such a system wouldn't be abused by trolls, you're incredibly naive.

  • Take a map and the glass bead addon

  • If anything confirms the devs don't actually PLAY the game, it's this change.

    You can barely see Trapper/Hag trap auras. This makes it more difficult to chase survivors into traps, because you can't see exactly where you've placed them without squinting at the screen. That's ridiculous.

    From a distance, you can barely see ANY auras. Colourblind players are especially screwed here.

    Ormond is now unplayable as killer. It's hard to see scratch marks outside to begin with, but the aura changes make it next to impossible to see anything at a distance. The map needs removing from the rotation until scratch marks and auras are fixed on it.

    I would happily take bugs (lame excuse tbh - I've only seen a couple of aura bugs, and they were related to the character models themselves rather than the aura system) over this horrible aura change. It is universally hated by the community. Will the devs change it? Probably not. It was fine before. This is awful.

    Oh, and what on EARTH is with the Entity aura from the killer's perspective?

    entity.png

    Seriously? Why is this a thing? It is 100% unnecessary.

  • While the rare last-second survivor swap is annoying, the worst part about this is we have NOTHING to do while we queue for 10+ minutes for a match. Say I want to do some bloodwebs on a different killer. I have to do them, THEN queue as the killer I want to play. That's a horrible design choice.

    I sincerely hope the new MMR system leads to shorter queue times, or I'll just play something else. DBD isn't a game I can just pick up and play a quick match or two with any more. I spend more time waiting for matches than playing them - especially when survivors disconnect or suicide so often.

    I want to enjoy the game, but holy ######### the devs want to make it harder with every patch.

  • They should take some of the perk-based archive challenges and make those dailies - Heal X amount of health states using Botany Knowledge, repair X amount of generators using Prove Thyself, etc...

    It'd spice up perk usage, at least.

  • Ranks aren't based on bloodpoints, for a start - they're based on the emblems, which, as you can clearly see, you didn't do as well as you needed to do to pip up.

    What did you actually do in those matches? Search chests? Cleanse dull totems? Did you escape through the hatch? All of these reward bloodpoints (objective, boldness, objective & survival, respectively), but do little towards the emblems.

  • Good suggestions, for the most part. A few thoughts:

    Trapper only really needs to carry 2 traps by default and have the RNG for the traps on the map fixed so they're more central at the start, and he'd be great.

    Leatherface needs a serious addon rework, at the very least. Totally agree.

    Myers needs the unlimited tier 3 addon removed/changed because stacking that with the tombstone is bullshit. As for the rest, I'd say a minor rework to some addons (like the tier 1 lunge addon) is all he really needs.

    Pig could do with the Jigsaw box RNG tweaking a bit, and maybe an addon rework too. She's not that bad, but could be better, for sure.

    Generator speed is okay. Not ideal, but okay. I'd say map size and how spread out the gens are on the larger maps is the bigger issue here.

    Haddonfield is trash. They claimed to be fixing the issues with the fences and hedges, but that's not happened. And that's just the tip of the iceberg when it comes to problems with that map. Ormond is better than it was, but could do with being a bit smaller. Midwich needs ways to get to/from the central courtyard on the sides it doesn't currently have them. Having to walk all the way through the corridors creates the same issue as the Haddonfield fences.

    Keys need an opening animation on the hatch and killers need the ability to grab survivors attempting to escape through the hatch via a key. Moris should probably be reworked so you have to hook everyone before you can kill anyone (DCs would have to count towards this).

    The audio bugs shouldn't be happening at this point. The game has been out for four years. How they keep messing audio up is beyond me. As for chase music, it could do with being a bit quieter, for sure.

    Iridescent Head is awful, I agree. Definitely needs reworking. Mint Rag is fine, as it has a cooldown and requires some degree of skill to use effectively. Scalped Topknot is fine - it's no more difficult to go against than the Hillbilly's increased charge speed addons.

    Regarding 99ing doors, I feel like the EGC should start as soon as the last gen is finished. That's still plenty of time to escape, and prevents the survivors stalling the endgame.

    Matchmaking is being "fixed", so hopefully it won't be such a big deal. As for Spirit, she needs louder footsteps when phasing - she's much easier to go against on the swamp maps because footsteps are louder in the muddy areas, but other maps she's a real nightmare on. Don't know how she can be more fun to play as, though.

  • @edogast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363091#Comment_1363091

    that NEVER happens. Killers that down survivors in that room have to drop the survivors and then break one of the doors, and then pick up the survivors again. From my experience, no killer ever goes to that room anyways. You don't need "information" on breakable doors because of how the breakable doors are designed.

    So in Midwich Elementary School stage, there's a lot of dead end rooms with breakable door, what "information" does it give to the survivors? it takes literally 2 seconds to break a door, survivors aren't going to react in time anyways. "Oh there's a breakable door near the generator I'm working on! Thanks Windows of Opportunity!" Said no one ever.

    Window of Opportunity is use for panicked people looking for WINDOWS AND PALLETS, it helps them find safe places quickly, like a minute of life and death kind of thing. What is this "INFORMATION" that is just a clustered mess on the screen that distracts survivors from actual windows and pallets. And yes, I do know the difference between a pallet and a breakable door.

    Well, we can only speak from personal experience, can't we? I've had it happen a bunch. There's actually a bug where survivors can get stuck at the top of the hidden staircase on Midwich, which I only found out because I broke the bottom wall and two survivors ran upstairs. As for the two upstairs rooms in the saloon, survivors run into those quite often for me. Again, speaking from my own personal experience. Just because it doesn't happen to you doesn't mean it doesn't happen at all.

    I'm fully aware that those are two areas on two different maps, but what happens when more areas like that are made? I'd want to know if the room I'm running into is a dead end or not. Wouldn't you? Isn't that the whole point of perks like Windows of Opportunity - to help new players who don't know the maps very well?

  • If PH camps the cage, not only has he wasted time crossing the map to get to it, but he's wasting more time camping. It's the same as any other camper - do gens and escape.

    As for BP, I agree. It doesn't make sense that rescuing somebody - an altruistic act - rewards boldness points. Not to mention so little.

    And yeah, his addons are very gimmicky and situational. They need some serious changes because currently his best are duration and reach ones, which aren't particularly exciting.

  • I've had that happen a lot, even on the new map.

    I had one instance where I was repairing a generator and suddenly got affected by torment after about 20 seconds. I didn't move, there was nothing on the ground, but I got tormented.

    Torment is the one part of Pyramid Head's power that needs to be functioning properly, otherwise it's completely unfair.

  • The breakable walls leading to the staircase are a fantastic trap. Break the bottom one, but leave the top one. Survivors caught near the bathrooms will often run up the stairs, thinking the top is open.

    As for the safe pallets, there's only a couple. Most are really unsafe. Try to get the safe ones down as early as you can. Survivors need at least some safe pallets. I'd argue that the Lerys and Badham ones are worse, because survivors can hide round corners next to them and catch killers off guard for a really easy stun. It's harder (though not impossible) to do that on Midwich, in my experience.

  • I see somebody's never visited the saloon's "panic room".

    Upstairs, there's a room with 3 breakable walls and a locker. The only entry point is a window on the outside. The room next to it, linked by one of the breakable walls, also has one entry point. As killer, I've caught no end of survivors running into those rooms only to trap themselves. Using Windows of Opportunity, you'd know if it was safe to run through.

    The same goes for Midwich Elementary's hidden staircase. I like to break the wall downstairs to catch survivors trying to escape the bathrooms. Again, with Windows of Opportunity, they'd be able to look up and see if it's a safe escape route.

    If they add more rooms like this, which I feel is a major feature of the breakable walls, having that info as a survivor could save them.

  • I feel like they really dropped the ball here. A new voice wouldn't be hard to implement. They could even have the name change.

    For killers, I'd like them to add unique mori animations for legendary skins, but I doubt they'll do it. Forcing us to use the whole set, weapon included, is a baffling choice on Pyramid Head and the Robbie skins for Legion, as well. Really disappointing. I can understand the head & body, but the weapon? Unnecessary.

  • Every new chapter does this. I'd love to see an option to change the backgrounds, as well as the music on the main menu. Maybe alternate survivor lobby music too. We already get to hear the unique music when selecting killers, which is great, but why not take it that one step further?

    Excellent suggestion.

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