danielmaster87
danielmaster87
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@Raz_ said:
everyone is saying "we need bloodlust in some maps" but the some maps they talking about havent got a rework yet.
just look at the mcmillian, autoheaven (PTB), ormond (PTB) etc these maps are now full with dead ends and unsafe pallets. there is not a single god loop in these maps.
even tho you know these maps are pretty bad and still want BL to never go away your just entitled sorry.
you want to keep BL even with the bad reworked maps.. well sure but then bring the old god loops back and give survivor again some good pallets.
but if you really dont want these loops then please stop being entitled to your opinion with the BL
i say it again " Yes some map tiles still need BL but these maps will get changed"
do you really need that much advantages in a chase to get a down on killer sided maps ? i hope not.
and if you do.. well maybe its time to get better.
Even those reworked maps have a shocking amount of safe loops. The S-shaped loops on Macmillan that spawn in the middle will just kill you as killer. No matter how hard you cut the turns the survivor will still get to the pallet first, and they'll either be greedy and still get a safe drop anyway or teleport backwards and stun you. And new god loops have been added that force killers to waste time destroying breakable walls.
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BL is short for Balanced Landing, not Bloodlust.
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/1764137#Comment_1764137
Saloon is a pseudo infinite vs 110s now. Car on Elementary may be an infinite for full speed killers, DEFINITELY is an infinite for slower ones.
https://forum.deadbydaylight.com/en/discussion/comment/1764842#Comment_1764842
This is my problem as well.
In 90% of situations as a killer, amping up bloodlust past 1 meant you made a mistake. If someone is looping in the shack, let them because it just isn't time efficient and that survivor needs to leave the shack corner of the map to actually do anything to threaten you.
In 10% of scenarios, it was vital to prevent the game from degenerating into utter nonsense because an area was so strong you couldn't lose out the chase in any reasonable timeframe and it was effectively a 'safe zone.' You got a kill, or a slug, and a survivor is just looping to kill time and the difference between closing that loop taking 1 minute and 3 is actually a real difference to the outcome of the game and there is nothing you can do to stop every survivor going to that loop.
The existence of Bloodlust and the removal of vacuum are pretty critical to making survivors never actually safe, which is important to the design: if the killer is willing to pay the time cost to get to Bloodlust 3, you SHOULD go down if you refuse to do a hard LOS break, and should be massively rewarded for making that break by getting that time 'free' and resetting the killer back to square 0. And then Bloodlust 1 just 'fixes' the game in a lot of ways outside of just loops (like rewarding a killer for chain chases which generally are high skill play).
A common misconception is that among equally skilled killers, bloodlust is an unfair advantage. But in reality Bloodlust is a pretty nuanced mechanic with a lot of use cases and which disproportionately affects matches with extremely skilled survivors. The assumption that low rank/skill killers will be affected hard kinda misses the problem with nerfing Bloodlust: Until you get to like... rank 5, odds are extremely good there are multiple survivors in your game that have no idea how to loop and thus you will often never hit Bloodlust 1 in normal chase because you either get the down fast or don't get it at all as they hard break LOS on you. Like a rank 10 killer up against a Claudette running in a straight line dropping every pallet immediately upon reaching it isn't going to need bloodlust. Those survivors already just get squashed or do silly things like run in to do a hook save eating a hit like a champ, just like they saw on stream, without BT or DH.
Bloodlust existed to solve major problems created by extremely skilled survivor play oriented around wasting as much time of the killer as possible and using the math of the killer's tempo oriented gameplay against them. As a rank 1 pig main when playing killer side it isn't unplayable per-say, but the loss of rank 1 bloodlust is VERY noticeable and makes every single chase way less rewarding, and the loss of 2 and 3 makes the 2v1 endgame kinda a huge pain in the ass.
I honestly wouldn't mind if this trial resulted in a general nerf to chain windows, which are the real core cause of this issue. Certain common tiles like L+T when they spawn next to each other are way too strong. Windows grow exponentially in power the more windows are near each other, especially when there are long walls on both sides of the window, and I think Bloodlust could go away if the anti-infinite window blocking was just 'smarter' and did things like count certain windows as 'the same window' so that multiple windows still have mindgame strength but aren't essentially different windows for the purpose of a loop resource. That still would let the killer 'force' the chase over a similar length of time to bloodlust ticking up, but removes the speed aspect of Bloodlust. That would still probably require shrinking the killer hitbox down to match the survivor though for the purpose of terrain collision for certain loops still.
https://forum.deadbydaylight.com/en/discussion/comment/1764690#Comment_1764690
Pseudoinfinites are as bad as infinite infinites. An 'infinite' doesn't actually need to hold up for any length of time. If a loop can sustain a survivor by itself for over a minute, it is functionally an infinite. The problem with these locations is they tend to allow the survivor to buy a disproportionate amount of chase time without spending resources (Pallets, blocked windows, ects) and killer play is extremely tempo oriented. This isn't terrible, strong areas of the map the killer is encouraged to just let the survivor loop in to go pressure other survivors are fine, the issue is when these strong loops become too common (again, a good example is side to side L+T spawns giving survivors easy access to 2 pallets and 4 windows) and centralized in a manner that makes it not realistic to end chases outside of these loops.
I also think TLs and majorly slept on. Unless you've outpositioned the survivor or they're just dumb, you're not gonna be able to stop them from going through the middle and doing a psuedo infinite loop, especially with 110%ers (Huntress and Deathslinger being exceptions of course). It's one of those trials I never really learned to deal with, probably because there isn't much to it for the survivors.
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It can be ridiculously overpowered if more than 1 person is running it. Because one person sprint bursts away, you either drop chase or commit, and either way it's wasted time. Then you go the next person and if they have SB, the same thing happens. Having it on 3-4 survivors is the worst thing you could possibly go against, because there's gonna be very little interaction or good choices that you can even make in that game.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1764512#Comment_1764512
If a survivor goes to the house of pain in Badham or Haddonfield my chase strategy is turn around and go do something else lmao
Which is just wrong for a game like this. A survivor that's a strong looper that you haven't even hooked yet and it's near the end of the game, of course you will go somewhere. But having to *retreat* from that area as killer against anyone near the beginning or middle of the match is ridiculous and is a testament to that loop's power level.
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Because they don't want the 4th kill that they've earned to be left up to a dice roll, and then another dice roll depending on how far apart the gates are.
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@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/1762460#Comment_1762460
While i do agree that you will receive more toxicity from survivors given that its a 4 to 1 chance and group mentality makes these idiots brave enough to do it. The statement that killers do not message you in order to spout toxicity is untrue. It occurs less often and doesn't excuse survivors doing it and vice versa, but it DOES happen.
But when a killer goes for a survivor in the chat, he gets jumped on by everyone. Maybe that's why killers don't do it as much. And also because even when a survivor is obviously toxic, their teammates will defend them or conveniently ignore the toxicity just to say that the killer is the rude one.
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@NotACompPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1762151#Comment_1762151
having a colored circle with a number inside it barely means anything, it doesnt make the only gamemodes this game has competitive, nor does it make the matches hard whatsoever, the matches and players are still casual, even if theres a rank that mostly serves visual purposes.
If a difference in ranks doesn't mean anything in this game, would you say the same about CoD? If I was a first day noob, should I be matched against people who are not only max rank but also have superior weapons that I don't have unlocked? Because that's not skill, that's smurfing/having perks and weapons that are far superior to the starter ones I'm forced to use.
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The Twins aren't released yet, but I get what you mean.
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I feel like it's only been winnable against the easy teams. A team with any amount of coordination will be saying gg ez in no time.
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Bloodlust is a saving grace for killers who have to brute force loops that guarantee wasted time unless the survivor royally messes up on their pathing. There are so many unmindgameable loops in this game it's not even funny. You take bloodlust away, you discourage killers from doing many chases and encourage mass slugging and forcing 2nd stage, because that's the only way they're gonna be able to get those kills.
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@FrootLoops said:
the only issue I see with that is the potential to abuse it for free content. For example if Billy weren't free then someone who hadn't purchased him could just select the "chainsaw 2 survivors within 30 seconds" and avoid fulfilling the challenge in order to play billy whenever they want
If they do that, I guess they don't get to complete the challenge. They can have one or the other.
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@White_Owl said:
If someone is not interested in a character but still wants to do the challenge he deserves the chance. But I think they fear people would keep the challenge forever to play characters without buying them.
Maybe they could make it so you don't have access to the bloodweb and can't use perks or add-ons for that killer. Sure they could still play the killer, but I doubt any normal person is gonna have fun forever without perks or add-ons.
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@ThePolice said:
Why can’t they just bring back shards
What do you mean? Iridescent shards or the splinters?
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@Justalittlepeeck said:
You know, if we start addressing all bs and outdated things, you, survivor players, would be crying much and much more.
Yeah like DS, the anti-tunnel perk that is also good against non-tunneling killers, and is also a skill check instead of guaranteed.
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@xenofon13 said:
Just break the safe pallet bloodlust III gamer.
So spend minutes running from safe pallet to safe pallet, breaking them, and then lose the game?
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@rank21 said:
ahhh killer main i see
u know bl was intended for infinites right? becuase if ur hitting bl 2 ur doing something wrong lol.
You're going on the assumption that all killers can do 20-30 second chases consistently.
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Absolutely crazy idea. I depip enough as it is, alongside getting 3-4k black pips.
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Or lower the chance of a survivor escaping a trap. They always, always, always get out 1st or 2nd attempt.
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All they had to do was fix the fps drops every time bloodlust activates. I really think that they're so lazy that they won't even do that, but will instead remove bloodlust altogether so they just don't have to deal with the problem.
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@sudintlink said:
For a lot of killers indoor maps are beast. Play some scratched mirror myers for some fun, and all the stealth killers in general. It sucks for survivors too because they will mostly run into you but indoor maps are bad for Hillbilly and deathslinger and killers like that so its just meh. If you like stealth killers though, then indoor maps are awesome.
But not everyone plays stealth killers.
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@DarthRevan21 said:
It's funny bc i always Get 4 K's on Indoor maps.
Lucky you.
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Sloppy.
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They think they need to conserve pallets for later, but they're supposed to be used to extend chases. Instead they're going down under god pallets all the time when they should be using them to do a longer chase.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1756604#Comment_1756604
Nope.Ds rarely matters if the killer doesn't tunnel, and its not like 1 d's can lose you the game if you play well.
Yes it can lose you the game even if only used once. I have seen and experienced it.
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For most people it's about him being anti-stealth with his static blast. I on the other hand hate his static blast because it has a huge radius that guarantees madness on you. Against a good doctor, it feels like you're just breaking out of lvl 3 madness half the match, especially with his pink add-ons. I feel like a longer cooldown on his static blast is in order, because it's like Meyer's lvl 3 where it's supposed to be a once in a while ability, but it feels like it goes off every 30 seconds.
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The cooldown needs to be lowered. This is the same problem with DS where you can literally down too fast and get punished for it.
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Brilliant!
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I blame the lack of an MMR system.
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Just milk that #########.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1754856#Comment_1754856
As DS if you don”t tunnel or BT if you’ve don”t camp, UB if you don”t slug,.....?
No, that still getting use out of those perks. The killer can't pick you up with DS, therefore you're invincible. Same thing with BT. You don't get to 'use' the perks because the killer knows you have them and doesn't bother falling for them. That, in an indirect way, IS getting use out of those perks. You can even get use out of perks you don't have because a smart killer will always respect DS and BT.
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@lowiq said:
NOED spawns after all the gens are done. Which means it can't be preemptively removed without cleansing all 5 totems.
An exaggeration on his part, but you get the idea: a killer's perk being equipped but unable to be used. Imagine if that happened to survivor perks.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1754773#Comment_1754773
It's this.
I know because I was in a situation where a Trapper trapped the Game bathroom. One Survivor stepped in the Trap and the other two ran through them to safety.
It's like how hitting a Survivor briefly removes their and your collision, so that people can't get bodyblocked to death by two M1s.
Well then. Guess there's no changing that, because that's how the devs and survivors want it. Even if it leads to stupid situations like mine where I deserved to get them both, watcha gonna do? 🤷
God... counterplay upon counterplay upon counterplay for the survivors. Zero for killer.
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@valvarez4 said:
Guy, you want maps offerings to be nerfed too? Next will be broken keys
One heck of an assumption!
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They should all be 115%. No more undeserved whiffs with Spirit, Hag, and the others.
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Why do you have mutliple killers per option when they should be a single option each?
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@Yords said:
He probably had dead hard and dashed through it, or you misplaced the trap.
He did not have Dead Hard and the trap was dead in the middle of the killer shack doorway.
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I don't think DS should be a skill check. Because of console skill check stuttering, I miss it about half the time. If the devs are so focused on it being an anti-tunnel perk, why leave it to chance?
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@CustomerService said:
Freddy is one of the biggest cancers of this game. He needs to be nerfed.
As long as invisible dark Claudette is also nerfed.
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I honestly don't care. Whatever the game runs best on, I'll take it.
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I also don't know why it's a thing.
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@Stealth said:
https://forum.deadbydaylight.com/en/discussion/comment/1751730#Comment_1751730
I didn't say a 3k is not a win for killer. The point is that they still earned the 4th. The killer gets no bail out for failing his primary objective. Hatch is a free escape because when survivors fail their objective they get a hatch as an easier second objective and have a chance to win in a 50/50 race to find the hatch. Why shouldn't the last survivor be killed if they failed their obj?
I haven't paid attention but I also assume killer misses out on blood points for not getting that last hook/kill? And possibly denied a second pip?
I have been trying to say this for so long but nobody will listen to me. Hatch is a free escape. I don't care if there's no incentive for the survivor playing anymore, or if the killer can close it first. It's an undeserved escape that denies the killer a deserved kill in 90% of scenarios.
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I don't like a lot of the maps. Azarov's Resting Place is the worst one in my opinion. It's 2 sides of the same coin in that getting 3-genned as survivor is a guaranteed loss, and not 3-genning as killer is a guaranteed loss.
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@RaSavage42 said:
So neither should Keys?
Yes.
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The thing that makes him strong is not at all his detection abilities. It's his near full map static blast that inflicts madness guaranteed. It's too much slow down especially when combined with his iri add-ons.
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Wait for the killer to hit you to drop it, so it's guaranteed. Do that 3 times in 1 match and then you'll never have to deal with this stupid challenge again.
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@valvarez4 said:
You only play against a mori if you want to. Last time a killer used a mori against me was in 2019
DCer?
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Never unless I'm running STBFL and have people in basement or am playing basement Trapper.
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I totally called this too. After seeing the Saloon window that you have to break the wall on, and the same thing in multiple spots on Midwich, I just knew they were gonna keep using breakable walls that way. The devs are good at subverting expectations.
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Yes. Just stay out of line of sight and juke the shots. It's super satisfying to have a good chase against Deathslinger.