fussy
fussy
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I probably won't be wrong if i'll say that it's most broken main building in the game. At least on of them. But i love this map on both sides.
Main building should be significantly weaker, 3 gen behind gallow should be wider, filler pallets on two tiny rocks on the same field should be slightly stronger, because now it's useless even for attempt to stun killer. And it will be in a perfect spot imo.
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Depends on killer, but it's impossible to lose here against m1 killer if your team is semi good. Some killers who can bypass/ignore pallets are feeling alright here, but for other 70% of roaster it's just braking pallet animation simulator.
Decrease amount of pallets, add mindgame potential to them (it's a joke that 80% of pallets are just god pallets), add windows on the map.
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@WhoSoup said:
This is, without a doubt, the worst map I have ever seen or played on. I started playing after ST left the first time but in all the old videos I've seen of it, it looked very stupid and I didn't know why people remembered it fondly. Then it came back and it did turn out to be very stupid. Everything in this map is designed to cause as much frustration as possible. Narrow hallways, no line of sight, incredibly inconsistent collision, all the rooms look the same with no real landmarks, an inexplicable upstairs area that only exists to waste time, broken killer prop and chest spawns, and more.
The portal room is stupid with a stupid window that has the potential to be abused, a hook spawn that can be bodyblocked by the killer to make rescues literally impossible, and a gen that takes the killer a really long time just to walk to and waste so much time.
The upstairs area is obnoxious because there's no real gameplay up there you just hold W through to waste the killer's time. Defending the upstairs gen is practically impossible.
Why does the tube that you can drop into even exist? M1 killers can't hit survivors who are in there, they have to walk all the way around the catwalk and drop down into to be able to do anything, it's completely obnoxious and serves no purpose.
Despite being one of the tiniest maps in the game, navigating it is extremely painful because the rooms all look very similar and for some reason have random doors. There's one of the big long rooms that sometimes just doesn't spawn a door on the other side AT ALL so you go in and you're just trapped and have to back out again because even though the survivor is less than 5m away from you, actually walking to them is impossible.
The gameplay is really stupid. You just drop/predrop pallets and run to the next pallet. Killers are forced to break some of the better ones and can bloodlust the others but 90% of gameplay is just "drop pallet, hold w".
I hate this map with a passion. It's awful. I don't know anyone who likes playing on it, survivor or killer. I wish it never came back.
Literally all i wanted to say here, 100% agree. I can't describe how much i hate this map. Probably best map aesthetic wise and by far worst map gameplay wise.
Should be #1 priority on rework, AFK is more interesting than actual gameplay on this map. Almost all m2 killers forced to be m1 here, i just can't stand it anymore.
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My first game for Unknown was 7 hooks game with 4 man out, which I could turn in 4K with tunneling. Of course I got teabags on the gates for playing "fair" again.
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Kinda feel it will hurt low level survivor players even more, but slightly weaken killers on high level. But i like this on a paper, i'm bored from gen perks on both sides.
Dying Light is fine, just remove obsession part and maybe buff it to 3,5% per token. Maybe not with basekit buffs, need testing.
Oppression with 60 sec cd is still #########. 45 sec is max for this perk imo. Maybe i'm wrong and with regression buff it will be nice.
Your suggestion on Pop is meh, ngl. Just make it another 10% from overall progress, same 45 sec after hooking, and it will be fine.
Other changes i'm fine with.
Edit: forget about Pain Res, also meh. Who will bring it with all its restrictions for only 1 time per survivor slightly higher basekit damage? I would like to see 10% for every hook, as it was before.
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It didn't need nerf at all to begin with. 4 seconds is nothing, especially when you run Botany/WWMI/CoH. Haemorrhage should be tunned down a bit, that's all.
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I started enjoy Deathslinger a lot recently. Have no idea why.
And somehow Legion started to be my chill killer. I don't know how, but every game with him is super interesting. I think this killer has higher skill ceiling than people think. Constantly pressure the map, to know when to drop a chase, when pressure the hook or gens, when it has sense to chain frenzy hits or just injure survivor and chase him with m1. All these things making his gameplay so complex and multilevel, i love it. Won 4 man strong swf with all most broken stuff with him recently and it was most enjoyable win for a while for me.
Also Billy is my love recently, and i used to hate play him before, but he is a new killer at this point.
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672598#Comment_3672598
Torment mode isn’t even relevant and an almost non existent aspect in his kit
charging torment mode also refers when you’re holding your m2 as to prepare for a range attack but outside of that he’s still 115%
maybe try again :)
I won't even, call strongest part of his power "non existent aspect" already said enough about you as PH player
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672276#Comment_3672276
your pyramid head statement sounds like a skill issue
and he’s not even 4.4 whenever he’s in his power his movement speed goes from 115% to 92%
and also maybe try to play the killer to know why there’s only a few people who hate him + he has garbage addons so there rlly isn’t anything to complain about him
PH main doesn't know how his main works and accuses in skill issue great comedy watch online without registration
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The only map i hate more than this is a Hawkins. It's survivor sided, but i don't even enjoy it as survivor.
The only 1 time i dc'd in last 2 years was a match on Lery's as a killer, because it was crazy miserable experience. It's predrop heaven against 4,4 killer, even Chucky can't do anything about it. Half of killers roaster unable to use their power in full strength because of map layout. Recently i had a match with survivor, who ran stairs as infinite (literally couldn't start chase with him), saw it first time. If two survivors left and decided to hide - welp, you will waste at least 30 minute of your life on it. It's too big and only way to defend generators - hold 3 gen in main, what is boring for both sides.
As survivor I'm still getting lost here even with 4 years experience in this game. It's very miserable against stealth killer in soloq.
I have no idea how to improve it without just making completely new map with the same aesthetic. Can we just delete it along with Hawkins and pretend it never existed?
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My #1 problem with it: it's too cluttered, it's impossible to play here as some killers and you always stuck here on some bushes as survivor.
#2 problem: window in main building should have gone long long time ago, even before rework. Have no idea why it's still here.
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Most killer sided map in the game right now imo. Giga boring for both sides, too much clutters and objects to stuck on as survivor and as killer. Bottom floor could be annoying for killer, especially against boons.
@fussy said:
I just played as Legion on Temple and it was most dull and boring dbd match in my live.
I broke THREE pallets in the whole match (it was 8-10 minutes), only two of them in the chase. It was a simulator of shortening the distance with a survivor. Okay, good, you reduced size, but why the hell there is always one or two unsafe pallet in THIRD part of the map? I'm not against deadzones, but not when whole map is one big deadzone. What is it and how it should be fun experience for any side?
https://us.v-cdn.net/6030815/uploads/B98BMKL4BX5M/image.png
https://us.v-cdn.net/6030815/uploads/6MN33AUKW081/20240119140131-1.jpg
Can you also explain how you BUFFED Ormond after this? How this is in one game with Gideon map?
How Haddonfield is even more braindead with these windows than before rework?
How Eyrie is still pallet city with highest winrate for survivors? Oh, you know what? If you gonna nuke it like Temple, better leave it as it is, at least there is some gameplay from both sides.
Why Rancid is also one big deadzone? There is a hole in the wall, stepping over which you can continue match on Eyrie?
How Borgo is still red, when it always was #1 complain about this map from community? Good changes in terms of balance, but why is part that was in almost every feedback ignored?
How Garden of Misery is still one of the worst map in the game after "rework"?
How Hawkins is not deleted from the game still? Or at least not reworked completely? Same with Lery's
Why does every rework necessarily add a million objects to the map, which you always stumble over as a survivor and as a killer? Just to everyone suffer?
There is should be some map design standart at least, if you guys not gonna play your own game to experience all these maps from both sides.
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I know that there is only 1% chance to escape if you have Kate in your team.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672212#Comment_3672212
Yea, probably said something “wrong” without knowing it. This site is a little too strict. I find myself deleting comments before I hit “post” and just not taking part in the discussion because I might rile up some feathers.
I mean, when your every second comment is "oh devs hate survivors", "oh devs don't care about survivors at all", "all survivor's content is garbage", what is obviously not true and exaggeration, you can expect it.
I am against bans, I have no clue why she is banned, but at least you can expect it here with such statements.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672255#Comment_3672255
Yeah, me neither. I usually just crack jokes and leave. I might use a gif if I'm feeling somewhat spicy.
I'd draw stuff, like C3Tooth, but I'm utterly talentless. Thank God I'm pretty.
https://us.v-cdn.net/6030815/uploads/IJ1FBO4CBQOZ/budak.gif
That's me at the Louvre in 2019.
You should be at least on the cover of Vogue and in Chanel and Dior ads with such prettiness!
To the OP's post: once against completely surprised of how underhated PH is. No one mentioned him, but he is easily most uninteractive killer in the game. I will deny your every movement and possible counterplay with just going behind you with 4,4. Never stops surprise me how low hated this killer is for how annoying he is.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672224#Comment_3672224
I'd never deny that the game was awful for killers at the start, and has gotten progressively better over time. I also know that even when the role of killer was hideous, survivors often still thought that the role of killer was overpowered. There's always gonna be whiny types, especially online. But we're not all bad.
I know, dude, that's why i don't take everything too serious right here.
Survivors now imo need to know toooooo many things and i'm afraid it will become unbearable for this role in couple of years with other 10-15 killers and new mechanics. And i respect it and understand why there is so much complains about everything from everyone who is not at least with 1000 hours in this game.
And i swear, you can include me in your "we".
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672170#Comment_3672170
Me too! The only reason she's gone so long unscathed is because so few people play her. She's my second least favorite killer to play vs, every loop is just a lose lose vs her. She needs to be 110.
Dunno about OP's repeated appeals to game design though. I feel her overall design is fine, even interesting. Maybe they're a professional game dev.
Nah, she shouldn't be 110. I swear, everytime i read "oh, this killah should be 110%", i'm more than sure that this guy didn't play at this killer at all.
I'm glad that i finally read "nerf Artist" post only because i'm Artist main and seems like community underestimate her power, since there were no posts about her at all. And people love to cry about anything that stronger than mediocre in this game, so it kinda surprised me.
OP asking to remove her ability to make direct damage with crow, but it will end with bad players starting to be good and stop putting the bird in the pallet as only way to play her. Trust me, you don't want that.
@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672162#Comment_3672162
Thats fair, but again, it can be faulty info. We've had many times where we thought the gen was clear only to have it pop abit later. Its effectively info survivors give. Wont deny the time can add up, but thats also again conditional on survivors (technically people can ignore being swarmed if they need to).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672165#Comment_3672165
Nope. Is the huntress kit bad because people will simply zone till point plank? Its billy's kit bad for most the ones we've seen going up to our backs and point blank that? Is freakin merchant's kit bad because most try and hold a three gen regardless on anything? The listed dull tactics are all caused by the players. Just cause it can do something dull doesn't mean the whole kit is bad.
Theres more counters than the map, though thats the ones people don't ever do. Your basically trying to outsmart/outplay the artist. If you think outplaying is circling a pallet till forced to drop, thats not gona work. Bait shots, take idle birds when needed, as stated chain loops together (the only one that we can think of atm where its near impossible is Rotten fields, and thats open enough people can do our favorite counter) use lockers if able (iron maiden is a good pick on her for this reason, but guess what? its one less slowdown to deal with if she picks it). Hell teammates help as 2 good survivors working together can cause a lot of grief. Ever play Chicken? Our favorite counter is:
https://us.v-cdn.net/6030815/uploads/WDZZQ3W1BUMF/unnamed.jpg
strangely its harder than it seems to many...
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672170#Comment_3672170
We blame you for this...
I'm sorry...
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672214#Comment_3672214
Your statement was so ridiculous. You might as well double down on it I guess.
Well, why not? Yes, to say that the skill was not required AT ALL would be untrue, but the fact that it was required ten times less than today is absolutely true. So many things i remember was carried by while i was completely dogshit at this game. I remember how i took old Coldwind, just drop every pallet without even looking at the killer and looping and it was guaranteed 3 minute chase, put on DH for distance and gg, 5 gen chase even with the fact you are new to the game. Only thing that won the killer games was camping, because no one understood how to deal with it. And Mori after first unhook. But hey, now we can escape through hatch with friends at 1 gen left. On top of it there were not many killers, and good killer was soooo rare, even every Nurse player was awful.
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@Chaosrider said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672175#Comment_3672175
You obviously didnt play the game the last 5-6 years otherwise you wouldnt make such a false statement.
@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672175#Comment_3672175
How many bottles of wine did you drink before you wrote this? This sounds so bitter lmao.
Sure. Survivors never required any skill to play and playing killer has always required a PHD from Harvard. Considering you had to spend half your life training to be so good at DBD, I don't blame you for resenting survivors. Especially when they could beat you by throwing their controllers down a flight of stairs.
I understand, guys, the truth doesn't always sound pleasant, but I'm sure you'll find the strength to put up with it, it's okay.
I started play back in 2019 on mobile and from 2020 i'm PC player, which almost didn't play killer before 2021. Now i'm 60/40 player, but feel free call me "killer main who hate survivors" if it makes you feel better.
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Because survivors were God mode without any skill needed for 5-6 years and only now that has changed. Who wants to be in an equal environment when he grew up literally in luxury all his life? Who wants killers that you can't outrun by predropping 20+ pallets, when such sweet m1 killers exist?
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Finally "nerf Artist" post, I've been waiting for this for year.
Just say that you were destroyed by a good Artist, we'll understand.
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@Mooks said:
THE 3 gen map, so mostly not good and with a dumb random survivor team very killer sided, otherwise very survivor sided.
Main isn’t very special, both m aesthetically and gameplay-wise.
Completely agree with this.
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Once again: rng sided, but more in killer favour. Sometimes there is no pallets at all on half of the map and it's obviously killer sided, sometimes it has decent and fair spawn for both sides and it become balanced. Voted balanced.
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My only issue with it is crazy RNG sometimes. I had a few games there which were beyond boring because of SO MANY connected fillers. It was impossible to use there power as m2 killer, since survivor can just run 5 meters to another pallet without any risk. It's not every game, but please, fix it.
And maybe it is sliiightly too big.
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@JustAShadow said:
I would say this is the only actual unbalanced map of the Autohaven realm. The main issue of this map is obviously its' insane main building which features a very strong window, that you have to bring Bamboozle to counter or play a killer with a strong catch up ability. The outer side of the building is just a huge distance holder that features no gameplay elements other than holding W until the killer can catch up to the survivor. There are also 2 possible pallet spawns on the back or to the side of the main building: the one next to the dumpster serves as the god pallet/infinite if predropped and is mandatory to be broken by the killer, and the one next to the closed window which pretty mediocre. I don't think it is fair to have such a disparity in strength that's solely depending on the rng. The map itself can spawn too many strong fillers and depending on the rng you can have a string of strong tiles leading to shack or main building. Overall a really bad map for most of the killer roster.
I agree with this.
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Probably most balanced map in the game, i adore it on both sides. Once again: it may have too little pallets or (rarely) too much connected loops, but on average it's great map.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670106#Comment_3670106
The difference is that Slinger benefits from hitting M1 when healthy than immediately following up with a shot whereas Trickster beenfits from hitting M2 when healthy than M1 immediately after in which survivors often make little to no distance anyways. Buffing Slinger to 4.6 would only make him deadlier than he already is in 1v1 while adding very little to his map pressure.
Yeah, i know difference. Even if he is my second most unlover killer to go against, i have no issue to make him slightly stronger. He is barely low A tier now imo. And please don't pretend he will S tier with this change, not even close.
At least they should revert his TR back to 24. Prerun against 4,4 killer with 32 meters is crazy strong, i don't see a point in it.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670086#Comment_3670086
4.6 Slinger who already has one of the best 1v1 powers. Lol?
If such a conversation was about Trickster at the time when he was 4.4, I'm sure you would have said the same about him. "Oh no, he is already crazy annoying, no way he will 4,6". But he ended up being just slightly better than before. I said "maybe", but as always overreacting didn't take long. Average forum, love it.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670086#Comment_3670086
Slinger doesn't have a strong chase power??
He has, but he also has worst map pressure in the game and 32m TR. I have no issue with making him 4,6, but i'm not as sure as about Hag, need testing.
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Hag SHOULD be 4,6, i agree. Maybe Slinger too. But other 4,4 killers have strong chase power to compensate it.
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Just rework it already, there is no point in it after nerf, it's nowhere near as strong as Iri Head.
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@GeneralV said:
Many seem to dislike going against Freddy, but he will always be my favorite killer, regardless if I am playing as or against him.
And I'll go as far as to answer Skull Merchant. I have fun against her when my teammates don't leave me alone.
I've never heard of anyone who didn't like going against Freddy. He is one of the weakest killers and people usually like to go against weak killers.
If he gets a decent buff as Billy and he will be good at chase, then yes, we will see a wave of hate, as always.
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SM, when i play in SWF. Especially when she is trying to control 3 gen.
Blight. Knowing all his stuff as a killer is a key to have a fun in chase against him.
Wesker. It's super fun to go against bad/mediocre Wesker, but it's even more fun to be destroyed by cracked Wesker mains. This killer has so high skill ceiling, i just can't stop to be surprised with him.
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Everytime i play him, i just catch myself on thought, that i do literally nothing to win a chase and win regardless. Just look at survivor and spam m1. It's fun and boring in the same time. There is more skill in going against him, than in playing as him. Playing Trickster is just waiting for survivor be in you LoS.
But before his last update he was weak on top of it, now i play him at least once a month.
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Dredge and Huntress.
With Dredge, they managed to convey hopelessness of survivor who is sucked into the unknown, really scary to look at it. Love it.
Mori of Huntress has always seemed to me somehow empty and boring, but about a year ago I noticed the movement of the survivor and it absolutely played with new colors for me. They literally captured the moment in a few seconds, as life leaves the body due to an axe hitting the head. That reaching hand just gives me goosebumps. Very bloodthirsty.
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RNG sided, but fact it's most popular map in comp can say a lot about it. Once again, i think it should not be possible to spawn too less or too much pallets, it should always be a number close to the average.
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Overall balanced, but second floor in main is kinda cruel. You always pre run here as survivor to waste at least 30-40 seconds. It also has probably best boon spots in the game, since killer need to waste a lot of time to brake it.
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Slightly survivor sided because of size, but i voted balanced. Also sometimes it has crazy RNG, where you can chain pallets mindlessly and it's boring to play against, but it's not often in my experience.
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@sizzlingmario4 said:
Suffocation Pit 1 is a map that just needs a total layout rework imo. It takes too long to get from one side of the map to the other, so previously the killer was incentivized to just defend one side of the map/try to hold a 3-gen on that side. Now that this strategy is weakened (and rightfully so), it’s too easy for the survivors to just turn the map shape into an advantage if they complete key generators on different sides of the map and force the killer to patrol gens on both sides. Chasing in the center of the map can often be undesirable depending on RNG since it is a cluster of 5 maze tiles all next to each other and they can often spawn pretty strong setups depending on which tiles spawn next to each other and the direction they're facing, so this further encourages the killer to defend one side of the map. It's not as bad as it used to be now that maze tiles on this map don't ever repeat the same type of tile more than once (ie. each of the 5 maze tiles will be different), but it can still be a problem. If survivors get bad RNG in the center though then they lose a lot of their advantage they otherwise usually have.
Suffocation Pit 2 is a lot better because it’s a completely different shape and has a totally different layout, so it doesn't have any of those same problems.
I agree with this, nothing to add honestly.
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Chaining windows in main building is only problem on this map. Love it as all Macmillans. Most balanced realm in the game overall.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668760#Comment_3668760
People doing streaks could just queue up in the casual queue.
Are we really going to discuss the downsides of a system that doesn't exist?
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Pig and Clown buffs are only things I'm interested in. I also started to think with what I should replace sloppy and Mangled addons and seems like it will be another gen slowdown, what is boring.
So nah, probably less interesting chapter in the last year for me.
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Super experienced player + strongest killers + strongest perks + strongest addons + hard tunneling + going against queue. Of course there is no chance to win it in 99% of lobbies. That's why i think we should have ranked and casual mode in the game.
But to be fair, something like 100+ wins on B/C tier killers only shows how bad most survivor players are and how poor matchmaking are.
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Same because some survivors tbaging in every pallet and exit gates for literally no reasons: some people are just miserable and extremely infantile.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667460#Comment_3667460
I read your post before, i have some problems with your suggestion tbh. Overall, i don't think reward for spreading hooks should be related with gen speed. Doing gens is boring and as a person who did 6k+ gens i just can't accept gens last any longer. I think, majority of community agree with this. But even besides it, i have some problems with your suggestion.
Gens would not be effected that much, just ballanced out. Survivors would do gens the same amount of time as they do it right now. Gens are just going slower in early game, but faster in late game.
1) This obligates killer to find all the survivors in order, and ignore all other survivors while he searches for "missing link", otherwise he will be punished. It's core issue, because it's nearly impossible. Sometimes i take 3 aura perks and just can't find one survivor whole game. For this suggestion we need completely delete stealth from the game and give to killer few aura perks basekit. I don't think anyone will be happy with it and it's nearly impossible with lockers in the game.
I get what you mean, but finding a survivor the second time is still not a bad thing for the system. Generators would simply be at the normal level or a slight benefit for survivors. Killing a survivor (lets say you can somehow only find this one survivor which is extremly rare) would then give survivors a boost. But killer already got one person out. Survivor suffered from slower genspeed anyway in early game. Its totally fair. Both have still decent winning chances, no matter how the killer decided to play the round. Thats why i like the idea.
2) Even with no stealth in a game and some aura perks basekit 20% penalty is just compensation for killer's time to find all survivors one by one, there is no reward at all. One thing just neutralizes other.
Basically the same as i said after 1). The killer is not forced to run any aura perks. They can still play as they want.Tunnel? Okay, do it, no problem. Killer will get someone out early on, but survivor will get faster gen speed quicker in the match. Tunnel by accident? Same story in green. Go for hooking everyone twice before killing off (no matter if by purpose or not) ? Great, you had the benefit as a killer to not loose all 5 gens due to that, and survivor had the benefit to play as 4 people much longer. Perfect trade.
3) Killer will punished with extra 5% to gens speed even after 4 unic hooks? What is the point of spreading them then?
They dont. When the killer hooks 4 different survivors, the genspeed would still have the penalty. (Also keep in mind that those numbers are not final. They are used to showcase the idea. If it is +5% or 0% or +10% is not relevant at that point - thats then ballance finetuning). Only stage 2 on a survivor would remove the repairspeed penalty.
4) I think that your suggestion will somehow okish on lowest MMR, where game is killer sided, but high MMR killers will be literally unplayable. There is no reward for spreading hooks as such, but a lot of punishment. In high MMR killer (it's better to say "against good survivors", since mmr is a pretty bad) should tunnel just to have a chance to win, and it's not even a guarented win and pretty risky. With your suggestion there will be literally no chance to win a game against strong survivors.
Every strategy is good with this system, and no strategy is overpowered (with MAYBe one exception of slugging, but this would probably force a anti slug meta by default). You can basically choose. Again, you can still tunnel, but you loose your adventage of slower repairspeed very early on. And when you tunnel - well, you had until stage 2 still slower gens. And when you kill one off, it gets evened out now. Killer had early game benefit, survivor have late game benefit while being in a difficult position.
About your points:
I like the Grim benefit in theory, BUT (of course there has to be a but :D) this is very hard to balllance. What would the survivors get in return? This is just a killer buff with no downside really.
Yeah, so overall it's something like this:
-> With new system you will be hard punished for using strongest strategy.
-> Well, so you give me something instead?
-> Yeah, of course, there is other strategy that will be impossible to implement in most matches. You also will be punished on top of it for not hard following this new strategy.
-> And what should i do? How should i play the game now?
-> Oh, just play how you want, you are still free to choose.
-> Yeah, choose in what way to suffer.
What would the survivors get in return? This is just a killer buff with no downside really.
Depends on what we are trying to do. Create alternative strategy to tunnel? Then nothing. Whole point of creating system which will alternate tunneling is take the pressure from one survivor's death and spread it on 4 alive survivors. Of course it's killer buff doesn't matter how you will look at it. BUT buffs, which work ONLY with spreading hooks, if we are following my suggestion. Killer doesn't feel like trowing the game with it, survivors are not tunneled so much. Everyone is happy, isn't it?
Make tunneling almost impossible and not viable strategy overall? Then give to survivors no collision with killer after unhook unless Cons Actions. But of course there should be even stronger buffs for killers to compensate it. But i think MMR should start working better before implementing it, because it probably will hurt low levels even harder than now with tunneling.
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No complains at all, love it on both sides. Slightly RNG sided, but once again:
I think you guys should reduce the spread between the theoretically possible number of pallets. It can't be 10 in one match and 20 in another on the same map. It should be at least between 12-15, it will be way easier to balance maps.
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One of the best rework. Very balanced now imo, but slightly RNG sided. There could be too little pallets or just too much.
I think you guys should reduce the spread between the theoretically possible number of pallets. It can't be 10 in one match and 20 in another on the same map. It should be at least between 12-15, it will be way easier to balance maps.
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If you guys add some loops in deadzones, it will be balanced. Now it's rare killer sided map, but not unwinnable, still can escape here with decent team.
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Can't say it's whoever sided, but somehow it's always raw matches here on both sides. Probably RNG sided and depends on killer who play as/against.
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Field near the tree could have at least one loop, other than that i have no problems. Love it on both sides.

