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jajay119

jajay119

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jajay119
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  • I wish other people had made a thread about this before now.

  • On face value, I don't understand why anyone takes self care. It's so damn slow. CoH and Botany Knowledge are both far superior.

    However, there seems to have been a massive jump in survivors who will not heal

    .. so yeah. It's a vicious circle.

  • The new one is clearly modelled after the mobile version: had I not played that it would be more jarring.

    I prefer how the mobile menu has the survivor and killer silhouette showing though.

    I don't like how killer is above survivor though: it's always been before it so it doesn't track well visually for me.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2987834#Comment_2987834

    I guess people just want them to skin over the map, but I'm not sure if that would get them in trouble with Netflix or not. I don't see why it would, but I'm no lawyer. It was probably part of their agreement or something.

    Does the Map bare any relation to anything seen in the series?

    Apart from the main room with the growth on the wall its pretty generic 'lab' environment and could even be reused as part of the RE chapter as a NEST facility.

    Unless it directly looks like something shown on TV surely just not calling it Hawkins and moving it around a bit would be OK. I'm no lawyer though.

  • @jamally093 said:

    Simple Dead hard can be used once and that's it because the killer can just ignore it and your screwed as Prove thyself going on a gen and it's done way faster and is perfect for SWF three gen problems. I dislike Dead hard because it's just a waste of a perk slot it's a one use perk I don't get what people see in it I'm just sick of my teammates using the perk because the match ends up with them dead.

    I'm not overly a fan of what I call 'situational perks' i find them a bit of a waste and I've never really used Dead Hard because of this. I prefer perks that give you a more consistent experience throughout the map but each to their own.

  • I never used to like Hawkins but after the new map's theme seems to be 'creative bankruptcy' I'd love to have it back. It was, if nothing else, at least distinct in vibe.

  • I've played against him twice. No visual issues but can see it's going to be impossible to play in daytime.


    It achieves what it's meant to: even if the experience is largely boring and redundant. You can just hide till it ends as the killer doesnt even seem to be abke to find you well and you can see survivors running round so there's no real hindrance.

  • Have you seen the amount of people who don't crawl through the trails or torment or round the hag's marks? It's much higher than those who do.


    Just because things have counter play doesn't mean it gets used: these are two classic examples of this. But that's doesn't mean people shouldn't have a chance.


    The dredge's example is also flawed in my opinion as survivors also need to make themselves more disadvantaged to counter Dredge's teleport. Unless he bursts out a barred locker you cannot unbar it and use it to hide and thus deprive yourself of perks based around lockers like built to last. It's actually an excellent example of how things should be done.

    I argue that a lack of counter play is more of a cause of stale and uninteresting gameplay: Pyramid Head is a good example of how one side seeming to lack decent counter play can create an experience that many dislike.

  • @Jaxton2000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980137#Comment_2980137

    I'm asking why this scenario is even a thing, it's a time waster.

    Because it was an overzealous nerf BHVR made to stop 3 man escapes (valid complaint) which they said they were going to 'review again shortly' and never have.


    I guess it bites too much into their time for making more killers and survivors no one wants or asked for.

  • @tippy2k2 said:

    If you're getting killed with only a thousand BP from a Tombstone Myers, at least two people on your team fed him like crazy because to get to T3 Myers with Tombstone, I think it takes two survivors to be fully sapped on Stalker Juice plus a fuzz of Stalker Juice from a third player (or maybe when I've gotten TBM, I didn't sap every last drop out of the two players I stalked and it does only take two people).

    It's amazing how many survivors like to sit there and have a staring contest with Myers...

    Does being out of the line of sight in any way avoid his 'sapping'? Or is it a distance thing?


    I always wondered this.

  • Bills- they always seem to be the ones skulking round the map doing nothing.


    Bunny ear Feng-Min - always rushes to save in front if the killer, whilst injured and not running BT.

  • This 'rewards failure' argument is a complete nonsense and can, and has, also been applied to the hatch.

    The killer has to have hit someone to activate noed so its already not a 'failure' there.


    As a survivor main, I am fine with NOED. It doesn't need to go and it doesn't need to change. If a killer has played fair all match, not camped and tunnelled, to the point where 5 gens are done why shouldn't there be a late game boost like the hatch gives survivors?


    If survivors didn't constantly rush in for saves and get downed round the hook or trying to revive a player from the dying state NOED would lose a lot of power. Forcing survivors away from the doors for longer to find the totem and destroy it to make the match longer and more tense is NOED's exact purpose.


    If you are annoyed by it, don't engage in silly behaviour and rush in to a waiting killer to get downed. The vast majority of killers will not leave the first downed/hooked person because they know overconfident survivors running BT, DS and DH will come swarming. They hardly ever go to find and protect the hex. So get yourself and your team mates on the search for the hex and leave the other survivor downed or hooked for as long as possible, find the bones and remove the power. It's honestly not a big deal.


    I talk a lot about player attitudes being the biggest issue here and this is one of them.

  • To me locking her blink trajectory would be better. I think it used to be linked this, but now it seems like whichever direction you run in to evade she can get you.

  • Actually I'm going to change my options to :

    Plague, Bubba and Huntress.


    I can cope with Nurse as she isn't that popular. Neither is Plague but I can't cope with the vomiting noises.

  • Nurse, Bubba, Huntress.


    A while ago it would have been:


    Bubba, Wraith and Spirit... funny how things change.

  • Don't really see why David would hack for kills to count as survives . You'd hack to win.


    There is an increasing issue with killers getting animation locked. Probably that.

  • Dead hard isn't fair when 3 people bring it.... but neither is camping and tunnelling. Until survivors perceive that type of behaviour reduced or addressed they will keep bringing it.

    I've never really used dead heard. Can't be bothered wasting a slot on it but I see why other people bring it when we have consistent matches where killers face camp at 5 gens.

    'NERFING THE META' is an exercise in BHVR looking like they're doing something when they're not. If all the meta gets changed or nerfed it will still be the meta just in a new way. BHVR really need to be looking at why so many more survivors are using DH now and why so many killers feel the need to bring regression perks and camp. But that's ACTUALLY doing something to improve the QOL and that would take far too much time from incessantly creating new killers and survivors that no one wants or has asked for.

  • They said they were going to review the hatch shortly after they nerfed it. Still waiting.


    It shouldn't be as it was. But how it is now is entirely pointless. Killers find it way to easily. Its too hard for survivors to find so taking a key is pointless.


    I legit have 32 keys on my felix main that I just never bother to use.

  • I disagree with that one, way too OP.

  • Why are you choosing to remain in a glitched match?

  • This really irritates me. Especially if you're going to play like this and not pack BT or Guardian.

    As a solo queue survivor, I'm honestly infavour of a killer perk that denies unhooking for 'x' amount of time at this point.

    Kinda like dead man's switch but for hooks. It would stop this stupid behaviour but also camping because killers can go off knowing someone isn't going to be unhooked the SECOND they turn around.

  • A survivor needs more awareness of their surroundings. So third person is better.


    A killer needs a more detailed vision of their immediate area, so better in first person.


    Playing survivor in first person would be atrocious - here have a face full of generator for ages and nothing else. Dead Hard pass.

  • Oh great, my most hated map just got worse.

  • NOED is extremely strong... when idiot arrogant survivors run for the save in masses when they know its active.

    I've had so many teams go down this way.


    If you want NOED to be lacking in power, leave the hook and find the bone.

  • @thrawn3054 said:

    I can't wait for DH to be nerfed. Killers will finally stop bitching about it then.

    They'll find something else in the constant race to realise their expectation of a 4k for every match. They always have, always will.


    Funny how a lot of advice in this thread such as 'anticipate it', 'adapt to it' and essentially 'git gud' are causing such umbridge yet they're the go to comments when the situation is flipped.

    Dead hard doesn't need a nerf. What does need to happen is examining the reasons why DH, and by extension Borrowed Time, both of which give you the fabled 'third health state', are being used more now than before....and we all know why that is. Change in attitude needs to happen on both sides but that won't happen because "camping and tunnelling is a valid and developer approved tactic"... well so is using DH to avoid that when you perceive it to be happening to you.

    This is the real situation that needs addressing. It's bigger than one or two perks.

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/2961957#Comment_2961957

    Worthwhile to do as a secondary for who? Survivors or Pinhead?

    Because survivors really need to stop Chain Hunts.

    I would agree that if Pinhead finds the box, or makes a survivor drop it, then it needs to stay gone for longer before respawning.

    For both in this instance, which I feel can easily be done.

    You may need to do it to stop chainhunts but hardly anyone ever does because no one wants to give PH the free down solving the box gives him. Unless you're excellent at looping or PH chooses not to teleport, which is hardly ever, you're going down and getting hooked.

    I've suggested before that there needs to be a designated box solver, who has a limited amount of time to get to the box, and who changes every time the box spawns in, to solve the box without Pinhead being able to freeze you in place. He could still teleport or the box could spawn quicker to compensate

    It would only apply if the chain hunt hasn't started yet.


    But as it stands a tweek is needed because the sheet amount of people who just grind through the chain hunt and don't bother with the box or who simply DC when they see who the killer is has become beyond a joke at the moment. Its why PH hardly gets chosen imo.

  • @KerJuice said:

    Curious- do you lobby dodge when you see one in the lobby? If so, why?

    I'm a Felix main and I have COH sometimes and have been I'm matches with other Michaela players who haven't brought boons. Seems a bit illogical to do this imo.

  • I'm fine for him to get some sort of buff


    But the box needs a nerf/change to make it actually worthwhile to do as a secondary.

  • The one that gets me most is *Downed but not been hooked once yet*

    disconnects


    Like, seriously what is all that about?

  • This was what made me stop using Deliverance. Every time you unhook and start to run you got frozen for a fraction of time but it could be just enough to get downed again and it was really annoying. It was happening for ages a while ago, don't know if it's fixed now.

  • There is so much going on with the game at the moment. I've noticed in some recent matches the hatch barely makes any noise anymore whilst open even when right next to it.

    The clowns bottles can be heard all over the map by contrast.

    Yesterday I had a match against a Pinhead whose chain hunt carried on after the box had been solved, later on didn't work despite the chain hunt being visibly active on the screen and when it did kick back in again it was way faster than normal to point of not being able to break all chains before more attached.

    Stopping healing people makes a noise as if you've missed a skill check even when you haven't (I don't know if this is part of a recent rework though)

  • Killer:

    -Hexes are uncleasable or unlessable for 120 seconds at the beginning of each match.

    -Killers can rehex totems rather than just break them as planned. The more they're re hexed the quicker they are to cleanse.


    Survivor:

    -Some sort of buff to either the hatch or doors for the final remaining survivor e.g. base left behind but it only activates when and if the killer chooses to close it making keys more worth while.

    - Deliverance to be usable still during the second stage of the sacrifice.

    -a chance for one survivor to be able to recover from the dying state if all survivors in the map are downed.

    -BT as basekit, or some equivalent, when a killer has been close to the hook for 'x' amount of time.

    -Kindred, minus the ability to see the killer's aura, to be base kit or status icons for survivors when someone is hooked.

    - Secondary objective for every match, not killer based.


    QoL improvements:

    - The ability to press the run and crouch button rather than hold it as with other actions and to mirror the mobile version.


    - a look behind feature when in chase, again like the mobile version.

    -more varied customisation options e.g. hair, hat, glasses all equippable separately rather than preset heads.

    -'buy all' feature for the blood Web.

    - more maps and map variations. Better map randomiser. I'm sick of getting nothing but Macmillan estate and Autohaven wreckers repeatedly.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958318#Comment_2958318

    But the last survivor has already the chance of escaping through hatch and if killer closes it the survivor still has the chance to escape through one of the two gates that the killer has to patrol.

    As someone who plays exclusively Solo Q and who ends up as the last one a lot, the hatch and the gates are, in my opinion, largely underpowered for final survivors imo. The VAST majority of times I have been the last survivor in a match the killer has found the hatch before me sometimes within about 10-15 seconds of it spawning in. Even if you have a key, once it is closed its hard to find.


    Furthermore the gates take too long to open as the sole survivor. I've been playing the game for 4 years and I can legit count the amount of times I've escaped through the doors (when the killer hasn't allowed it) on just about two hands.


    I could use the same argument that the killer has a chance to kill the final survivor by hooking them. But the New mori makes it easier for them to do so. Sole survivors should receive something similar... even if its just an adapted left behind so you can see the hatch once closed by the killer just in case you have a key etc.

  • Thanks for the summary. Not really fussed about many of the announcements. I think they're all a bit beige.

    I don't mind Moris for final survivors becoming base kit.. but I do think it need to be compensated equally with a buff for the final survivor to have a better chance of getting out. Especially if its now a case of once you're down, you're done.


    They say they've been listening to the community but this has been asked for A LOT and it's not an outrageous request imo.

  • NOED doesn't need a nerf. Survivors just need to stop acting like Idiots running for saves when they know its active and actually seek and cleanse the totem.


    There is nothing more annoying than getting to the point in a match where NOED csn activate and three people go down because they get too cocky.

  • I think Killers should just be able to rekindle them as long as they're happy to take the time to do so.

    Killer rekindling should take half the time of survivor cleansing because 'black magic stronger thwn light magic' or whatever.

    It's only the same as Pentimento anyway.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2942243#Comment_2942243

    Huh? there is no strategical value in suiciding, it's just... literally killing themselves, and other survivors in extent, not like it helps them unless they are last two survivors.

    It's seriously hurting *survivors* much more than it does for killers, and it's definitely worse than slugging in that matter.


    My post was quite sarcastic/satirical in nature, however:

    The strategic value is not sitting on a hook staring at a camper for however long it takes you to bleed out while your team mates unknowingly come to your aid and get downed/ left on the floor or run off and do gens.


    Is a strategy valuable to the team at large? No. Its a personal 'selfish' strategy that allows you to get into another match quicker where you can do more than wait for the three inevitable skill checks you have to do before you can die. But, the feature is is the game so its 'valid' and 'developer' approved.

    The point i was making, via sarcasm which obviously didnt come across well so I apologise, is this DOES need addressing as it is boring and it does negatively impact people on the map - but so does slugging and leaving people downed. However, when you suggest the latter needs tweeking you're met with constant shouts of 'valid tactics' and 'developer approved' mainly from one audience, as ive noticed. As if that means it doesn't need to be tweaked when we all know there are many 'developer approved' things that need tweeking which are negatively impacting the experience at the moment.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2942237#Comment_2942237

    What, I'm pretty sure it's realistically hurting the game much more than slugs, as it can easily break game at their will without any repercussions.

    Its a 'valid' and 'developer approved' strategy... so obviously it needs no tweeking. Wouldn't be surprised if that excuse only works for killer mains though. (Not aimed specifically at you btw - just an observation at how these types of conversations seem to go round here).

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2942210#Comment_2942210

    And this behavior does not NEED to be "discouraged". It is a legitimate and DEVELOPER APPROVED tactic. You are not required to pick someone up. There are perks like Deerstalker and Knock Out in the game SPECIFICALLY for people that WANT to slug.

    I hope those cherries you picked are lovely and juicy.

  • Well, the act of slugging multiple players and letting them bleed out is also a dick move.


    If it doesn't count as a sacrifice then that is rightly so as the killer didn't complete the process. They chose to walk away and leave someone.


    The whole point in something like this is to deter the killer from this type of behaviour. Not encourage it.

  • I don't agree because this would undoubtedly count as a kill win for the killer and reinforce this type of behaviour rather than discourage it.

    There needs to be some kind of change to allow survivors a chance to get back up (and no 'bring in tenacity, soul guard or unbreakable' is not a valid argument here) such as implement a continuous skill check, like the new killer one as gens are about to be completed, which activates for the first downed killer only once per match after a certain amount of time on the ground and when all remaining survivors have been downed which can give a chance to get back up.

    This gives an in built chance to counter the slugging and bleed out trend, but not an immediate one. It has strict conditions of use. The above mentioned skills can still be brought in as they allow more 'immediate' returns. Just how people in another thread making Kindred base kit of SoloQ but without the killer aura being shown, for which you'd still need the perk

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2939557#Comment_2939557

    What is the killer answer to 4 survivors splitting up at the start and tunneling gens?

    Patrolling and gen pressure.


    We can't be complaining about survivors spawning together and all jumping on a gen to get it done in 30 seconds, and then complaining about all 4 survivors working on 4 gens separately which takes significantly more time. You might as well just say you want survivors to stand still and let you hit them. What else are they supposed to do? Especially when the game has no in built mechanic to see what others are doing when not on a SWF.

  • I've gone against 4 pigs In recent days and all got a 4K. I think she is a 'hard' killer in that you really have to spend time knowing how to use her but those that do main her are very effective from my experience.

  • OK, so random thread.... BUT... in my mind survivors who are part of the entity's trials are probably physically locked so they do not age or change physically etc whilst the entity has then captive.


    The same premise was true in Mortal Kombat at one point where the combatants didn't age throught their time linked to the tournament, I think the same thing would happen here. So no I don't think anyone would be able to get pregnant.

  • I play solo Q and its been fine... unless I'm just used to how bad it is compared to SWF lol.

    I have been running Kindred on my matches recently so that helps a lot.

  • I like it but there are definite tweaks needed:

    More upstairs gens like the original.

    More distance between hooks on the main road: there are like 4 within about 20 steps of each other on some variations..

    Removing some of the absolute ass useless palates.

  • @Somna said:

    I love how the new Haddonfield is so far. It's harder to tell which 3 gens to work on first though. Also still learning where all the totem spawns are (blocked one not included).

    https://forum.deadbydaylight.com/en/discussion/comment/2935115#Comment_2935115

    I've seen at least one basement gen every time I've gone in, so not sure what you're referring to, but the upstairs are either for tricking the killer into chasing you into a vault, using Balanced Landing, or for the Boil Over users to go down at. I'm pretty sure there are some totem spawns upstairs too. At least one of the upstairs does have a hook, however.

    The only basement on any of the maps I've been on is the basement hooks in the strode house. Literally no other houses have basements and the dedicated basement house building present in the old version (the one where you can go down in the garage and come back up inside the house on the opposite side) is gone completely being replaced with the closed off yellow building of a similar shape in all matches I've had.

  • QoL improvements

    A dedication to designing more maps and more varied ones at that.

    Secondary objectives

    Better customisation for characters e.g. be able to customise hair, hats, face etc. Individually.

    Hatch rework that was promised when it was initially nerfed so it's not entirely pointless most of the time.

  • There are definitely more toxic survivors than killers. Like I do not get the mentality of waiting in the exit zone to tea bag... especially when a lot of the time many survivors that do it absolutely do not deserve the attitude. I've seen so many of them on my teams who do this despite escaping by the skin of their teeth and it makes me annoyed that i wasted my time to go save them and deprived the killer of their win.


    As a killer I'm pretty low stress too. I'm not good at it and that's fine. But Survivors will latch on to this and try to take advantage of it like SWF groups body blocking me and multi blinding me and what not....its like, guys I'm a newb killer anyway. Why bother? I'll get a 2k max If I'm lucky... and I think this is where the animosity comes from. Another time, in another match I had 2 sacrifices and one Nea was pretty good at looping me. I had NOED (again, I'm a newb, I need it) and managed to down both her and a Meg at the exit gates before theyd been opened. I hooked the Nea, then carried the Meg over and gave her enough time wriggle off to unhook the Nea as on reflection i felt she deserved the escape. So the meg unhooks her, I had a nice nod moment with the Nea and let her go. The Meg also left but went to the other gates and deliberately stood there to give me the run around and wait for me to see her leave... but I was clearly going to let her go anyway. I could have hooked her and got 4k. I don't get this mentality and again it's why killers are choosing less and less to have a good time with survivors... because often they're dicks about it.


    Survivors shouldn't be able to be this cocky against the killer. I blame SWF for a lot of it. I play mainly solo q and it feels more true to what a survivor experience should be like.

  • @ThatOneDemoPlayer said:

    Mary's Letter is the Map Offering, not the Map itself

    If the offering has been removed, so has the map.

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