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jajay119

jajay119

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jajay119
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  • @Milo said:

    Currently only Dead Dawg Salloon if im correct.

    DDS was back online on Friday, on Series X anyway.

  • Considering most comments here are saying the map is more killer sided it's actually one of my favourites as a survivor. I like the aesthetic.

  • @blankfaced said:

    The killer just came out this week and you're already shouting for nerfs before you even take any time to learn how to survive against him?

    Go play him, do a few hundred Lery's trials and then formulate your conclusion. Don't do it after playing half a dozen matches against him.

    Didn't stop the 20 threads asking to buff him two days into general release

  • Seems like something that would be seen more in Fri 13th than DBD unfortunately.

  • @Torsti56 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2490843#Comment_2490843

    You mean finish ONE gen in 20 seconds. Tbh, Wraith is fine tho. Survivors should just adapt rather than complain about him.

    You cant really adapt to him hooking you then standing in doorways/gaps cloaked so you can't actually go anywhere once someone gets you off the hook.

  • I guess cause I play solo queue I don't see it from that angle.


    Perhaps they could decrease the likelihood of that realm actually spawning? Rather than get rid of offerings all together.

    Or perhaps offerings could become a 'multi selection' affair i.e burn this to increase the chance of going to Lerys or Midwich. I don't know how feasible that is though.

  • No because 'random' is clearly the same MacMillan and Blackwater swamp maps over and over again.

    Its actually a nice change of pace when you get somewhere new and offerings can do that.


    We all have maps we don't like. It's just a fact of the game. Midwich, RPD, Thompson house, Lerys and Hawkins are maps I don't like but it's just how it goes.

  • @realflashboss said:

    Out of about 100 games as a survivor i see maybe 2 keys ever being brought into game at most.

    Most people dont even like to bring them in. I even see more moris (still rare) than keys.

    I haven't seen anyone bring a key in the longest time. I have 5 sat in my inventory but I just don't use them. If I find one in a match I will but part of the experience for me is finding the hatch before the killer can close it.

  • I find self care more annoying. Especially when people insist on using it when I could heal them quicker. Also, the Lack of common sense with it too. There seems to be a massive increase of people who decide to self heal, or expect you to heal them right at the hook, as soon as you unhook them then the killer comes back, downs and hooks again. It's infuriating.

    NOED is pointless against Solo players imo if you go in assuming every killer has it. It's an unspoken rule now that you 99% the gates so if the EGC isn't a factor you just keep far away from whoever was downed to activate it for a minute so it wears off.

  • I very rarely go against Cheaters but when I do it's always so apparent what's happening. I went against a Clown yesterday who I'm convinced was cheating as he always knew where everyone was. I had Kindred equipped so it was really easy to see what was happening. As soon as he hooked or downed someone he would beeline straight for someone else who wouldn't have been readily visible if close or too far away to know where they were.


    I thought initially he may have the perk that lets you see all survivors for 4 seconds once one is hooked and changed my playstyle to match bit he still was able to come straight to me from the other side of the map even though I didn't run, so no hatch marks, and was hidden by multiple things so no direct line sight.


    Once I was sacrificed I had a look and lo and behold: No perks equipped and no offerings given for hexes. No one is that good naturally.

  • @illusion said:

    First, that would make the survivors unbalanced, as some have useless perks. Those survivors would never get played, and would stop people from buying them.

    Second, it gives to much information to the other side. If a player is playing a specific survivor, you know that they will be using that survivors good perks.

    Very true. I stopped playing as Adam because killers always anticipate his deliverance perk and it made it pointless.

  • I've always thought it odd Lerys doesn't have more upstairs space. If you go to he exit area you can see it's a two story building. Perhaps it was meant to be two story like Midwich or The game but they changed their mind.

  • Despite all the threads claiming he is under powered I have to say I agree. I play solo q and he is incredibly obnoxious to play against for me personally. On small maps he is quite unbearable too. The chains constantly attaching to you is nothing short of annoying and there being no safe way of using the box guarantees that he will always chase you if you're the one doing it. So you can either do the box and be hooked or not do the box and suffer a long drawn out match where doing anything is so drawn out it's just not enjoyable. I'm not one to condone DCing but I wouldn't blame people in solo q if they did.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464927#Comment_2464927

    Because people could suicide without even getting hooked. You don't even have a chance to unhook them or get points.

    They wouldn't have been hooked anyway. I think this is just to combat those god awful killers who decide to down three people and leave them there.

    Personally, I'd rather a recovery chance if you've been down for so long e.g. you heal to the point of needing help but then a skill check starts and you will randomly get back up if you complete them successfully.

  • Tinkerer isn't that bad if you know about it, in my opinion. Yes it adds a bit of time to your play, which is the entire point, but if you take time to have a look round when the gen gets to 70/80% you can normally get an idea if the killer is coming, hide closeby and wait for the the killer to run off.

    Theyre normally not willing to come back again even if they've kicked the gen and sent it back below the threshold so it activates tinkerer.


    A lot of stuff is honestly just awareness of what the killer could most likely be using and being extra vigilant towards it.

  • Killers would want to separate survivors to stop them grouping on gens too quickly.

  • I've had maps where I've done three gens by myself.


    I don't know what killers are doing but they're certainly not doing any sort of gen pressure. I'm not even talking the odd occasion - its happened a lot. I think some killers just need to get better at their gen pressure rather than constantly engaging in chases.


    More gens isn't the answer.

  • @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462512#Comment_2462512

    I actually do like this idea, but it's gotta move somewhere away from everyone. Cus like, yeah I get being camped sucks, but if the hook just spawns right next to the survivors you'd essentially just be giving them a free unhook which will remove pressure from them. If the hook would work like that then yeah something like this wouldn't be a bad idea. Essentially it'd function similar to a king of the hill style mechanic where in some games the hill will move away from the teams and force them all to move. Yeah thumbs up from me.

    Well PH's cages move the survivor to the furthest point on the map from the killer. The hooks should work the same. Survivors wouldn't know where that is until it's spawned: just as they don't with the cage.

  • @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458028#Comment_2458028

    Honestly I agree that something should be done, but I don't think there's anything they could in this game that's going to prevent camping other than just try to incentivize the majority of killers to leave hooks and go for chases instead. But even then, you will still get that one dick head who will still face camp for the lulz, even if you pause a hook state, you'll still get that one guy who will do it. There's literally no system that they could implement to stop it which honestly is kind of the cold hard truth when it comes to this whole situation.

    Every game has campers, EVERY GAME. World of Warcraft, an MMO-RPG has campers, even after Blizzard implemented a system to where if you killed a player, then they are worth 0 honor for a certain amount of time and that didn't even stop people from camping. There are people in every game where they don't care a out points or gold or rewards. To these dickheads their reward is making others suffer.

    Again it sucks, but there's nothing that can be done about it unfortunately.

    Make it so the hook moves if the killer has been within 5/10 metres and not in chase for 'x' amount of time.


    The hook moves with the survivor still on it. The killer and survivors then have to find the hook before the other.


    Think Pyramid Head's cages.

  • Gideon is the only decent indoor map and Dead Dawg adds a bit of variety to outdoor ones. I wish they'd hurry and come back.


    I'm so sick of the same MacMillan and Coldwind farm maps over and over again

  • @Mineguy said:

    We have so many different perks and after you reach rank 8 you only see the same perks over and over again just because they are the meta. This game needs a Perk cooldown mechanism.

    You use a Perk and this perk is blocked for the the next 4 rounds.

    As long as it applies to both killers and survivors.

  • @Okapi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2459392#Comment_2459392

    You're wrong. ST is leaving DBD because Netflix is ending all their game licensing deals. They want their IPs in games to be exclusive to the Netflix streaming service when games are added. The games streaming service is already in a beta test for Poland Netflix users and it comes with multiple ST games.

    I don't get this mentality. No one is going to stop playing DBD and try your service to play games just because they have the ST logo slapped on it, unless it's a DBD knockoff. But on the flipside, people who enjoy the DBD ST stuff may still dip into it. They're essentially saying 'no, thank you. We want less money'. Strange thing.

  • @GentlemanFridge said:

    There’s only 5 maps left in total that havent’t been modernised, spread over 3 realms.

    Lampkin Lane (Haddonfield)

    Pale Rose (Backwater Swamp)

    Grim Pantry (Backwater Swamp)

    Mother’s Dwelling (Red Forest)

    Temple of Purgation (Red Forest)

    With the Realm Beyond updates, they’ve sometimes done 2 realms in the same batch (Yamaoka + Badham, Autohaven + Ormond, Crotus Prenn + The Game). If things go as they’ve done before, i.e. no license barriers, it’s entirely possible we’ll see the Haddonfield overhaul combined with another realm’s overhaul.

    https://forum.deadbydaylight.com/en/discussion/comment/2460404#Comment_2460404

    I mean, yes, there’s always going to be a worst map. There’s a difference between the worst map being merely unfavourable, and the worst map being unwinnable, though.

    If rather them deal with the swamp levels first.


    I actually quite enjoy Haddonfield. It's got a great atmosphere and when I play on it killers don't seem to have much trouble in chases. The overall layout doesn't change that much so most killers seem to be able to prempt what survivors are going to do really well.

  • @Khar said:

    https://forum.deadbydaylight.com/en/discussion/244666/hook-camping-has-to-be-removed

    What's the killer incentive not to camp? There's a number of reasons a killer would want or even feel they need to.

    Because it risks getting the match some sooner with less kills? I play solo Q but I used to have kindred equipped a lot so I could see if the killer was camping and if they are you can pop gens pretty quickly without the need to stop or be cautious.

    I had a match a few days ago where a killer spent so much time tunnelling me and camping me all 5 gens got done. I used my deliverence perk to get off the first time and be chased. Someone got me off the second time and I was chased and by good fortune found the hatch and used it as I found a key in the match.


    The other three escaped so the killer got no BP for kills.


    There has been a noticeable increase lately in killers who do not, for whatever reason, apply gen pressure. I don't know what they are doing but If they upper their gen pressure game I have a feeling they would get more kills.


    Anyway in another thread I suggested that if he killer remains within a set distance of a hooks for too long the hook should relocate on the map with the survivor still hooked: just like how Pyramid Head's cages work. This way both survivors and killers would have to refind the hook making it fairer for everyone..

  • I do think now that it's been 5 years they need to do something to spice it up. Typical games would have released or just have been about release a sequel by now where they shake up the formula a bit. I think even though DBD is GAAS they should still try to keep it fresh. Unfortunately new chapters aren't doing that I don't feel.

  • Was this multiple matches?

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458012#Comment_2458012

    They did. It was called nerfing Moris. The same way keys are not an inherent part of the game, they are brought in to cause a distinct disadvantage for one side, Moris were the same. They nerfed one. They did not nerf the other.

    From what is said above about the OG moris, I don't quite think being able to down and kill someone instantly is on the same par as a key for which you need to have completed 'x' amount of gens and had to find the hatch which randomly spawns. The moris seemed way overpowered compared to keys. Moris now require at least one hook do they not? The post above said two but I have DEFINITELY been mori killed after only one. Both actions now require a prerequisite. I do think it's more balanced with the key still being harder to use effectively.

    I think the best course of action would be, like I said, to take keys off the bloodweb so you cannot ever go into a match with the aim of finding a hatch, you should only be able find a key in match and only.


    I'd say we could limit the hatch to just the person with the key... But then I think you have to be fair and open the 'should killers only get one/ Two moris per match?' argument.


    If killers don't want two or three survivors getting easy escapes then killers shouldnt get the same amount of easy deaths.

  • I think the zombies by and large are fine. As a survivor they honestly seem a little pointless most of the time. One thing I do think they need to work on though is consistency. Most of the time they don't react to you if they cannot see you or if you're not moving to close. However, other times they seem to know where you're hiding even if they can't see you. I was hiding between two rocks before and I heard it behind me and it cornered me in. Unless it was an unlucky spawn but its happened a few times.

  • How were moris nerfed? Genuine question, I'm not being funny. I had a match yesterday where the killer bumped off three survivors with a Mori. I'd be interested to know how they were different before..

  • Then when it unblocked survivors will just refuse to do it because they know the killer will be nearby.

  • That doesn't sound pleasant at all. Surprised they didn't just DC.

  • I really like Haddonfield, so no thank you.

  • Ideally if it were me in charge, if a killer camps for too long the hook should move to a different point on the map with the survivor still hooked. Like how Pyramid Head's traps work.


    That way the killers have to get to the hook again but so do the survivors and it gives everyone involved a chance.

  • @RodrigoL said:

    People are saying that if bhvr put a secondary objective it'll more dificult or boring and camping will be more constant, I disagre, I play solo and its boring see the gens go fast and sometimes I barely touch them, thats why I do totems, always with detective hunch, a secondary objective is nice for survivor, more things to do in a match, more diversity ...

    And as killer I wouldn't mind to get longer chases, and wouldn't camp because I'd have more time to try get the survivor ...

    Doing this the bp per match sould be inscreaced as well, to 45/55k making grinding a little bit less stressfull too ...

    I feel like those are the survivor equivalent of 4k killers though.


    I've lost count of how many times I've said this recently but secondary objectives like in Fri 13th would actually really enhance the game for me.


    I get bored of finding things like green keys and maps that are hardly ever useful in game without add ons. They could be replaced with having to find parts for gens etc.

  • Theyve already addressed they don't have a problem with it and that they feel its a valid play style.

    Its scummy... But then you just self sacrifice and help your team. Give what you get and move on. Don't let it get to you that's my philosophy. I don't seem to find the game anywhere near as stressful or annoying as many here do so it must be working lol.

    Sometimes it can even work out like it did on a Coldwind match against Ghost face yesterday where I was hooked right next to the gates and he wouldn't move. Someone still got me off and we got out. It was genuine squeaky bum time.

  • That's the issue. The game is for everyone - not just killers and it think that needs to be realised. 4ks should be when you have done exceptionally well. Not the norm. Just as matches where all 4 survivors escape are nowhere near the norm... Unless you're on SWF I guess but I always play solo Q and it's rare.

  • @Kate_Main_01 said:

    As others have said the answer lies in a few different things! The first being to use slowdown perks. The second being to not stay in a chase for so long unless you're certain you're going to get a hit/down in. Gen speeds are slower than they used to be. Tool boxes have been nerfed into oblivion - a purple tier toolbox with top grade add-ons doesn't even last for a single gen. Prove Thyself has been nerfed. Great skill checks have been nerfed into insignificance.

    That's not to say that these changes didn't need to happen (god, old toolboxes were so broken). But the point is that the devs have already nerfed gen progress as far as they feasibly can and have given Killers a variety of perks that they can run. Grind for the perks that fit your playstyle and apply them to your favorite Killer(s) and you'll do just fine. 😊

    Im so glad someone finally mentioned the tool boxes because in recent weeks I've really noticed a downturn with them. The colours make next to no difference anymore and all of them do about 20% there abouts max unless you have streetwise at purple rank.

  • I die way more than I escape. I'd say 60-40. I feel like some killers want 4k or it means they lost.

  • Slowing down gens isn't the right way to go. It just makes it more boring/ too difficult for solo q survivors or survivors left behind when others have been sacrificed.


    I play solo q but I still seem to spawn with at least one other survivor in every match despite no offerings. That needs fixing.

    I think survivors also need to take a more balanced approach. In recent matches I never work on a gen with two people already on it and i leave if a third person joins.

    I think secondary objectives should come into play to naturally elongate the match. This is one thing I've always felt Friday 13th had over DBD.

  • I wouldn't expect a killer to LET us do all 5 unless they made it clear we were going to farm some points first. This happened with a Demogorgon killer a few days ago. We ran round the map doing pallet breaks and vault grabs etc. It was quite fun actually.


    Maybe allow them to get three gens done and carry on as normal as it tends to be about three gens done when two killers are sacrificed a lot of the time. You deserve a chance too.

  • If we address this then we need to address the very overly generous hitboxes that killers have. Hits landing when they are nowhere near you or at the wrong angle where the their weapon visibly doesn't connect with your body/ through walls etc. There are things that work in the killers favour too.

  • Some killers have a one hit downer. Too many of them at the moment for my liking. But it is what it is.

  • I like the new corn. I could never lose a killer in the old corn so it felt pointless. It's achieves what it's meant to do now.

  • Keys should only be found in match (and only one per match - earlier today I had a Yamaoka map with two) and shouldn't be able to be purchased on the bloodweb. That's the only change I would make. That way getting a key isn't guaranteed at any time. If there is one, you have to find it, then complete enough gens to spawn the hatch, then find the hatch and then successfully find people (i don't go out my way to find people really) without being downed/hooked (which a killer will make an effort to do of they see you with a key). Actually a lot of effort goes into getting multiple people out of a hatch and it's often not worth it. Id rather just escape myself.

    The vast majority of time I've escaped using the hatch I've been being chased by the killer. Even if they've closed it and i had a key. Having to have a time limit to open it like totems or doors isn't fair to lone survivors for whom the hatch is for. It needs to be a fast escape to make up for the fact that 99% of the time if you're the last survivor there you aren't getting out because the doors take too goddamn long to open.

    A killer can run across a big map and back three times in the time it takes a lone survivor to open the doors - I know because the one time I managed to do it on the Yamaoka estate that's how many times the killer came back and just by good fortune didn't come close enough to see me.

  • I'm relatively new here, what do people mean by a 'sweaty match'?

  • It already feels impossible to escape a chase unless the killer decides to give up and you get lucky round some loops half the time. No thanks..


    Some players are great at evading the killer. I've sat and watched them on spectate in awe but they shouldn't be treated as the norm

  • You know what? I didn't even think to do that. If it happens again I'll check. Thanks.

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454863#Comment_2454863

    I never expected survivors to go easy, why would I? Their job is to win

    I wasn't implying you would personally but reading around here a lot of killers do seem to get super salty when you do objectives too quickly etc.


    I get it - especially if you have waited 10 mins for a match you don't want it over in 5 mins but it's hard to tell who wants what as a survivor at this point. Play styles that you think logical to other people seem toxic.

    in BT Comment by jajay119
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