ryokoryu
ryokoryu
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- Username
- ryokoryu
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Comments
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@Gary_Coleman said:
That's from a perk.
That perk activates once as soon as you get hit, they are running in circles a bit leaving blood and scratchmarks during melee cooldown
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Today happening to me right now.
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Wow this is still happening, just had a match on the game where every time I used vile purge on a survivor playing the nea it went right through her without damage and on the others it would do this on pallet vaults and drops going right through their model with no effect. the nea also would not get hit by the normal purge.
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@shiroo said:
https://forum.deadbydaylight.com/en/discussion/346994/hook-deadzones
Someone was trying to get value out of a perk. What's your point?
Boil over is rarely useful recently especially that majority of the time hooks are 5 steps away from each other. Even when I try to die near a broken hook there's another one just around the corner.
Also...
If survivors can have dead zones with no pallets or tiles then why killers can't?
EDIT: Also if you are aware of a dead zone and you see a survivor running there knowing they have BO, maybe drop the chase and go for someone else? Or just slug.
I actually recently had a funny and goofy game with a SWF, all with no mither and boil over, all running to the corner of the map. It ended with all of them being slugged in that corner and playing DBD version of whack a mole when they were trying to pick themselves up xD it was hilarious.
you obviously missed some things in reading 1, this wasn't them going down in the same deadzone this was 3 of them in the same SMALL map, Secondly assuming a 1-1 comparison between 2 sides in asymmetrical game like DBD is error, counterplay should be a factor, survivors always having loops in every place on a map would be overpowered. Equally skilled killers to survivors especially with voice chat which the game is not balanced around then more times than not a loop will equal enough time wasted for most killers to lose a gen. your thinking in terms of 1v1. in Asymetrical games balance means that the team as a whole should match the strength of the one on the other side. if you eliminate deadzones for survivors then you have to eliminate strong tiles also to balance it out. As I said above I am not looking to eliminate all deadzones, just a way to ensure that on such a small map especially one that is survivor sided heavily without them to not have 3.
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yeah there wasn't time to slug em all, the first wiggle lost me 2 gens with no pressure the second down was slugged and got up with exponential boon and the third down with no hook lost em 2 more gens, Literally useless advice when the only way to figure that out is to know it's a deadzone before trying to make it to a hook which is only a second out of range. Might have been doable with 1 deadzone, maybe with 2 but 3 is just not possible to intelligently play against especially when they know where they are and just run there and stand still. This all forgets the entire purpose of this thread in the first place and that's addressing the issue of this being possible in the first place. 1 deadzone I can see, 2 is pushing it and 3 is ridiculous and the purpose here has been hijacked by attacks on my account of the situation or advice that would require precognicient knowledge which the gaem does not give the time to fill. Post-patch 6.1 resulted in gen rush teams being even faster than before and 3 seperate deadzones and survivors who know before hand where they are and running directly there and stopping particularly when the first incident occurred well before the time it would have taken me to explore the map to even figure that out and all this with no offering to make hooks spawn differently is beyond just bad RNG. This thread exists to discuss solutions and bad advice isn't solutions and slugging in a map like the game when exponential is in play is also not viable.
@BradQuackson said:
unlucky spawns bro, legit just slug around it and its still strong, you can get 3 people off gens minimum lol
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@RaSavage42 said:
What were the Offerings used... if any?
Flan, Puzzle piece none, none, Survivor pudding
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@dugman said:
With Pain Resonance being a top killer perk at the moment, I'm surprised more survivors aren't running Breakdown plus maybe some Saboteur with the toolbox add-on that makes it take 45 seconds for a sabotaged hook to come back. I could easily imagine situations where a killer simply has no Scourge Hooks around for a good portion of a match if survivors actively ran Breakdown and surgically sabotaged the Scourge Hooks.
If Residual Manifest's Blindness lasted longer it could be an interesting counter to Pain Resonance too since Blindness hides Scourge Hook auras when the killer is carrying someone. Unfortunately (or fortunately for me as a killer main) the Blindness only lasts 30 seconds so if you get blinded at a pallet, for instance, odds are pretty good the Blindness will expire before you actually carry anybody. (And if you get blinded while carrying someone you've already dropped the person so not seeing the hooks doesn't really matter at that point.)
Generally speaking I will remember my scourge hooks locations reasonably well and can get there without the aura but nobody ever denies me hook auras so.
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No, it's the game map, the one u can get to using a puzzle piece offering
@HugTheHag said:
Midwich can easily have deadzones, if that's the map you're talking about. The hook and gens spawns on this map are not the best.
I once had a game with 2 survivors with Boil Over and really bad hook spawns, I think I had 6 or 7 times a survivor escaping my grasp. I did prevail with a 4K in the end, as I was with Hag and Midwich is easy to web, so I could afford to try and hook them since my gen pressure was not that bad.
We did have a laugh about those wiggle-out in the postgame chat, as they clearly saw me confused about the hooks.
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@Bot_Salvo88 said:
If only one person had boil over, you could've gone for the others. Like you said, there was no sabo either, so it was much easier to hook somebody else.
Other solution would be to bleed out the only person that gave you problems, but that's not ideal.
The smart thing is to always ignore who's trying to take your attention and go for other players who will definetly be on gens and weaker targets.
it wasn't only the one person I downed, I downed every one of them and the flashlight person I downed twice, she was not the one with boil over. the boil over one I dropped when I picked her up because I saw the boil over debuff pop up on my HUD and knew I couldn't get the first person to the hook. I left her there to bleed, she picked herself up in the boon which was close by, I hit all of them at the gen I hit her at the same gen they were all on in main area and I knew their boon was near by (Just over the first deadzone) there were 3 different deadzones on that map in the downstairs area and every single one of them except the david ran directly to one and stood their defiantly and waited for the down because they knew where they were. there was a total of 4 hooks in the downstairs area. each deadzone I had no hooks in range without the boil over complication, If it had meant anything I would say luckily I only had her down once but considering I had only 1 hook for 4 downs and none of it was wasted time looping and mind gaming but rather them just knowing there was deadzones and knowing where they were.
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@Kasamsky said:
Has anyone figured out what X means?
X are the 2 hooks I got
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@Persephone_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3184141#Comment_3184141
No Pop + Eruption alone won't do much, you will still need the downs and hooks. Through those you create pressure and force people off of gens. This is why I suggested adding some perks that help you in chase and pair well with Freddy's chase kit (both version of which are not amazing but can do the job).
As I said if your account and timings are as it happened there is also still the chance you versed subtle cheaters. It feels like that is what you want us to say but it's difficult to do so without a video. If you feel like this happens to you a lot, then it might be worth recording tour matches and watching the back as it usually allows for some better insight into how long things really took - plus they can be used for evidence to submit to Behaviour as well.
The issue with your text wasn't exactly the length but rather the lack of structure. Try to include some paragraphs and put the relevant information at the top of the text. That also allows you to keep your descriptions a bit shorter and more on point.
Yeah I get about 1-2 iffy matches every 3 days and I have caught a couple cheaters on video that I have submitted. One where a Jill player was outrunning my legion in power after slamming a pallet without stunning me then running around the wall with me hot on her heels just a bit slower only to vault that pallet on the way around and trigger lithe. every time I chased her she outran my power, I don't use add-on's for legion as it makes it less fun. One instance is was a Bubbuh that went off to the left past me when I was creeping up for a hook, I watched him go in one structure a ways off away from the hook, I ran up to unhook and his terror radius suddenly was back in full force as he came out of the structure the hook was at. I get determined to catch them on video sometimes it's little things possibly accountable to server latency but it happens a few days go by I forget to record every match and then it happens again. The iffy things I tend to find is where someone's hurt, running from me and I hear their pains following them around a corner and their sounds suddenly stop and their trail ends in 3 drops of blood and no trail off. another one is when I will chase people and they will consistently rubberband when I am about to hit them.
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@Persephone_ said:
I think that description would be a lot easier to read if you stated your killer at the beginning (we have several that can teleport) and had used the survivor character names rather than describing them. Just for.your information, the post was honestly a little difficult to read although I appreciate your map artwork. :)
If your sense of time is absolutely correct then its possible you faced subtle cheaters that sped up gen times for them (and activated Mettle prematurely). However, it is well possible to hit frame perfect dead hard (no animation) against killers that don't wait it out. I'm not the best survivor and against some killers I managed to do so several times in a match.
Other than not being able to rule out cheaters in this case, it sounds like you are relying a lot on a hit-and-run playstyle which can be quite difficult to pull of in the current meta. Some killers have suffered from this massively and Freddy is one of them as his basekit does a lot of stuff but none of it extremely well. Try to end chases more as you are also being perks like Eruption that will only help you when you end a chase. If you need, use some perks that help you with this, like Enduring + Spirit Fury (combined with the pools as slowdown this can be scary) or Save The Best for Last.
Freddy is also still a good user of Pop, pair this with Eruption for more reliable slowdown. Again both perks rely on you getting downs and hooks though so you need to commit to chases..
I literally had gens at 0 progress popping in the time it took me to walk through main building I had only the opportunity to kick 2 gens in the whole match which had next to no progress on them and regressed to 0. Pop would have done nothing this match. I appreciate the read though as I know wall of text can intimidate. I put as much detail as I could in there. Honestly if 1 person can do a gen in the time it takes to walk from 4 to the west side of main then there would be no way to win as killer at all. it wasn't slow methodical moving either I moved straight there to try to catch them coming out of basement but they were healing just the other side of the wall.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3184059#Comment_3184059
I am, uh, not reading all of that.
I'm gonna need some spaces chief.
In terms of your map lay-out posted above, Eyrie is not an easy map to play on for Killer. I'd, personally, try to hold gens 5, 6 and 7.
The back of the main building is usually not as pallet dense as the rest of the map. I'd also do my absolute damndest to get a hook near those gens. If I can camp someone to 2nd stage before any of those gens pop, I can win.
in tha tyou would have found that I was at 7 went through the main building checking 6 and 5 on my way through to 4 and by the time I got to 4 7 was popping.
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@danielmaster87 said:
It looks like, as usual, they can do the 1-2 middle gens and then the map is completely split. Can't do anything if that happens. This isn't even going into the strong pallets and structures that spawned.
you posted before all the info was in
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all the comments that come before the description that were not there when I posted the description
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So this is a rough idea of the gen setup starting survivor locations which I had because of Lethal Pursuer they all head for gen 4 I head there the top-most survivor teabags and is the one holding the toolbox, I hit her and they all scatter and I follow her and down her next to the topmost X she pre-dropped 2 pallets on the way there. I down her and hook her and on BBQ see that gen 5 and 6 each have someone on it. I get to gen 5 just as my teleport comes online or I would have used it before. I hit the one on gen 5 who proceeds to run into the rafters so I kick gen 5 and go to 6 faking a teleport to gen 7 in case someone hid in a locker for BBQ and whack the person there. this is the jane who I will call tank girl here on out so I kick the gen and she runs to the structure to the east of 6 and as I am kicking the gen the first rescue happens. Tank girl pre-drops the pallet and I fake come on that side and she vaults I beat her to the other side and while still in vault animation I hit her dead hard. I can chalk this up to latency easily enough. she runs off I break the pallet and she is now in a rock formation to the north with a pallet in it and I decide better to not chase her there as there is another pallet then a structure with a pallet on the way to gen 4 so I head north into the main building from the eastern door, see gen 5 is still regressing so I break the north east door, turn around to go check gen 7 and who drops down right in front of me but the first one I hit at gen 5 who I swing and hit reactionarily and she bursts off with both hit speed and balanced landing speed, vaults west window and I break the door. No blood and no scratch marks on the other side so I head to gen 7. nobody there so I head to gen 4 because I am sure that tank girl is probably there fixing it. I pass gen 6 and it's fully regressed I look at gen 5 as I pass through MB and it's fully regressed too. Keep in mind I just left gen 7 and it had no progress at all. I make it to gen 4 and gen 7 pops. and gen 4 has no progress. ######### I say to myself. I head back through main building to gen 6 just in case they went right for the closest. Both have no progress so I teleport to gen 2. No progress hit gen 1 and then half way to gen 3 from gen 1 gen 2 pops. wow I think to myself so I head east and find tank girl. Hit her about a line south and a bit east of the first hook, she runs through the pallet just to the south west of us and pre-drops it. I chase her her around it cutting her off and keep in mind she is the only one I have seen at this point. I hit her and white aura, ok I think to myself, dead hard again and look at the hud. Not deadhard, Metal of Man. She hasn't taken a single protection hit this whole game and she has this. she runs down to the west window and vaults it, keep in mind the door next to it is broken so I follow her through and wait a moment to bait her dead hard. she runs at me and credit to her fakes it then hits it pixel perfect with no dead hard animation, just the white aura and now deep wounds but I still feel cheated as I didn't know she had MoM yet I found this out after the game and still feel cheated as it worked without taking protection hits. so she decided with this hit to go around me and take the south-west stairs in main, tries to stair tech me dropping down and expecting me to drop al the way but I don't even bother dropping, I just turn around and hit her as she comes back up the stairs and hook her in basement. I expect a gen pop about this time but it doesn't come. I go to gen 6 and 4 after checking on 5 pretty sure that 1 or 3 are gonna pop and figuring I will teleport to the other one when it does, it should be noted that I am used to not seeing auras with BBQ because of gen position opposite me when repairing blocking auras. Also lockers hide auras I rarely see auras past the first couple teleports to gens using it. So I head to gen 3 then head to gen 1, teleport to gen 4 and none of them have progress. I head back towards main in time to see the rescue. I head there and see the auras of 3 survivors healing just outside main building on the south-west corner so I head out west side door and find 2 others healing tank girl, I whack them both and gen 4 pops. This means one person (Toolbox Girl) fixed a whole gen in the time it took me to walk from gen 4 through main to the SW corner of main. Tank Girl and the first healer I hit went north so I chase healer 2 who went south and around east. she runs to a rock structure with a lappet and starts trying to loop it and I figure I haven't got time for this (I didn't spend time getting looped here I just left) and try to see if I can see heal auras to the north Gen 3 pops as I am working my way through main building towards it and there is no way even with 3 of them they should have had time to get gen 4 done and even get to gen 3 AND fix it.
At this point I am certain I have been cheated out of a good game but I find toolbox girl and hit her, she runs off to gen 1 and at this point I just want her to die because there is no way she is legit. I down her in shack after she drops the pallet there and blocks her window and in the mean time the only gen that feels like a legit gen pops off as it took a while to down toolbox girl. and pick her up, the closes hook sits in between shack and gen 3 so I head there. in comes all 3 of the rest of them to body block the hook, never even got to hook toolbox girl.
The perks. Toolbox Girl :Claudette Morell, Botany knowledge, self care, empathy, deliverance
Tank Girl: Nea Carlson default skin, Flip Flop, Dead Hard, Metal of Man, Unbreakable
Other survivor 1: Nea Carlson with a bright neon shirt skin running a typical pre-6.1 build. Spine chill, Dead Hard, Decisive Strike, Unbreakable
Other Survivor 2: Meg Thomas sporting the same pre-6.1 build
Me, Freddy, Lethal Pursuer, A Nurser Calling, Barbecue and Chilly, Eruption. Addons Pill Bottle, Swing Chains.
Items brought by survivors, 1 brown un-adorned toolbox
offerings Map offering Aery of Crows x4 Survivor Pudding
This can't be a legit game
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inc full story wall of text warning apparently it's too long for one post
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/3177239#Comment_3177239
Gratuitously insulting someone is a great way to start a discussion and shows great maturity.
as is starting your arguments or debates with the pre-supposition that someone hasn't been hooked because they're bad.
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if you know what you're doing it's easy to lose killers there. it's one of my best maps as survivor. I can lose killers so often here which I almost never do and the invisi-bushes have allowed me to occupy killers for 4 gens. A ton of my friends in SWF constantly to the same thing and once a killer kills someone we all know where we can go down and not get hooked. you have to play the map differently than most and similarly to swamp.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/345519/midwich-and-the-game-hooks-pls
I agree midwitch hooks are just HORRIBLE for killers. Still. I think it's good.
Why do I think it's good even though it's clearly worst hook-spawn map in whole game? And sometimes (if you have exceptionally bad RNG) you literally cannot hook someone in some specific spot?
Because apart from hooks - this map has EVERYTHING going for a killer. It's small. Has loooong hallways that are quite narrow, bad visibility, low amount of loopable objects (and no strong objects ever) and only a few good pallets (yes there are 2 guaranteed god pallets) and most of the drops are free hit for killer. The map has statistically highest kill-rate out of all the maps in whole game. There are very good reasons for this. It's absolute nightmare to play as survivor.
The best thing that could happen to this map would actually be to scrap it altogether. Remake it to something more sensible - same way as headonfield.
Not accurate. Tons of places to hide, those safe window vaults and most of the pallets are safe with long arounds. Usually only 1 or 2 have short arounds to be exploited.
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@White_Owl said:
If you have never been hooked, it's probably your fault everyone's dead. You should take the heat off of other survivors in difficulty.
That aside I agree with those that say it would just be a waste of time. Just give survivors a bonus BP score for being the last.
you mean you've never been ignored by the killer to the detriment of your team, or been the guy that ran the killer enough they refuse to chase you until the others have died? you must be exceptionally mediocre and depending on point of view lucky or unlucky.
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I literally have no idea what your talking about because of the way you phrase those statements. What roof of where and also try to put complete ideas in your sentences rather than half an idea and expect people to fill the rest in.
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no it was my mouse not working. I thought the dash must be M1 because M2 wasn't working and I figured it out trying to right click things in google to find a solution. Unplugged the mouse and plugged it back n and it fixed the issue
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played 3 games with no dash power
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no I was trying to dash with M1 because M2 wasn't doing anything. fixed after unplug and re-plug of the mouse.
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I don't know if they decreased the accuracy of this perk or if it's just a latency thing or a bug.
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Not sure
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You've obviously missed the point. I don't want to take a perk to counter a cheat.
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yeah just had a game where a fend never turned off her flashlight literally kept me blinded for 3 gens. Green and 2 stun duration add-ons see one flashlight thought well I will chance it. Having to take perks to counter cheats
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as in they wre using them way too long not to be cheating.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/3153634#Comment_3153634
What about Streetwise? And what about their teammates- did any of them have SW or B2L? Cause they could have just given them the torch to recharge or the SW boost while you’re picking them up.
no, they aren't. Just infinite use flashlights. Like I said I see a flashlight I bring lightborn and it becomes obvious who's doing it as they just try and try. Base FL duration is 8 seconds for the greens. they will sit there and try to blind me as I pick up and walk over to a hook. I have never even seen the perk built to last used ever so no they aren't using that.
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@GoodBoyKaru said:
Battery add-ons and Built To Last on a purple flashlight do wonders
But they aren't bringing those, they are bringing green flashlights with 2 blind duration add-ons
they are also not bringing that perk.
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@[Deleted User] said:
The survivors I fight navigate extremely well in nightfall and loop me as if it was daytime. A lot of you all just have a major skill issue.
or vision impairments or neurological issues. The way nightfall works causes issues with a lot of conditions in a similar way strobing lights trigger seizures
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@MilDal said:
https://forum.deadbydaylight.com/en/discussion/comment/3146839#Comment_3146839
Or you can walk and try to pay attention to your close environnment to survive. Stop saying you can't play with nightfall, and mechanically it does make sens as you are desorientated an less effective in chase.
Actually I can't pay attention to the close objects I literally can't see them. That's what I keep pointing out. I can't see the ground I am standing on, I can literally be running into a wall and can't see it's there. the only things I can see is my character, the occasional white outlines of a team mate and when he get's right on top of me the killer. If I play as the killer when nightfall happens I can't take advantage of it because again I can't see the environment, even the close by. read the full content of the back and forth comments before responding to a response. I can't play with nightfall due to visual impairment IRL others suffer from medical issues similar to mine and being told suck it up it makes sense is asinine. It causes physical pain to some people. I don't play Deadspace because the whole game is this way. DBD was not this way until this killer. This killer causes issues with people that bought this game when it wasn't a part of this game. I did my research on the cames functionality when I bought it, Freddy was new back then and nothing at all pointed to anything in-game causing a problem like this that stops me being able to play the game. This can be fixed by changing the implementation of it to be functionally similar yet less punishing for those with visual or neurological conditions that make this completely bad for them. and yes I stand by my statement you quoted also. If you get scared because of a loss of light and the sound effects there are plenty of games that have that. This one did not until now and not being able to bypass it with the ability to turn off the chance of having to deal with it means the game becomes dangerous to some peoples health and for some of us effects us more than the developers intended to the point of unplayability.
The defense of it seems to come from people effected by this as intended by the devs and the complaints seem to mostly come from people that have physically painful reactions to it and those who have conditions that make the power effect them more than others. The ones who experience it as intended seem to be missing that fact or don't care. They are willing to sacrifice the ability to play the game in the first place of others for a little bit more immersion without regard for the years of time and friendships built by those who can't up and lost for no good reason. This is not a fault of the players with these conditions and the non-consideration and dismissal is infuriating, insulting, and diminishing. I already play this game at a disadvantage and then this comes along and breaks 1 out of every 4 matches. When the same ends can be achieved by different and less problematic setup and the rest of you experiencing no issues are dead set against us all we hear is I am more important than you in all ways. Our experience does not matter as long as yours remains unchanged. It isn't ok to force us out to satisfy your aesthetics.
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@Falkner09 said:
It most definitely is not. It's the only part of this game that has actual horror anymore and it needs to stay exactly as is.
No it isn't, it is not scary, it does not add atmosphere, it just stops you from playing the game for a section of time and makes absolutely no sense from a mechanical perspective.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3146585#Comment_3146585
Just nitpicking here, but no, you would not win that lawsuit even in your dreams. I’m basically any online service at all, the standard is the company can ban or delete your account for any reason they feel like. It’s just they don’t randomly ban people for no reason, because that would be bad for business/reputation. This has been legally upheld and tested before against multiple companies.
Probably would have a case.At the very least it would be a PR nightmare. Banning people for not playing a part of the game they can't play based purely on something they could easily implement a way around.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3146585#Comment_3146585
Honestly you really aren't making a good case for the devs to not do this.
Why not, I cannot play effectively against this killer because of my visual impairment and the poor implementation of the killer's power. I should not have to ever see this killer because of this, they need to implement a way to not be put against killers if their powers cause accessibility issues that other killers don't. There is no good reason for me to go against this match and there is no good reason to stay in a match when this is the killer. I can't play this killer for the same reason.
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@AnchorTea said:
People asked for the darkness to work as it does now.
People are clearly asking for it to be changed too. Saying people asked for something that some people did and others did not makes it sound like almost everyone likes it wants it and other's be damned. I doubt this Is true. The nightfall does not feel "Scary" it just feels like a cheap shot that is upmost of the time because there is no counterplay. It is too intense, is causing people physical problems, exacerbates other's health problems. There are real life conditional reasons to change the implementation for a failed go at something. What if Trickster came out with a strobe effect on his power that caused seizures? would your response be "He's a pop star, it adds ambiance" and tell the epileptics in game to just deal with it? The company would again be liable for lawsuits for selling a game that did not have that problem to people, adding it in without a way to bypass it.
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As other's have stated before darkening more for away but less close-up would be a good place to start, not everyone sees the same and some of you are likely fine and can't see how it's so hard for those of us with worse eyes than you.
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@ThePrizz said:
Dredge has one of the best designs in terms of ambiance/audio cues/gameplay in the game. He's such a well done killer and the way nightfall works is one of the main reasons for that.
It's funny that you people complain about not being able to see WHEN THAT'S THE POINT OF IT !!!!
A good killer needs to keep survivors on their toes, doing it by either being able to pup up unexpectedly, by different audio cues that might scare them, or by impairing their vision. A very good killer does all of that.
Not only that, but you're complaining about a mechanic that the Dredge player needs to work for in order to get any benefit from it, you're acting like nightfall is a constant thing all game long. It's supposed to impair your vision in order to give Dredge an advantage that he worked for.
Stop being such crybabies
No offense but you are probably one of those people that thinks a passive I win condition is good gameplay. This ability takes significant amounts of skill out of the game especially for players like me who have pre-existing health limitations that make this killer impossible to play against. This is the only killer in the game that if I know I am against it I just find the killer get hooked on purpose and suicide on hook. There is no way for me to intelligently play against this killer, there is no way to develop skill against this killer and then to last long enough for him to cross the map and down 4 healthy survivors with absolutely no intelligent play from the survivors other than don't play. this is even impossible on some maps which have no deadzone for locker aura reading. Combine this with the no terror radius that he gets when locker teleporting even nightfall is not active and taking away all terror radius during nightfall. This isn't a horror movie, it's a game based on horror tropes. In a game pvp like it is, introducing an advantage that has no counterplay is just bad. This is also ignoring that it's too dark for me playing as the killer also. Nightfall as the killer I just run into walls and the like. this is an accessibility issue with no workaround currently in game and this killer pops up about 1/3 of the time in matches so that means 1/3 of the time I get screwed with no recourse.
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HELL NO, even if they could tell this is literally the solution we have for some of us to get out of matches we can't contribute to or won't have fun on at all. I ersonally on dredge games will make my presence known, get hooked and kill myself on these because my eyes are already bad. His nightfall power is more severe for me in that I can not see the ground I am standing on nor the wall I am next to in nightfall. this isn't scary, it isn't atmospheric, it's just stupid and if I DC I get penalized because of my disability. If you wanna ban me for it then you can piss right the hell off and the company would have a lawsuit that they would lose for this.
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For everyone saying it should be this way there is another aspect of it to consider. As a visually impaired player when nightfall happens I can't see anything. I can literally be running right into a wall, hit it and still can't see it. I am already playing the game at a disadvantage and this killer piles on. It isn't a fun killer to play against, if it's dredge I have to make the choice between playing agaInst a killer I have no way of building a skillset to counter or taking a timeout for DCing there is zero fun factor, at least if the darkness within a certain range was less that would be something I might be able to work with. When a killer is made unbeatable because of a disability and there is no way of blocking being put against that killer but the rest of the game is not that way then that part of the game should be optional.
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The Issue with this perk is it stacks with leadership and toolboxes and other perks (which will be especially important in the next chapter) On more than 1 occasion I watch at the start of the match as the farthest gen turns yellow with discordance within the first 5 seconds of the match starting, head straight there and have it pop before I am half way across, no brand-new parts after the match, just yellow toolboxes with 2 extra charges addons. rhen consistently through these matches, even on instant down killers when chases are less than 10 seconds on average in that time I can down a survivor, pick them up and as soon as I do a gen goes yellow and it's already too late. Another gen done, teams that run pure gen-rush builds can pop gens so fast in a coordinated manner that without having massive pressure by teleporting or movement speed boosts in kit can't keep up with, slow down perks or no. If I am not running Thanatophobia they don't even have to heal because even if they run right into me and I down them the time to pick up and hook a survivor is enough time to secure a gen . There is no counterplay to it, you either don't hook or you get rushed into oblivion if you don't have the right killer and it doesn't seem to matter what perks you have you just can't move and hook fast enough and with duo gens being 30 seconds with all stacked effects you get put to bad places that most killers can't recover from Now some of you might say take X perk like for example Corrupt Intervention. I have watched teams just wait it out and then do their rush strat literally touching nothing until the perk is down and just hiding. if you find one and the chase lasts more than 10 seconds they hop on a gen and often times you will be out of position to stop it even if you were only patrolling the CI open gens. You say it is the same as it was before the patch, well gen rush teams are doing gens noticeably faster with the extra 10 seconds per gen than they were before the patch. What is problematic here is that it stacks with things and it shouldn't stack with things or it should have a lower bonus, even it you lower the bonus only when those other bonuses are present so that there is diminishing returns on stacking gen speed boosts that drop fast. the upcomming new perks for gen speed will put gens at close to 15 seconds which will be completely broken. There are killer perks that need to be looked at too and Ghostface needs to be worked on as exposing his stealth mode is far too buggy at the moment as many others have pointed out but the more time the gen rush teams have counters only in specific killers the more people are gonna run only that.
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I do that and then when they are tight and I am tight I swing. They are not moving left and right before I swing but rather as soon as I swing they scoot out of the window. I couldn't be any tighter on this.
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Apparently I can't Link it here.
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I know it isn't just lag because they are shocked several times before they ever get to the vault or pallet.
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this happened to me earlier today , I was in killer shack ran to the window and vaulted but went in the locker instead this was mid-chase with me and a kate left and I had been running a ghostface around for almost the last gen and it cost us the match
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Issue 2 it is definitely in the damage range, in example 2 it's literally the other side of a wall well within the damage range.
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This also just happened to me, twice in the match I went for the lunge counting on the spirit fury enduring combo to allow me to try right after in the event I didn't get it. both times I was in rubberband mode for more than 10 seconds. both times I lost my target and both times it was a final hook surv. I got 0 kills that game and being they only had 3/5 done the first time and 2/5 the second time it probably cost me the match entirely.
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Leaving them up is a bad thing, going around them takes just long enough that they gain time vaulting and running to the next one, they don't even try to mind game there they just run to the next one and run you around forever. I just played a game on there where the entire game I had 3 of them running me around them endlessly without ever trying to mind game them. the room where that 1 gen was had 3 pallets, just outside that room there was 4 pallets (one at each corner) then there were 3 rooms by there with 2-3 pallets in there and 3-4 pallets on the outside of those rooms. there was no way to catch up to them, one hit chasing them off the gen was the best that was even possible. this was as pig, M1 killers are pretty boned there if the survivors just have risk free ways of running you around. Add to this that I get pallet stunned nowhere near the pallet and you have a real problem. this isn't the only map with overabundance of pallets and I keep seeing map offerings taking me to these maps. Playing Spirit I could probably do fine there or nurse or anyone with instant downs. Clown would probably be fine too but pig I had 0 chance without them trying to mind game and failing it. there wasn't even an attempt. I used to average 3k games they increased pallet density then I dropped to averaging 1k unless I ran anti-pallet builds. they need to fix pallet stun ranges because I have always had issues getting stunned when not in the pallet and I can't believe it's still this buggy.