vladspellbinder
vladspellbinder
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Your first mistake was thinking that DBD matchmaking is anything more than a bad joke.
Your second mistake was having cross-play turned on.
I'm a rank 13-12 Killer Main, I get hit with All Red lobbies very often and often get no hooks when that happens. Every time I hit that "Ready" button I just assume that I'll be going against an all Red SWF Sweat Squad and be pleasantly surprised when I have an actual enjoyable game instead. One where I stand a chance of winning.
Lately I've been sort of see-sawing between really low rank lobbies and really high rank ones, my guess is MMR is trying to find where to put me but can't make up it's mind. My last three games of the night were, in order (18,10,8,20), (4,7,2,17), (8, 9, 16, 14). I don't remember the exact numbers for the game before the first one I listed but one was a Rank 1 and another Red Rank with the other two being high end Purples close to Reds, like 6 or 5. The 17 in the second game was in a SWF with the 4 and was a smurf account because his previous account got hacked (not sure if I actually believe that but whatever) and in first game listed everyone but the 8 was a SWF, last game listed was all solos.
I get that it is frustrating. And I can't say there is much hope of it getting better. But the fact of the matter is if you want to play this game you have to put up with ######### matchmaking, on both sides.
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I know I marked this as "Answered" but I think it might be that the achievement only counts UNIQUE Survivors. I haven't been keeping track after every game I play but I've bene making sure to grab as many people as I can from traps and I did update my tracker before this latest game so got the results for it.
In the game I just had Felix DCs near the start of the match because he had a case of load lag and me finding him just as he starts moving for a free hit. He then doesn't do so well in the chase, no signs of lag in the chase though, and I don't pick him up right away, instead stopping to pick up a trap first. As soon as I do pick him up DC.
So I made it really clear I wasn't going to be one of Those Killers to Dwight and Yui when I find them on a gen together and at the end of the match me and Dwight were at an exit gate just trading traps. I had three set up, he'd step in one, I'd grab him from it and step in another and he'd then step in the third while I reset the first, repeat as ECG counts down and Yui comes over to join in on the ankle biting fun. I made sure I only ever grabbed then from my traps and never M1ed then. Game is over, Dwight thanks me for the fun and we complain about DCers for a bit before moving on. I check my progress because that had to be AT LEAST ten grabs during the ECG alone and, nope, only went up by three. Which, hum, I did trap every Survivor other than Felix at least once that match, even if Feng never did catch on and only got bit once... .
So I'm thinking the achievement only ever counts a Survivor once per trial. Which is still a bit silly but makes a bit more sense than it having to be grabs. My next game I'm going to go back to M1ing people and see how much progress I make. Hopefully I'll get at least two different Survivors in traps.
Edit: So, had my next game and got eight more towards my goal, by playing around with TWO Survivors after one DCed from themselves and someone else going down at the same time and the other DCed on hook when a third ran right into me in their sight and even though I signaled to go for the save they still DCed on hook. So Claudette, Feng and I are just chilling out doing gens and snapping ankles. I do more M1s than I do grabs but I do a mix of both, didn't count each, and when game is over check the update expecting for an up-tick of two only to see an up-tick of eight.
My only guess here is it doesn't count if you do the same Survivor twice in a row? I'm not going to rigorously test this because I'm almost finished with it, only eighteen more whateveritcounts more to go. So if anyone else is working on this achievement and is curious on if it is bugged or not the answer is "No clue".
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@Midievalfantasy said:
We once played against a wraith who made it clear from the start that they were just farming. We all went along with it and had a great time. We played around with the Wraith the entire game, dropped all the pallets so they could break them, let them constantly break the gens, and let them hook us all twice. We had played with plenty of farming killers before and done this many times, so we didn't even bat an eye at this. Like all the other times before, we thought they'd get their two hooks each and let us ago (again, happened every time we played against a farmer) except this killer decided to turn at the last minute. After our second hooks - while we were healing each other - the wraith slugged and hooked everyone, getting a very easy 4k. In the end game chat the killer apologized and laughed about it. Since then, we haven't really trusted farming killers anymore. It was a lesson learned, which was kind of sad since those tended to be the most fun since everyone (us and killer) always had a good time in those rounds. Live and learn.
As someone who often plays the Farming Game as Killer if anyone burns a B.P.S. or Gateau I've had many Survivors dip A.S.A.P. and in after game chat explain that they've had what happened to you happen to them. The Killer is Friendly at first but then turns on everyone at the end.
I make very sure that most Farming Games I will only single hook people and to not hook everyone else unless they actively point to the hook. I also make sure that, unless I'm running Legion (or Bubba), I let everyone heal and have, at most, two people injured at a time. Anything I can do to help make the Survivors feel safer about it so if I did "turn" they'd be in a position to recover.
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Lets see, just earlier today had a Blight who hard tunneled me out of the game. Found me early, hooked me because I suck as Survivor and when I was rescued off the hook broke chase with another Survivor just to Rush back to the hook and ignored my rescuer to hook me again. Did the same thing again, breaking chase and Rushing over, once I was off hook and then just third hooked me right away after a bit of slugging because Infectious.
Had a game a while ago against a Billy who hard tunneled first person hooked, then me as second person and was trying to do it to the third person but they were a much better looper and since only one pallet had been dropped before had plenty to work with and the last two got out. Dude was super entitled in after game chat about how it was "OK that I tunneled because I brought a Gateau". [bad word] please, that don't matter if we can't get any base BP to boost anyways and the 5k for surviving would have been more than what the first person wound up getting even with your offering.
One of my very first games was against a face camping Pyramid Head, actually had two games in a row against face camping Pyramid Heads when I first started playing. And then another a few games later, Then a fourth a bit later. I was starting to think that all Pyramid Heads were face campers, because this hadn't been the same player over and over again but each a different one.
Have had more than one game against Killers who hit people on the hook. And various other minor things. So, yeah, toxic Killer are out there.
But I play Killer more often than I do Survivor so I of course run into more toxic Survivors than I do Killers.
I try and not be a camping tunnler but I admit to being a toxic Killer some games. Two games against Objects I just slugged the Object till they bleed out and just kept downing them when people came to help, once as Bubba the other as Slinger. Tried to do the same a few other games but couldn't keep them down. Done the same for some others like rapid clickers and t-baggers, just camped them till they got hugged.
I really need to stop doing it. I should be better than that. Better than them.
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Since you said "two in one game" I want to be sure of this: the Golds you were counting where Devout ones correct? It's not just Gold emblems overall, they have to be Gold Devout ones.
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@PatWesker said:
https://forum.deadbydaylight.com/en/discussion/comment/2012368#Comment_2012368
Once again, since the new level is out... I doubt stunning a killer with a reinitialized pallet will be very easy though...
I actually did this my first try. I spawned at a pallet near a gen, dropped and reset the pallet first thing and then just started on the gen. When the Killer came around to my area I just went and stood at the pallet until they came over. Took the hit and got the stun. Then I got hard tunneled out of the game but the challenge was done.
And everyone else made it out alive at the end but two were dead on hook by the time they pulled it off.
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I hated this challenge, it took me somewhere close to sixteen or seventeen games before I got it and for the majority of those games I never even had a chance at trying it because the Killer didn't slug.
I'm fine with harder challenges, but for it to actually be a challenge we have to be in control of the requirements. This challenge requires that the Killer slug you or other Survivors to be performed. Barring zipping in right as someone is downed and using For The People there is no way to get this challenge otherwise. And being both right there when someone goes down and being healthy AND timing it just right so you don't get hit is a lot to ask for only getting HALF of the challenge done. And if the Killer has Save The Best For Last even this very dumb move won't work.
Healing challenges are fine, you expect people to be injured. Unhooking challenges are fine, you expect people to get hooked. What is not fine is a challenge where if the Killer doesn't do a non-required action we can't make any progress towards it. MAYBE if you only had to do it once, that's what Unbreakable and being Hexed with Soul Guard are for after all, but twice is asking a whole lot when you can barely even do it once in most cases.
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I've run into a few groups like this, though I've yet to have the full four B.P.S.. The most was three B.P.S. and an Escape! Cake (and one time one Ghastly Gateau in place of a B.P.S. with a 75% Objective (Fresh Bog Laurel) as the fourth). And, yes, it always seems like those groups slam gens and dip A.S.A.P., even when I've made it as clear as I can that, yes I'm friendly and yes I'm going to help you farm BP.
I've asked about it and a few people have told me they got burned by "Fake Friendly Killers" in the past. How they farm to start with and then E.G.C. comes and wellwhatdoyouknow Blood Warden or N.O.E.D. and everyone dies.
I've also had some Killers run B.P.S. or a Gateau and then get a four or five hook game and slash or perform some hard tunneling and try and say "But I burned a super BP offering!". Yeah you jerk, and you now cost us ten thousand (plus) BP for killing us instead of the normal five we'd have gotten for getting out alive. You "doubling" our BP doesn't help if we can't get any base points in the first place because you hard tunnel someone out of the game when they can't even so much as see a gen and none of us can go for saves or do anything else.
When I run B.P.S. as Killer I always make sure to make it very clear I'm not playing a normal game and want to farm. I will actually "ask" for hooks, by walking up to one and hitting it with my weapon and looking at them, and most of the time I do get people who will "nod" or point at it so up they go and I always make sure to not down the person who just came off hook until at least twenty seconds have passed. I especially like it when a Survivor points to a hook even before I ask because they get it, they trust me to not just stop anyone from saving them.
I just wish more Survivors would "get" that I'm looking to help them farm. I'm moonwalking in front of you, I could have hit you so many times stop running! Some just never do.
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@Zozzy said:
They are nerfing everything to do with gen speed perks so why would they add this?
Devs don't want gens to take longer than 80 seconds because rank 20's can't even handle that.
I'm not saying change the repair speed, I'm saying change the value of kicking. Right now kicking a gen makes it take more than eighty seconds anyways. Your presence alone as a Killer makes it so Survivors aren't working on that gen so that is time lost on fixing that or nearby gens.
However right now there is no real reason to kick a gen with nothing but Killer basekit. The fact you don't have any immediate benefit for spending two seconds of your time and that you've got a four to one ratio on progress and regression means those two seconds are better spent looking for Survivors and why even have a game mechanic if it's not going to be used? Perks modify it sure, but one of the main problems this game has is that Perks are used as bandages to cover over the actual problems of the core mechanics instead of actually fixing the core mechanics.
@VikingWilson said:
The devs will touch keys before they touch gens and they won't ever touch keys.
As a Killer Main I don't think Keys are what need a change but instead the Hatch is what should be altered. Instead of this silly "number of living survivors plus one" math done it checks two things: 1) Are five gens repaired or 2) Is there only one Survivor left in the trial. If not condition one and not condition two don't spawn the Hatch. If not condition one but condition two spawn and open the Hatch. If condition one spawn the Hatch but don't open it.
The main problem most people who want Keys nerfed is that a Key allows multiple Survivors to get out alive while they straight up ignore their primary win condition; finishing generators. By making it so five gens have to be finished before the Hatch spawns with more than one Survivor alive the "threat" Keys have is majorly mitigated. This will make two and three people Hatch escapes harder to do but that's the whole point. Survivors need to be more aware of the locations of gens they complete to prevent themselves from having a bad three-gen at the end. Even with just two people if you make the three-gen really far apart you can get all five gens done.
@Toblerone007 said:
I do think kicking gens should be instant regression. My number would be between 5-10%
It would solve gen tapping frustration knowing that you're losing distance to start the regression problem. If you're pressuring a generator - the survivors have to respect it.
It also makes kicking generators worth it!
My initial thought had been 5% maximum Repair progress to be half of what a failed Skill Check does but I thought that might be "too much" for some people so suggested something that is still noticeable without being too large. After all, 1% is what a Great Skill Check adds so just having that as basekit undoes one Great.
@RoboMojo said:
Honestly they could just add your first idea accompanied with a slightly different version of idea 2. Instead of it being a skill check (which good survivors actually could potentially hit mid chase) maybe instead there’s a brief 3-4 second animation that they must do to cancel the regression. If they cancel it before it’s done then they have to start the animation again. Essentially removes all possibility of gen tapping, unless of course there’s multiple survivors.
I don't know if Survivors should take longer to fix what the Killer breaks than the time it took the Killer to break it. My main problem with current gen "kicking" is the time discrepancy. It takes four seconds of regression to equate to one second of progression. The Survivors already have a four to one advantage on the Killer when it comes to gen repair. If each Survivor is on their own gen for lets just say five seconds each then, not counting travel time to get to each one, it would take eighty-six seconds basekit to undo all of that progress, that's two seconds to kick and twenty-five seconds of regression per gen. That is more time than it takes for a single Survivor to repair a gen from zero to a hundred. Sure some of those gens would be regressing together in an ideal situation of none of them being repaired after being kicked but four-to-one when there is already another four-to-one is just insane.
I agree that it shouldn't be a Skill Check, just some animation they need to do to start normal repair. I'd rather it not be "all or nothing", any progress made on fixing the kick damage stays even if you leave, unless Ruin is in play. I'm also in the camp that Totems should keep cleansing progress and not reset back to zero if interrupted but that's mostly because I want consistency across things. Gens keep progress, chests keep progress, why don't totems? Do the bones mend themselves?
@Silver9 said:
https://forum.deadbydaylight.com/en/discussion/comment/2007566#Comment_2007566
Yeah this is a problem. I remember when everyone was complaining about the sweat squads and their toolbox use. We wanted increased gen times but we got toolboxes nerfed instead which was a fair middle ground I suppose as increasing gen times isn't engaging. Heck generators as they stand aren't engaging. Its holding a mouse and pressing space for at most a minute and a half per gen. That's really boring for a game about a killer hunting people. Honestly the gens were an okay start but I could go for a new engaging objective.
In my games without toolboxes and more than one Prove Thyself I find that gen speeds are just about right when you have no gen perks like Ruin or Pop. If I keep decent pressure on four to five gens and don't worry about the others then I can get my hooks in just fine. It's when there is more than one toolbox or two people running Prove Thyself and splitting up to pair with the other two that don't that I find not having any gen perks is very painful. Even just two brown toolboxes with no add-ons can be a pain when the Survivors know when to use them. (Hint, you use a toolbox to finish gen repair and not start it.)
I do agree that "M1 Simulator" with "Occasional Guest Appearance of Mister Spacebar" is not all together a fun experience and that something needs to be changed to make it a bit more engaging.
@Leachy_Jr said:
Take the 5% off of pop, put it on base kick regression and buff pop back to 60 second. Basically your first idea.
I think even if we left Pop the same as it is now and gave basekit a 5% in addition Pop wouldn't be too oppressive, but it'd have to be tested.
But for that to happen basekit would need to be changed.
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Personally, as a Killer Main who sometimes plays Survivor, I'd make BT just always give Endurance when you unhook someone regardless of where the Killer is. If the Killer is close then those fifteen seconds mater, but if they are further away then it's a gamble on if the person you just unhooked will even be hit or not.
Making that change would give some interesting counter play against Huntress and the various Killers with great mobility as well as make it so BT works against both Oblivious and Undetectable without giving the unhooked Survivor information about where the Killer might be.
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I've not played for very long but in the time I have played I dodged a grand total of two lobbies; the first was because there were three flashlights and the Killer I wanted to play didn't have Lightborn and I'd just had a string of seven games in a row with at least two flashlights in each of them so I was just so done with flashlights for the moment and the second there were three Pink haired Neon Nea's all in identical outfits that I just knew were going to be toxic not fun to play against.
There was also one game where I would have lobby dodged but couldn't because the reason for the doge was literally last second swapping into two more flashlights in addition to the one already shown. I went off to a corner and didn't even bother playing that game because of that last second bs. If they had been honest about the flashlights I wouldn't have even dodged that one because I hadn't had trouble with flashlight so far that night and would be willing to try and play against them.
What I'm saying here is that if information was hidden in the lobby you'd probably 1) get a lot fewer people even playing Killer in the first place, something already a problem, and 2) get more people who when they find out what the Survivors brought or that everyone has matching names or whatever they just don't even bother to play, standing in a corner.
Like @Blueberry said, you need to treat the cause of the problem and not the symptom. The Killer is supposed to be the power role in this game, but Survivors have so many tools that if on average their team is even just slightly more skilled than the Killer the Killer stands little to no chance of winning. Knowledge of what the Survivors are bringing into the trial is one of the most important things for the Killer and without that a lot of people might not even try.
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Another point in favor of giving Killers that individual hook status per Survivor is after many games I've either apologized to a Survivor for accidentally sacrificing them, hooking someone twice in a row because I forgot who had been hooked and who hadn't, and slash or complained about not knowing who hadn't been hooked yet and gotten many "Why not look at the U.I.?" type of responses and had to explain that I, as Killer, did not have individual hook status for each Survivor like the Survivors did.
A lot of people already expect the Killer to have it.
Most of the time he Survivors I tell about it say it's dumb for Killer to not have it. Others show apathy about it and only once has anyone said it was the right way it should be.
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It is something you'd have to check to be sure of, because if Surge drops the gen down to zero total then Surveillance won't make that gen's aura white. Remember that Surge deals an instant eight percent of progression so that could very well drop a gen to zero right away.
But if you Surge a gen at something like fifty or sixty percent and it doesn't go white when no one is on it then yes, that's a bug and should be reported through the bug reporting system.
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A tunnler will always tunnel, it is their nature. Giving them easy access to the info won't make a big difference in the game. If they are really dead-set on tunneling someone they can also just count the hooks themselves.
Yes, there being hook status per Survivor viable by the Killer will encourage people with the tendency to tunnel to do so more often and make it a bit easier but Survivors can play around it because they have the same information. When someone is dead on hook don't go for a risky save on them, and when you do save them don't just leave, stick around to provide some protection.
The main reason a lot of Killer Mains or even Occasional Killers want individual hook status is we don't want to sacrifice anyone, but not always to the point of caring enough to mentally keep track of it when we have so much else to keep track of. I had three games tonight where I got my Hook Count to eight and couldn't remember who it was I hadn't second hooked and in one of them I had already forgotten who I had hooked last out of three people because I'd been in a long chase with someone. That game and one other I found and hooked someone dead-on-hook before second hooking the last person. Neither game did I want to sacrifice anyone but nope, I forgot so sorry for your 5k BP you won't get now because people are worried about giving the [bad word]s more info.
Having the individual hook counts will also help prevent accidental tunneling when people run the same character. One of my games tonight I had two Davids, had hooked but but couldn't remember what his outfit had been. Wound up hooking the same one again but thankfully they had both been together so now I knew what the other one was wearing. Another game I had two Dwights and two Megs, with the Megs both being default with no charms and both with medkits. Literally no way to tell them apart at a glance. I hooked one super early because she got super cocky at a pallet (drop them people!) so later in the game I had already forgotten which position she'd been in. Thankfully I wound up hooking the other Meg first before that one a second time.
Really the reasoning of "It'll make tunneling easier" is just, really weak. Yes, it will, but it will also make it so much easier for the Killer's that just want to two hook everyone do that without putting extra stress on their brains. We're already trying to deal with so much going on and making the game actually fun having one less thing to keep track of will be nice.
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@Mooks said:
I am pretty sure a BNP doesn’t use all remaining charges but only a specific amount! So you can installl the BNP and after that you will have charges left on the toolbox
it is different for syringe and styptic agent, those use up the whole medkit.
I guess maybe because I only ever used it with a brown toolbox that has 16 charges and the BNP uses up at least 16 charges so just thought it used all charges. I'll need to fiddle around with it and see how many charges it does use, if any. Maybe you use up charges as normal to repair while getting the two BNNP skill checks. No idea really.
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As of right now I can't play the game; try and connect to the servers and my game just crashes.
I think I'll just not even try anymore till maybe Monday.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/1932340#Comment_1932340
I checked after the match no one had a key. And it looked like at the beginning all they had were tool boxes and med kits
You can find Keys in chests, as was mentioned. While playing the game you can see if a Survivor is holding a Key by looking at their hand, just like you can see any other item, Keys are a bit harder to notice but the ":hand closed around item" versus the "open hand with no item" is pretty obvious once you look for it and it they have the "hand closed around object" but you don't actually 'see' them holding anything it's a Key.
I'm a PC player so I don't know how difficult it is to see on consoles but I can tell when someone has a key in their hand and when they don't have any item at all easily enough during chase.
I've also not had a chance to play since the update, as every time my game goes to connect to the servers it cashes, so I don't know if the new animations make it harder or easier to see if someone is holding a Key or not.
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It could still be a hacker, with the instant healing and all. If not a hacker yes, two Survivors can indeed get out via The Hatch with a non-Green key.
@JPLongstreet said:
If the key doesn't show up in the tally screen after the match they found it in-game in a chest. Ace's perks help with that I'd check there.
I believe when two survs are dead and one gen remains then yeah the hatch is visable & usable.
The, current, math for The Hatch being visible and usable is ((gens finished) = (number of living Survivors + 1)). So if there are three Survivors still alive they need to have repaired four generators for The Hatch to have spawned.
As a Killer if you see a Key in the lobby you need to keep this in mind when sacrificing Survivors if you don't want the others to escape early. And in the middle of the game you need to be aware of who has the Key and who does not, because Survivors can swap around items. Also be aware of if someone picks up a Key from a chest in the middle of the game when there had not been one in the lobby.
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As a Killer Main I've had this happen far too often, yes. I hook someone, turn around to go look for someone else then *loud noise notification* and yep, just had an unhook right there. Alright, turn around for my hit on the unhooker and the BT hit on the unhooked and, what, no BT? If there's an Obsession I'll do a DS Check and if no DS I just drop the person back on the ground and let them get picked up by someone, heading for the unhooker instead. Then later on when I find the person that was attempted to be farmed I give them one free pass and let them go about their business, maybe taking an M1 or a pallet from them, but after that it's game as normal when I see them again. As long as they don't do something toxic that is. Do something toxic and I stop playing nice.
Sometimes I don't even get to turn away from the hook. My 'throw on hook' animation barely finishes before someone is there already.
And, yes, if I hook someone and look around as see that Claudette hiding in a corner and that David peeking around from behind a rock you bet I'm not just going to ignore them.
As a Solo Survivor I also have to deal with this crap. Either not getting unhooked because someone is Self Careing in a corner while the other two focus on gens with a "Someone else will do it" mentality or getting unhooked in the Killer's face when the person doing the unhooking doesn't have BT. It hurts my soul when it happens.
And then there are what you were actually talking about in the thread, about people just waiting around while the Killer face camps. Just Do Gens people. If they keep face camping three of us win and we might even be able to pull off a clutch save at the end, I've seen it happen as Survivor and had it happen to me the few games I've face camped*. By you standing there watching like a gornless idiot the Killer is getting half (!) the team doing nothing. Same thing with the [male genitalia] who crawl under the hooked person when they get downed. Now the Killer has a legit excuse to face camp! If you let yourself get picked up they at least have to walk to another hook!
*I detest face camping so I rarely do it myself. But if I come across someone who t-bags me at first pallet drop or does a rapid series of fast vaults somewhere I often don't care about winning myself so long as they lose, which, admittedly, is probably what they are going for. And I've done the same to Objects as well at times. Running Object means you want to be tunneled and camped right? I've actually had a few Objects thank me for doing so after match ends because that's why they ran the Perk in the first place.
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On the "immersion" aspect something to remember is that these are not places in Real Life, they are realms created by The Entity for The Trials to take place in. Why is there Fog coming up out of the ground inside of a building? Because The Entity thinks it makes things More Scary (tm).
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@JediWithASniper said:
DEJA VU
THAT’S RIGHT! Are you kidding me? 60 seconds of uninterrupted gen tracking at the beginning of the match??? What are they going to give survivors as a perk next, something to keep the CROWS quiet as they run by?? Well I for one have had enough! How am I supposed to farm the new helpless survivors who can’t find gens if Bhavior is just gonna show them where they all are?!?!?!
It’s way OP, and obviously meta. Time to nerf it devs, are you listening?!? 60 seconds is waaaaaaaaaaaaaay too much. I propose 7 seconds. That should be plenty for any survivor worth their salt. Any more than 7 seconds and I’m DELETING THE GAME!!! THAT’S RIGHT! i’M OUTTAHERE!!!
P.S. for those of you on this forum that have no humor detectors, this is humor. Read it again, but laugh this time.
"something to keep the CROWS quiet"
Calm Spirit: Am I joke to you OP?
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I agree that the main problem is that a Killer, at base, has to spend two seconds kicking a gen while a Survivor has to spend only a fraction of a second to undo that. Something like Overcharge needs to be basekit, something that makes it so a single Survivor can't just tap a gen in the middle of a chase and undo what the Killer just spent two seconds doing.
As Killer I very rarely ever kick gens when I don't have perks that deal with having kicked a gen, because it is just a waste of time and doesn't give you any benefit unless you can keep all four Survivors away from that gen for at least two or three minuets depending on hos much progress it had before kicking it. And I mean totally away from it, because see above about gen-tapping while in a chase.
I'm not sure if umpiring the regression time is the right answer or not, but it's the easier change to make.
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@Phasmamain said:
I’m usually able to track that information easily enough so long as there aren’t duplicate survivors
I have very bad memory, both short and long term, and am the type of person that has to write things down to really remember them later. I don't really have that luxury in the middle of a game like DBD. So I often resort to repeating aloud "One and three have been hooked, need to hook two and four is dead on hook" or whatever the hook states are over and over again while I play but if my mantra ever slips even once I'll often forget it.
There is a concept called ableism, where people who are able to do things don't often think about people who are not able to do that thing. A good example of this is when someone says that "An out of order escalator can still be used as stairs". What about people who can't use stairs?
You have a good memory, I do not. I have to constantly try and remember everything that is going on in the game dealing with the four Survivors as a Killer. Who has shown me they have Dead hard? Who had Sprint Burst? Balanced Landing? Was it the Meg or the Nea that has Iron Will? Was it Dwight or Ace that had Borrowed Time? Who has a medkit over who has a toolbox over who has a flashlight and is the flashlight holder nearby for a save? Did I hook Bill or Ash last? Have I hooked Ash at all?
Having one less thing that I have to mentally keep track of will make the game more fun for me and allow me to make the game more fun for others by making sure I don't accidentally sacrifice them. Being able to see hook state as Killer will mean I only ever purposefully sacrifice someone, which is not something I do often. However I accidentally do it more often than I want to, which is at all.
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@FunkyMunkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1918789#Comment_1918789
A lot of survs complain about being tunneled and camped. It does suck. Luckily it doesn’t appear to happen on red ranks much. And yeah, killer needs fun too. Can’t play as surv if there’s no killer and vice versa. I think the devs need to kinda change how the game plays overall. Just seems to be outdated and repetitive
As Survivor, because I do play Survivor, I get face camped, slugged, and tunneled all the time. It is super Not Fun so when I play as Killer I make sure not to do that on purpose. But there have been lots of times I'll forget who just got unhooked, come across two injured Survivors who are healing so I down and hook one and, whoops, I just 'tunnled' the person who came off the hook because that David ran me around for a minute and a half and I've already forgotten who got unhooked sixty-two seconds ago.
I've had games where I went really out of my way to make sure to hook everyone twice and never hook someone twice in a row while doing that and get a third hook on someone because they made a stupid play (like repairing a gen while with Deep Wounds) or was toxic to me and get accused of BOTH camping and tunneling and it's just, wha? How did I camp if I second hooked everyone and how did I tunnel if I made sure never to hook the same person twice in a row?
Some people are just always going to complain because they see things how they want to see them, not how they actually are.
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@Jamlpr said:
I started playing this game after last rank reset. I have both killer and survivor in red ranks. Killer is easier, hands down, than survivor. No idea what people complain about when it comes to killer. Sweaty SWF groups are so rare it’s insane. Usually it’s uncoordinated solos who get absolutely dumpstered on.
the real 1v4 is when you play solo survivor haha
I started playing at the tail end of November and have 423 hours in the game, according to Steam. My Survivor rank is 8 or 9 (not sure if I de-piped or not, my last couple of Survivor games were harsh) while my Killer rank is 13 (I know I de-piped from my last game).
I play more Killer than I do Survivor.
As Killer I run into constant three or four person hard-core sweaty SWF squads that are all Red Ranks that I stand no chance against, both before and after the new MMR was put into place.
As Survivor I solo and more often than not will have team-mates who kill themself on first hook or actively do nothing all game. At the same time I'll be up against Red Rank Killers who don't give any [bad word]s about my fun and will tunnel and slug f or their precious four-sac.
What I am saying here is that everyone has different experiences based on when they play. Your experiences as Killer have been better than mine.
But your Killer play style is also probably different than mine. I make sure not to face camp (unless someone has been really toxic to me) and very rarely proxy-camp and make sure not to go after people who just got unhooked (unless I can't find the one who unhooked them, that's on their team work for not sticking together and even then I'll normally slug instead of re-hook even without DS in play) and try not to sac anyone at all. This very rarely ever gets me a single and I'm often lucky to safety pip. Because of my "fair" play style I get run over by the SWF squads that I do play against.
I want everyone to have fun playing the game, but it seems to me a lot of Survivor Mains don't care about the Killer having fun at all.
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@TauNkosi said:
https://forum.deadbydaylight.com/en/discussion/comment/1911637#Comment_1911637
Im level 42 on legion. It's given me bitter murmur 5 times in a row now. I just want ruin and BBQ bloodweb please...
If you had taken it the first time it probably wouldn't have shown up the second time, because haha, getting the same perk twice in a row? What sort of fantasy world would that be?
If you had taken it the first time and it showed up again and you'd taken it the second time as well it probably wouldn't have shown up the third time because see above. But if it did? And if you took it the third time? It'd never show up again.
I always make sure to plan out my Bloodweb buys so that I can always get at least one perk when there are two on offer, prioritizing ones I actually want like Whispers or BBQ and so on, but if my choices are between two perks I don't really care about I'll take which ever is already the higher tier and if they are both the same tier them whatever add-ons I like best along the way.
When there are three or more perks on offer I make my plan and put them in and order from first to third slash fourth. Get the first one first of course, then if the second choice isn't consumed I go for it and if it was work on getting the third. Learning how The Entity eats up choices is key to getting what you want most out of each Bloodweb. Sometimes I can ever get everything I want but that's rare. Also important to realize when Perk hunting is if you buy tier three of something that's one less Perk to randomly show up so I've often bought Perks that I'll never use just to get them out of the way to give other Perks the chance to spawn.
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@TotemsCleanser said:
I'm around level 90/100 with Doctor and the bloodweb still refuses to give me BBQ lvl 2. It's so ######### annoying. So I feel you.
There are currently seventy-eight Killer perks, so that times three is two hundred thirty-four.
I'm not sure when Bloodwebs start getting three to four perks in them instead of just one or two but let's say up till level forty-five you can only get one per level. So that's forty-five then another ten so a total of fifty five at level fifty. Only one hundred seventy-nine more to get!
Might as well just play without BBQ, burn all BP offerings and prestige to level three. That's what I'm currently doing on my level fifty characters. So far only Bubba is prestige one, all others base and not all of them are at fifty.
The grind is real.
Especially since I do play Survivor and spend BP over there as well.
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As is the joke the devs had an easy task and failed to do it right. All they had to do was set MMR to start low and work upwards instead of putting low MMR people against high MMR people.
I understand the algorithm needs stuff to work with but if I'm say MMR 5 with my current Killer I don't want to face an MMR 15 squad of Survivors twice in a row. That's just going to make me stop playing so the algorithm doesn't get any more information other than "Maybe less than MMR 15, lets try 14".
The wait times are already going to be crap, so it doesn't really matter if you have to wait ten more minutes to get into a game. I know I'd rather wait those extra ten mins to have a game I stand a chance of winning instead of having a five minute no hope game. As for Survivor side? Why should we make that group of four Rank 1 MMR 15s wait? Because if you keep matching them with MMR 5 Killers all of the MMR 5 Killers are going to quit and then those MMR 15 Survivors will have to wait even longer for the very few MMR 15 Killers still playing to match up with them...while the MMR 15 Killers are being matched with MMR 5 Survivors Because.
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@scottymo said:
Gee wait 10 minutes in survivor queue check
get matched against a perked and Mori L2 spirit check
the rest are 10+ except the 1 L4 check
the L4 basically throws and dies first check
the spirit camps and slugs check
Hot trash mode activated check
See the same will have 3 5+ and 1 L10 against a 16 killer. Naturally 3 of us run gens in while the killer gets looped into submission. Check
we all have a tea bag party at low level killers expense check
hot trash level 2 mode activated check
"we all have a tea bag party at low level killers expense check"
And you wonder why your wait times are so long. Maybe if you just left instead of adding more insult to the person you just ROFL stomped they might play another game to try and get better instead of just quitting the game.
Matchmaking is a problem, yes, but toxic Survivors who don't have any respect for Killer Players are driving said players out of the game and making it so you don't have anyone at all to play against, making matchmaking even worse.
Only Survivors can stop the cycle. Don't be toxic and just play the game.
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@bored said:
man, a couple of things i tried to improve the experience:
if u get matched and see all 4 survivors pop up instantly, dodge, leave the lobby, look for a different match
if u see any xmas skin, dodge (in case u wonder why, toxic red ranks play those looking funny for a laugh)
if u see ttv or any twitch tag, or anything suggesting that 1, or more, of them are streamers, dodge
any heavy skin (or the basic nea with the gas mask n stuff) that suggests the survivor invested much of himself into it, dodge
4 claudettes, 4 dwigths, dodge (also if they r just 3)
thats all i can think of right now, if u guys got suggestions, lets add them here, so new killers can read it
ofc it doesnt solve the problem, but it makes it a little less horrible, u will have longer que times, but its a lot better than joining impossible matches and hatting the game
If someone has TTV or Twitch or whatnot in their name I actually go and check to see if they are live, and if they are I can see their Rank and if they are in a SWF the ranks of the other people in that SWF. Not many of the streams I've gone up against have been any better than their rank would suggest so if they are not Red I won't dodge.
And I don't "stream snipe" since I only have one monitor. I tend to leave the stream muted in the background and say something in their chat if the game was at least decent and if they were a good sport about things, that is not salty over a loose and not a jerk about winning, I tend to drop a follow as well. I've meet some really cool people doing this and one of them I've even SWFed with and plan on doing so again when his and my DBD time match up again.
Also just as a matter of course I try not to dodge lobbies. I have dipped out of a few, especially if I see names from a pervious game that I know I don't stand a chance against. But to each their own.
@FlanFan said:
https://forum.deadbydaylight.com/en/discussion/comment/1895081#Comment_1895081
How do those survivors ready up instantly anyway? Is it something to do with red ranks?
That tends to mean they are in a four person SWF and if they are a four person SWF that means they are probably on coms with each other so if one of them knows where you are and what you are doing all of them will know where you are and what you are doing.
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@FFirebrandd said:
Deep Wound does matter. It's not really a threat but it does matter. You mention that you can just run Sloppy to add healing time. You can do that, but here's the thing. Mending takes 12 seconds while Sloppy only adds 3.2 seconds to the standard heal time. That's (almost) 4x longer.
Don't view Deep Wound as lethality, view it as slowdown and it looks a whole lot better. Deep Wound is literally the only reason Legion works as a Killer. Otherwise their downs would simply take way too long.
I guess my main problem is that I have been thinking of it as a "delayed down" in and of it self instead of the slow down aspect for it.
I've just been playing a lot of Deathslinger recently and was finding that the Deep Wounds wasn't being overly helpful. That and the fact I ran into three sets of four BT in a row (not the same group three times, three individual games where everyone had BT). One of which also had a DS + Soul Guard + Unbreakable Survivor so I wasn't feeling very chartable to Deep Wounds.
@ReverseVelocity said:
You see, there's a VERY good reason that Deep Wound isn't tied to chase mechanics anymore. A (way too common) scummy tactic was to hit someone with Frenzy and moonwalk, following their blood with Bloodhound. The game wouldn't count it as being in a chase, but they were still being followed. They'd either go down to Deep Wound or be forced to mend where Legion could just hit them anyway.
I'd say "Tie it to Terror Radius" but there are means of reducing or eliminating that mechanic so it's not viable either. I wish we had a "Proximity to the Killer" mechanic that couldn't be circumvented by either side so things like Deep Wounds or hook timer could be tied to it. But that's a larger mechanical change which will probably never happen.
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@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/1880833#Comment_1880833
a lot of the perks trigger when the gates are powered up. not when they open. blood warden is the only one I can think of that requires an open gate. NOED activates as soon as the last gen is done.
By opening the Gate you trigger the EGC and that timer makes it hard for some people to escape if they are on the other side of the map from the two Gates with the Killer between them. By not opening the Gate until you need to do so you allow others the chance to get closer to the hatch or find the Hatch.
Ninety-nine the gate unless you're about to be downed by the Killer. The only reasons to open it right away when you don't know where everyone else is if you are on your death hook or are trying for an Adept. That and being a jerk, and you shouldn't want to be a jerk.
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@Ryan489x said:
- I don't sprint everywhere and sometimes I get found first.
- I don't loop near a hook a teammate is on.
- Because that's the best time to open them and I can get the hell out of there. would you rather people wait until the killer is right next to them?
- I'm not, I actively look for them.
- I do that and the people still run off setting off the trap anyway.
- I'm usually dropping it as I get hit so yeah.
- I don't use self care
- because healing others gets you more points and takes points away from the killer
Are those the answers you wanted?
On the Exit Gates one I think the OP was talking about fully opening the gate instead of ninety-nineing it so as not to trigger perks that care about the EGC.
I fully admit to Nope!ing out of trails as soon as I can but that was when I was working on Survivor Adepts or specific challenges that required escaping that way. When not doing either of those I will ninety-nine a gate and then run off to try and do some totems or find a chest or save someone from the hook and what not.
The only other time I'll Nope! out as fast as I can is when NOED is in play and I've no idea where the totem is.
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The "all gens finished unless only one Survivor left" is really the best way of changing Keys to match what they did with Mori's.
If you're going for the four sac, or even a four Mori, and there is a Key you have to really juggle when you get people out of the game. If you're at three gens done and one Survivor out of the game and the Key is still in play and someone not holding the key is dead-on-hook it's really lose-lose. If you hook someone their second time a gen is probably going to finish, spawning the Hatch. If you didn't hook the person with the Key they may just Nope! out of the match right then. If you hook slash Mori the person dead-on-hook the Hatch spawns and the other two can just leave right then if the Hatch spawns next to them, which I have had happen to me on both sides and seen happen to others who play the game.
By making it so the Hatch only ever spawns when all five gens are done if there is more than one Survivor alive it pressures Key holders to actually do gens instead of just hiding off in a corner somewhere, only moving when they get their second crow and going off to tap a gen then skulking off to a different corner of the map to hide in until their second crow and repeat. I have seen people do this when I play Survivor and got tunneled out early, via Spectator Mode. Yes this won't work against a lot of perks, especially the ever popular Barbeque and Chilli (unless they are hiding in a locker), but not every Killer runs those perks.
On a final note, and not to have some what-aboutism going on, but a big factor in the Mori nerf that has a lot of longer time Killer complaining is that if a Survivor really don't want to play against a Mori they will just let themselves die on hook when they reach the second stage. And there is nothing the Killer can do to prevent that. And if even one Survivor does this them your Ebony Mori has been wasted. It's not so much a problem with the Ivory Mori unless everyone does it but often times as soon as the first Survivor does it the others will follow because they have even less incentive to keep playing. I think this could be soothed a bit if they removed the "active struggle" bit and just made the second stage passive like the first stage. I know a lot of Survivor Mains actually want that change themselves because of lag issues or they just find it boring or they have physical issues that prevent them from hitting a key over and over again in rapid succession or what have you. So if they did make that change it would be a boon to both sides, or at least a good bit of one side and all of the other.
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Some of the challenges can be done via normal gameplay, it is just difficult.
However, nothing says you have to participate in "normal gameplay" when going for a challenge.
The way I've gotten a lot of the "in one game" Killer challenges is to be a "nice Killer", that means one who isn't attacking the Survivors. It can be a little hard to convey that you don't want to hurt people when you can't talk with them but a lot of times if you get someone in a chase and they run out into an open area and you run alongside them and then overtake them without taking the hit and just run backwards facing them most people will 'get' that you're not playing a normal game. If they stop running and just stand there looking at you don't take the hit, 'nod' by looking up and down and then lead them to a near by pallet if there is one, or to the closest gen. If they don't start working on the gen right away give it a hit with your weapon and if they don't stop working on the gen pick them up, drop them, kick the gen and pick them back up again, 'shaking' back and forth if they don't immediately start to struggle. That's how I got my "Damage the same gen five times" challenge done along with various other "in the same Trial" ones. I also do this if at least one BPS or Gateau has been offered up and turn a "normal game" into a "BP farming game" instead.
If you want to do the challenge the "intended" way, that is via "normal gameplay" then just never chase or hook anyone, which, really, also isn't "normal gameplay" but isn't as 'odd' as being a "Nice Killer". Just always chase Survivors off gens, don't chase, kick it and move on to the next one nearby. You can even just double back because most times a Survivors won't run too far from the gen they were just on if you don't chase them. That tends to only works a few times before they wise up and move on to another one though. Perks like Brutal Strength and Fire Up, later in the game, help here as does things like Discordance and Surveillance or any of the various other perks relating to gens.
I, to, struggled with a lot of these challenges until I cottoned on to the best ways to be a "Nice Killer" and have the Survivors work with me instead of against me in my main goal. Just be ready to de-pip, though I often at least safety-pip if I can get in one hook on everyone after having been "nice" for a long while and making it very obvious I'm just wanting one hook each by walking away from the hook after putting someone up there. Heck, often times I'll get Survivor volunteering to be hooked by standing in front of one and pointing at it over and over. I get my hooks for BP and other Survivors get their safe unhooks for BP, everyone wins.
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As a Killer main I think the best way to balance DS would be to give the Killer some sort of icon that shows a person has DS available, that is the timer hasn't run out yet.
Whenever I see that there is an Obsession in the game I just assume everyone has DS and so I always wait sixty seconds after someone has been unhooked before I pick them up. This often means I leave people without DS on the ground a good twenty to thirty seconds and some times I have counted out a full minute after downing someone just to be sure the timer has run out, when I can do other things such as break pallets, kick gens or chase someone else.
I don't think that knowing who has DS and who doesn't will really change how most Killers play. You either treat everyone like they have DS and play accordingly or you don't respect it and eat the stun every time, there is no real "counter-play" to it. And often times you can already figure out who has it by the way they play so it not being "secret" anymore isn't that big of an issue either.
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You opening the gates and leaving would not be "helping the Killer" because you only actual goal in this game as Survivor is to get out alive. You. Not anyone else. As long as YOU get out alive you've done what the game wanted from you.
Is it poor form and makes you feel horrible? Yeah. But it's the Killer's fault for just standing there instead of hitting and moving on.
As for the report it says you can use "Gamer tag" which I would assume would be their screen name when they are on console. If not then you need to file a Bug Report on their Player Reporting system in that console players can't be reported.
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NONE of the challenges dealing with Basement hooks are working, for any of the books. Basement hooks just aren't being "counted" for some reason.
They still give BP for end of game scoring but don't count as "special" hooks for other things.
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I've only been playing for a little over a month now so I can give you both my New Player and New Killer experiences. I also play Survivor but with the long wait times for Survivor games at the time I can normally play I prefer to play Killer.
First, let me explain my mindset as Killer: My, the Player's, goal is not to kill every Survivor but to make a fun and intense play experience for [b]everyone[/b] involved. I go out of my way to try and hook everyone once before hooking someone their second time. Often times I'll run into someone who I already hooked once who hasn't been healed yet and it's been way more than sixty seconds so I know they don't have DS up and I...turn away and go look for someone else. I don't always do that, like when someone vaults though a window right in front of me when I wasn't in chase with them or some other silly move that leaves me scratching my head. But most often I don't take second hook until everyone else is on their first.
Another thing that I, as Killer, prefer to do, unless I'm working on a Challenge that requires it, is let everyone get out alive. WHAT?! Shocking, I know. But Survivors have a hard time getting Bloodpoints, so that 5k for getting out alive is a major thing. If I've hooked everyone twice before the EGC I've got 5.6k already and am giving up 2.8k-4k ONCE to give FOUR people 5k. That's easy math for me, and I'm really bad at math. That's ignoring that at 5.6k already I'd only need 2.4k more to max out and if any of my hooks were during the EGC hooks I'd have more.
That's my best case scenario though, which doesn't happen often. My point there though is that I don't try for the quad-sac unless I'm working on a challenge or achievement, and I've already got all the Killer Adepts. (Still need the "hidden" "Kill all Survivors by your hand" one though. And the other "hidden" 25 total "kill by your hand" one.)
So, with it in mind that I am not often TRYING to get twelve hooks every game what do I find to be the most problematic as a Killer?
As has been said the main issues for me is the broken matchmaking. Very early in a game I can normally tell if the Survivors I'm up against are Purple or Red ranks. As a Green Rank Killer when I go up against Reds I very rarely have an enjoyable game. Now, what do I mean by "enjoyable"? For me an enjoyable game is where I have to work to hook everyone once while putting pressure on gens but I [b]can[/b] get those hooks. I don't want them given to me, I do want to work for them, but against a Four Red SWF I'm lucky to even get one hook, let alone four. But when I play against Green Rank Survivors I actually tend to have more enjoyable games, I feel tested and often come out of those games ready for another. Against 'Whites' and Browns it just isn't fun and all too easy. Seeing someone try to escape off the hook and them promptly get hugged is a very saddening sight. So if nothing else please, please, [b][i][u]please[/u][/i][/b] do something about the matchmaking.
Another thing that's been mentioned is Survivor toxicity. There is no reason for a Survivor who just dropped that pallet in front of me, didn't even stun me with it just dropped it in my way, to crouch five times and only run off when I fake breaking or actually break the pallet. Yes, you are better than me. Yes, I can't catch you in a chase and you'll loop me forever. Actions have consequences and the intent is to be insulting, and insults hurt. The same things goes for waiting around at the exit gate to t-bag before leaving. It is bullying, plain and simple.
DS is next on my list. All DS does is encourage me to slug people. Whenever I'm in a game and I have an Obsession I play around DS on everyone. If I hit them back to dying I start counting out sixty seconds. I KNOW it is sixty seconds from when they got off the hook but most of the time I can't keep track of it in the middle of things and after hitting them I can count while I go about breaking nearby pallets that got dropped or looking for other Survivors etc and come back for them. This isn't fun for me and probably isn't fun for the person on the ground. And if someone jumps into a locker in the middle of a chase I'll just stand in front of it, again counting down the seconds, and if they leave before I grab them I M1 and STILL wait ten seconds because they could have left early to try and trick me. Something needs to change about DS, maybe it won't work if grabbed from a locker to encourage Survivors to keep the chase and try and escape via being sneaky and that it won't work if you are interrupted from an action, to prevent them from doing a gen right in front of the Killer. Maybe give the Killer an in-game minute countdown on an unhooked Survivor if there is an Obsession in the game, even if no one is actually running DS but is running another Obsession perk. I don't like to slug people but often times I can't just eat a DS and be stunned for five seconds.
Next is the trip-o, Object of Obsession. I'm at the point now that if I see an OoO I don't even bother playing the game. If I'm feeling really petty I'll hunt the OoO down and just slug them the whole game. I shouldn't react to toxicity with toxicity, I know I shouldn't, but we all slip sometimes. And being petty is just so [i]easy[/i]. Sometimes I'll still play against an OoO but I always just assume it's a four person SWF with comms so I don't try mind games or any of the other really fun things you can do in a game when the Survivors have limited information.
SWF groups is another thing that's been brought up and is something I have trouble with. I like the suggestion that DBD has an in-game proximity voice chat system and use of external voice chat programs is not allowed. I don't like the suggestion that the Killer can also talk over the voice chat but being able to [i]hear[/i] what is being said would be really immersive. It'd still allow SWF groups to make plans and coordinate but only while close enough together and the allow the Killer to know their plans and try to counter them. It also helps the solo-players as they can now talk with one another so they are not all just running around doing their own things and everyone gets killed.
I honestly don't have a problem with Unbreakable itself. But in combination with DS and Soul Guard it is very unfun to play against. We already have Exhaustion as a status effect, maybe the various 'second chance' perks could have their own, [u]called[/u] "Second Chance", that never goes away once you have it and those perks can only be used if you don't have it yet, or flipped the other way; the perk gives you the status but you can only have it once and as soon as you use it it goes away. DS and Unbreakable already have a 'once per trial restriction on them so that would just make them be unusable together like all of the various Exhaustion perks.
BT is also somewhat problematic. Survivors shouldn't run up to the person I just hooked and unhook them right in front of me before I can even turn around to walk away. OK, you want to do an exchange? I'm fine with that. But doing it two, three, four times in one game? From the same person because they had their own means of not getting downed to exchange. That's the problem. The main issue for is being able to do it repeatedly so limited BT to only work once a trial should make it more bearable.
Item wise, both main and add-ons, the only one I have a problem with is Keys. If I see a Key in my lobby I often throw out my "Don't tunnel" mindset and go for the key-holder. Because while I find flashlights to be annoying they actually have utility while the only thing a key is good for is getting out without having to open an Exit gate or getting out when two others are down and three gens have been done. The key is less about helping to escape as it is a slightly conditional free escape. Maybe make opening the Hatch cost charges so Survivors can't just Blood Amber all game. Maybe make it so the key can't open the Hatch unless you've repaired two gens while holding it. Because I've had games where the person who brought the key just want and hid and did nothing all game but escaped out the hatch after I found two others and left the fourth behind. I don't have any real good suggestions on how to "fix" keys because I'm not really sure what their purpose actually in-game is supposed to be.
I'm still learning what's a safe pallet and what loops I should and should not try to play around so I've not got any suggestions there. Other than maybe make some of them taller on some maps so the tall Killers can try and mind game without being seen. Not all of them mind you, and not all maps, but maybe have a few less short loops. This will hurt my girl Huntress a bit but help out so many other Killers.
I've not really had a problem with any of the maps. Some of them are a bit on the large side and could be just a little smaller so I don't have to spend fifteen minuets hunting down that Claudette who's doing just enough to not have away crows but is mostly just crouching in the corners not helping her team.
In general I think some add-ons need to be reworked. I've got a lot of add-ons on various Killers that I've played with and didn't care for and so won't be using. The ability to sell back items, add-ons, and offerings would be nice for both Survivor and Killer. I know I often just buy things to get the Blood Web level over with so I can get my next one and [i]maybe[/i] get what I'm looking for. That's more of a New Player thing than it is a Killer thing though, since Killers can get BP so much easier than Survivors.
Can't think of anything else on-topic at the moment. Other than as others have suggested if you really want to know what's wrong with playing Killer you need to actually play Killer yourself and find out. Because everyone is going to have problems with different things.