xCakeStick
xCakeStick
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@DancewithmeKate said:
I don't think they will if the survivor is not popular enough.
Like for example Jonah, i did not see this man in any lobby maybe for months. So i doubt BHVR would put any effort to his old skins or any bugs he has.
But if this happens to Kate, Sable, Mikaela, Feng or any other popular survivor, yeah they will fix it. I don't know any bug with popular survivor cosmetics unless you know any.
Well after they changed the voice actor for Jonah that's when I saw a decrease of them, due to that accusation based on the previous voice actor that provided his original voice.. And a lot of people didn't like the new one, but did get use to it. And it will be weird at first for the new players. His old voice was really iconic for him, and made him stand out more as a survivor that's why I played him as well. But his new voice doesn't really go well with me anymore, I don't like it.
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There's nothing really new in Chaos Shuffle, and Killers have started to realise more and more that they can just tunnel easier in this mode due to the random selections of perks. Because they don't know how to properly apply map pressure on the survivors or generators, so they got to tunnel to have a chance, might not be the same for everyone, but that's what I've been getting more and more.
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They just want your money more than anything
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This is intentional…. they literally nerfed the perk months ago to make you lose stack if you damage or capture a survivor in any sort of way with your power.. this is why see killers rarely using it anymore.
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@XtremeDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867632#Comment_3867632
Another case of of not seeing the bigger picture or just never being in a situation like this, you can't defend gens. The whole purpose is for the same insane speeds to be reached no matter who you chase. Thats common sense
You can defend generators, you're obviously bad at the game if you seriously think you can't disrupt survivors objectives…. Survivors aren't invincible, they can't repair generators if you chase them, apply pressure on injured survivors or hooked survivors. Properly timed chases and interruptions make a significant difference. Targeting the wrong survivor is also another mistake, if you're going to chase a survivor good at looping that takes you far away from the generators you're giving the rest of the team free time to repair generators. You chase weaker survivors, pressure the grouped survivors and patrol more often if a chase isn't going to offer any good difference tot he match, to regain the control. And obviously you have perks, powers and the killer you chose that will make the overall difference.
But the bigger picture at the end of the day is your playstyle, which includes adaptions. Survivors have an objective, they repair the generator. Killers also have a job, they stop them. If generators are being done too quickly, it's not just as you label it as "common sense" that this is an entirely unavoidable situation. It's a clear sign for one you're playing your games entirely wrong all the time to constantly go against this. So you need to balance and adapt your strategy of hooking survivors, interrupting generators and choosing your targets wisely when it comes for chases and looping.
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@XtremeDBD said:
Maybe its just cus of the winter break that friends are coming together and all to play, but there has been a massive jump in 4 man SWFs who do nothing but run deja vu, quick gambit, prove thyself, wake up, friendly competition and adrenaline.
These people do nothing but do gens for 4 minutes while one dude just pre drops and gives quick gambit to all 3 of their jockies. This has been super unfun to play against and i think its time BHVR nerfs these perks, maybe allow QG to only provide benefits to one survivor, make deja vu similar to prove thyself where only one 6% is applied to a stacked gen.
Other then nerfs, how is deadlock not basekit yet? Survivors shouldn't be able to completely repair a big ass machine so fast, that just kills immersion lowkey.
Survivor is being made stronger in the wrong ways, instead of focusing on perks, maybe focus on solo queue buffs. Like a In gamd voice chat, even mobile had that before core somehow. These just feel like super easy fixes icl.
"These people do nothing but do gens for 4 minutes while one dude just pre drops and gives quick gambit to all 3 of their jockies.", this sounds like your issue. If you're chasing somebody for an entire game and not adding pressure on your generators nor the other 3 survivors in your game what do you expect them to do? Come on now, use some common sense. All these people that complain about gen rushing are the same clueless killers that don't realise chasing is not what killers are meant to do all game, they are also meant to manage objectives of the survivors and disrupt their progress, if survivors are completing generators too quickly it's not the perks contribution, it's solely your fault for giving that survivor too much time in a chase and not enough space to stop the other survivors from progressing with their objectives…
Gen rushing is literally part of the entire game design, it's literally the survivors objective… your job is hunt them down and stop them, not be taken on a chase all game cause you don't know the concept of dropping a chase.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866629#Comment_3866629
I could say the same thing to survivors who "go next"
They launched the game up to then queue onto a game to just kill themselves, they need to ask themselves what's the point of launching the game in the first place…
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Just don't play any Killer then if you're having miserable matches.
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@typervader said:
If they manged to use an alram clock agasint you fast enough in chase, then your just bad. It takes like 3-4 seconds to use one
3-4 seconds to use a clock? Breaking a pallet alone takes 3 seconds alone, with an additional blind you can just use that alarm clock anyways…
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@crogers271 said:
I would wish the Developers make it so you can't see Freddy at all unless you fall asleepUnless I'm missing something, this seems way overboard. Can't be seen at all? Awake survivors can't really do anything at all.
I'd make the alarm clocks only to be used if you're not in the terror radius of the Freddy.Seems unnecessary. Stopping to use something is risky to do with a killer nearby. Also removes risk taking and decision making on the survivor part lowering the ability to actually engage in counterplay.
I would also keep the teleportation as it is, as that involves some skill with either faking it or committing to it, keeping that mind game elementI love faking teleports, using a generator in front of a chased survivor and making them guess which way I'm from. I hope they revert this change.
and if you can fail a skill check you're out of the dream world therefore no information, this will only be suitable for lower skilled lobbies when people don't know of the counterplay, but more experienced players will be always evading the Dream WorldHere's the thing about giving survivors secondary objectives: you can't have them and then expect to still have the advantage if they actually successfully engage in those objectives. Failing skill checks are costly and give their own notifications.
This is like when Self Care was meta in 2017 and all survivors did was being healing themselves and fail skill checks to stop Freddy to being able to attack them again.If an asleep survivor engages in healing, hoping to just fail the skill check to wake up, they risk the Freddy teleporting to them totally destroying the heal (and potentially a quick down). Seems very different.
- The survivors fall asleep based on the distance of how close Freddy is, and they will always have the lullaby present giving them some sign of indication where he is close which will get louder, this more relates to my comment on all chases will take place in the Dream World regardless.
- It doesn't matter if it's risky, most survivors won't care and will take the alarm clock to exit the Dream World and Freddy can't take them back in the Dream World for an additional 90 seconds, due to the Patch 7.4.0 nerf of survivors not entering the Dream World from a Freddy attack If used an alarm clock. At higher skill levels people will find ways of doing this just to make him an M1 killer for a chase.
- The healing skill check does not have unlimited range like a Bear Trap or Generator does. It's only limited to 64 meters on all maps, survivor can easily know this and walk out of that distance and miss all the skill checks they want and heal without Freddy being able to teleport nearby, unless they do so by a generator and killer instinct shows them. And most survivors towards the mid and higher levels of game don't really care about the notifications it give.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866563#Comment_3866563
Unless I'm missing something, this seems way overboard. Can't be seen at all? Awake survivors can't really do anything at all.
Why would you need to? He cant attack you unless you are in the dream world.
Freddy can still very well attack survivors not in the Dream World. And they won't be able to see him as he gets closer to them they will be under the Dream World based on the distance of Freddy, but survivors will always have his lullaby present when not in sleep as an indication he is nearby making you look out more and be prepared on this.
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@Dwight_Fairfield said:
If it glows it goes. I don't see the problem with cleansing hexes. Not every killer runs pentimento. If they do you can just go back to the totem you cleansed.
In the case of plaything it depends on the killer. If it's an insta down killer like Mikey, Bubba, Billy etc then I want to know when they're coming my way so I will cleanse it.
Bubba and Billy are significantly louder than Myers that requires bit more work compared to the other two, and if you're paying attention as I mentioned you will hear and spot them. That's the issue I mentioned, I don't remember where the totem is always been cleansed when I'm productive doing other things, and neither does the survivor that cleansed majority of the time. This is in good reason, as you should always assume Pentimento is being run, as why would you as a killer waste that perk slot running like Ruin
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You summed it well in your message really, there's no definite way of countering the perk itself. You've got to hope they go down near a wall or somewhere to prevent a flashlight save unless the Devs change it. Most of the time, this perk is used in SWFs with communication telling their teammates what will happen. Try to slug and see if you gonna add anymore pressure from this information.
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@thynderbird said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818189#Comment_3818189
I dont think you understand what I meant. I bought Dredge like a year ago, when it was still 9000 iri shards. THEN it was PERMANENTLY changed to 4500 shards.
Heres what i mean:
https://www.reddit.com/r/deadbydaylight/comments/17bi4ii/for_everyone_who_bought_a_character_before_the/
You're obviously forgetting they also mentioned they did this automatically players that were affected by this as their ticket system was too filled with tickets like the issue you're complaining off. If you didn't get it refunded automatically, you're obviously not eligible for a refund. If you believe I am wrong, you send a ticket directly to Behaviour, not coming to the forums.
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@thynderbird said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818088#Comment_3818088
no, the discount was that massive price change a year ago. i bought the dredge before. i also didnt know u could get a refund so yeah… Also, im flagging this comment for unnecessary aggresion
It's not unnecessary aggression, it's common sense. As it says in Dead by Daylight's EULA it says you can't get a refund. The policy you listed was for cross progression, which would award players Shards if they brought a DLC from another console and own it on the account being linked to.
https://deadbydaylight.com/eula/ -
You're like the kind of people to step into a bear trap and say the game is boring and killer sided lmao
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@ErebusSurge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815201#Comment_3815201
sulking because I said 101 instead of 43 doesnt invalidate the post.
the simply fact is the game is no longer a game nor is it fun. The overwhelming feedback supports this.
you enjoying your life in your bubble is great for you. Well done. Your experience isn’t that of the vast majority that highlight this is no longer a game, or fun, or even a challenging game.. it’s just aura perk, killer sees you, aura perk killer downs you, gens explode, mori death, game over..I’m sure if you offer to suck them off a little bit harder they will reward you but doesn’t change the fact this death experience is no longer an enjoyable game.
I think your problem here is your taking the game way too seriously, like you understand I have over 3,000 hours I've seen all kind of bullshit on both sides, I've seen a lot of terrible stuff from the patches on both sides, any "feedback" that this community gives which they redeem for a necessary change are just straight up nonsense. If you're not having fun that isn't the developers fault they still earn money whilst you're complaining, and they aren't gonna be listening to this "overwhelming feedback" to make the standard game "more fun", by changing all the stuff which you people redeem to be changed to make it fun, as the game is fine how it is now and is in a way better state then it was years ago, secondly if you aren't having fun maybe it's time to have a break and do something else productive with your life, your obviously tired and strained of Dead by Daylight. Furthermore, if you're going to complain about "aura perks", than perhaps you should all look at this and give me an analysis.
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I've honestly been playing more solo queue lately after avoiding it for years, and being forced to play solo queue due to my friends moving on with their life and doing other things and to be honest, I've been having tons of fun with it. I get the occasional match where I'm wondering what's happening when the team is down or making no progress. But for the most part, it's been good. I've escaped the vast majority of matches, seen a different variety of killers and also had fun looping against them (normally loop up to 2-3 gens, or even less if the killer is aware that they have to put pressure on other survivors and will leave me). Also, I've had good moments where I've remanded stealthy avoiding a chase and that's worked… It's not all about gaining the killers attention all the time, that's something people should learn…
Also using exaggeration in your message for "101 aura perks" just makes me not want to even treat this post seriously, I'm just seeing it as the average user that have "loads of hours" complaining. If you're tired of the game, have a break and come back when you're better frame of mind… -
I don't know people bother using any other weapons other than his default weapon "Death to Bayshore", the rest of his weapons aren't even calibrated accurately from his iron sights making shots harder than they have to be when leading due to how the spear shoots, this is something I've mentioned and other Deathslinger mains and veterans have mentioned. And the developers have refused to acknowledge it or address it even, as they'll think it's a waste of time. Upon buying this skin, haven't tested out his new weapon to see how badly calibrated it is. I've just been using Death to Bayshore since being told by this by another Deathslinger main… And from your screenshot if they can make a new Deathslinger weapon look like a pile of garbage, then they're gonna put less work into making more accurate aren't they…
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@Dream_Whisper said:
Here is my beef with map offerings in general. And I am going to be bit biased when it comes to fairness and how much I dislike some folks defending them for achievement or Roleplaying in general.
1.) Map offerings (currently) has a 100% chances to send you to any map in general, even if there is only one player using it. It not like a 25% chances to affect the map pool rng to more likely get you a possible chance, no; it guarantees that you can give yourself a map that would most certainly benefit you and increase your chances of success, especially for your teammates or to give the other side a disadvantages of some kind, without any methods to counter it in response.
2.) Sacrificial Wards is quite pointless offering, as there is alot of problems related to how it is triggered that makes it valuable counter to map offerings in general. You can't no longer see Red Ranks, or make any observation educated guess that the other side may be running a map offering of some sort, so you can not immediately change your offering to a Sacrificial Ward to counter before it is too late. Plus, everyone always or most often running Bloodpoint offerings, like all the time. Why run the Sacrificial Ward, when there is most likely chances that the lobby isn't running any map offerings and you wasted a offerings that did nothing. There goes your 3,250 BP for nothing.
3.) Sacrificial Ward, also has this line of text, which makes it even far more worthless, especially if you are the killer trying to counter possible SWF whom is intentionally running all 4 map offerings at once. What is even the point of the fact, you can counter one, two, or three map offerings, yet unable to do anything about 4 them at once. There has been multiple times in which the game had exploitable maps, when abusing exploits; like for example, when old RPD map had the 3rd floor god loop in thr library with no hooks and you had the old reworked Boil Over "meta."
"Sacrificial Ward is trumped only when all other Players burn the identical Realm or Map Selection Offering."
Oh, and if you say "But the Sacrificial Ward did indeed help me counter a map offering, one time before". We'll, Just because you used a Sacrificial Ward to remove a map offering all together, you can still be unfortunately be super unlucky and the game truly hates you and still get the very same map you were trying to avoid in the first place, so yeah... more rubbing salt on your wounds there, it simply is the worst offering in existence, it makes the luck offerings look better.
4.) For Achievement farming/roleplay, I get it; you want to have fun casual or earn your achievements; but I feel like most folks have already unlocked these achievements already within the first month or first 3 week of the new map being added to the game with that achievement involved. Plus, we have custom games in which you can invite friends to do Roleplaying in general. Some folks are not interested in Roleplaying all the time and want to play a horror game in which the goal is to interact with each other in a "deadly cat and mouse chase game" and not waste time with excuses for using map offerings to defend its purpose, especially when it gives you a advantage.
My conclusion: Map Offerings are too oppressive and can make the game not fun for the other side, and make the community bit divided. They need a rework or better to be Retired from the game, along with the Sacrificial Ward to be fair in this Asmmetric online game.
My solution for Rework:
>Sacrificial Ward should remove this line of text and simple make able to render any map offerings at all, even if all 4 in play. Also, if a Sacrificial Ward blocks a certain map offering, like for example Badham Preschool; they should also removed the map from the rng pool to make it worth running.
Additional, give the either side a opportunity to witness everyone's offerings during pre-lobby (no perks, no items/builds. Just simply let them see any offerings, so they have a minute to change offerings before match starts).
>Map Offerings could either give you a 25% chances to most likely go to the map Realm, but can be stack with each other up to a maximum of 125% if all 5 map offerings is in play. No more 100% for one offering.
Good response! I agree with your rework.
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Honestly don't even care, all the skull merchants I get are annoying ones that use Franklins Demise, Knock Out, Third Seal and Deerstalker, just slug you onto the floor until they've gotten everyone down and wait for the lobby to finish/everyone to die, or hook everyone after all survivors are down. I understand the fact some skull merchants do not play like this, and actually try and play the game normally showing their skill they've played with this killer. But when most people use this killer to engage in scummy playstyles against the survivors then it's less sympatric for a lot of people.
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@Neaxolotl said:
Probably because without hindered she will be pretty much powerless killer
I can see what you mean but she's already awarded haste and undetectable during the chase and in the drone, I think hindred is not needed.
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The developers have said repeatedly over the years they aren't giving the skins, nor will they give the skins back to anyone that lost them. Back then, the developers told you to backup your own data in the case it got wiped. If it got wiped without a backup they made it a you issue. And when players lost their legacy, no compensation was awarded.
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The MMR system is also to blame in situations as well.
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You should consider yourself lucky you're waiting 10 minutes, I'm not going to be sat staring at my monitor for 30 minutes (for me) doing nothing, I'm going to doing other productive things whilst watching the matchmaking put me into a lobby.
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furthermore, 2v8 mode is good and actually fun at times. But it just reminds me of how random survivors are still terrible at any sorts of teamworking together, like teamwork is better when playing with another random killer from my experience than 7 other people, that's insane already. Then when I go into a 1v4 match the skill level is differed massively due to the lack of players and the MMR system that the lobby gets instantly destroyed from it being new or low MMR players, or they die on hook or leave. Such a state the game is in..
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@Rick1998 said:
worst part is that even 1v4 killer queues are awfull right now because of this. Honestly i might just not play this game at all for the next 2 weeks .
honestly what i'm saying as well…
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Because of this game mode it's also made Killer queue time even longer for the regular game, the game mode has decreased the amount of survivors playing as a whole, this is one of the reasons why I don't like new games, not enough players to keep everything up in queue times with the MMR system.
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https://youtu.be/5KEYgAgarBI
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I don't care about survivors, it depends what loadouts they have.
But for killer I avoid Skull Merchant, Nurse, Hag (depends, considering Made for This is no longer an issue), Blight (unless I have to, he's too strong and I want a win that's feels like i've done something good) - other than that I play them all!
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I feel the same, the only time when it's worth playing survivor is during blood rush and 100% BP bonus, or with friends, or if you're playing for achievements or challenges. When you're heading to the gold-iridescent ranks the emblem and pip system feels so harsh combined with the inconsistent team mates of solo queue it's hard to make progress. At this point all my killers are pass P3, most even near P6 at this point, where I have most survivors sitting at P1 cause I don't enjoy survivor and I get little from playing. It's not worth it.
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All other games that focused on "asymmetrical horror game" has had really bad issues from toxicity of other players. TCSM and Evil Dead: The Game are two games that recently released and has voice chat. I'm glad voice chat IS not in this game, as those two games have essentially proved that it's a horrible feature and half of the players that use it will use it for bad, and will cause more issues. This game isn't that bad, but it has issues.
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Both perks are awarded from downing a survivor and hooking them. In theory, If everybody was good enough to loop the killer at a decent amount of time which allows a decent amount to generators to be done within the chase, the perks are used rarely in this sense. If you're experiencing it every time then obviously it's the survivors thats the issue in my opinion if they're getting themselves time and giving the killer the upper hand. Both of these perks have received these changes, I wouldn't want to see them further nerfed either.
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Wasn't his hug tech a bug and also supposed to be patched? We will probably see it going in his add on rework.
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Compare it to Evil Dead: The Game, before that completely died and stopped receiving development it was very frequent to see the community being toxic to each other than the game being toxic. Someone picked the character they wanted to play? Well, now you've got them screaming and throwing a tantrum at you. It was pretty much like TCSM but more extreme. You had racial slurs almost every game, players threatening each other, people blaming each other for mistakes and being yelled at in general. And players will just go ahead and get the lobby killed if they didn't like something. 2 asymmetrical horror game which voice chat and look the issues it has. Voice chat is not a solution if people can't use it appropriately. It adds more fuel to the fire.
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@AfraidMonsters said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619677#Comment_3619677
You're literally wrong, it would not "add fuel to the fire" it would make the situation better. The rest you said before that is literally the same sh as the previous reply by you.
Also no idea why you're talking about. Whenever I'm in solo queue I RARELY get teammates that are queued up together. like 1/10 chance from what I've seen. so... the rest of what you're saying isn't even true as well.
I literally played the game for 3 weeks straight after it's release with another buddy of mine, and 90% of the time we were muting other players for being racist, making dark or edgy jokes, making obnoxious noises down the microphone or they were just screaming at each other. How this is a solution baffles me. And it's obviously why they've never added it to this game after 7 years as they realise it isn't a good idea most likely. People praised TCSM when most of the time they spent muting other players, check reddit or their discord and people will easily tell you. Sure, you have great and amazing players who voice chat sensibly and as a team, they to perform well in the game. Whilst you have the vast majority of players that don't care and will make you mute them. And you've muted them you seriously expect them to play the game normally? This issue even happened within Evil Dead The Game.
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@ChaosWam said:
It's not just gens with me, some tiles spawn really weird in large maps. I once had 3 tiles next to each other that on one side had windows facing each other, where you could vault one and immediately vault the next, and on the other side was a TL. Some other weird things I noticed was even pallets spawn a little wonky and some tiles just don't have them when they should sometimes.
Father Campbell's Chapel does this with shack, it will have a relatively good filler pallet with a long wall with the vault facing directly from the Killer shack window.
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@Ayodam said:
The Crotus Penn maps are known for bad gen placement. With maps growing smaller 3-gen situations are unfortunately inevitable.
No generators on the right side of the map at all on this playing, they could but a few up there.
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@GeneralV said:
Map reworks have been great visually, they've changed the game to make it look nicer and keep it line with other games.
I disagree with that, but I understand those are personal opinions.
What we can agree if is the fact that the mere word "rework" is a bad omen around here. Every time it happens we either know something will get ruined, or we desperately hope it doesn't happen.
And it isn't just the recent ones. If we go further back, we find the saddest examples:
-Freddy: The absolute worst rework in the game's history. In a matter of one patch (3.1.0), a killer that required only a reversion of nerfs and a single QoL change gets replaced by something else entirely. He was my main before the rework, and I have yet to get my favorite killer back.
-Hillbilly: The one change no one could have predicted. I mean, surely the "golden child" of Dead by Daylight's killer balance would avoid unnecessary changes, right?... Right?
Sure, someone could come here and point me towards Bubba or Legion. But as I've said on another thread, a full rework always has a risk.
And that is why it is dangerous to ask for those.
I think the visually the maps should have options on the old graphics or new graphics. But I was pointing out that's how the rework is only okay with doing.. anything else is terrible.
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For clarification - I basically made this post after playing Sadako for the 10th today and essentially winning my matches by teleporting to one of the TVs every 60 seconds, and it made me think on most recent reworks haven't gone well.
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The recent issue is due to Microsoft giving away game pass for free, and Dead By Daylight is of course on the game pass. It's similar to when the game went free on Epic Games, a bunch of free accounts for people to exploit, get banned and hop straight back on.
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@pigslittlepet said:
If it's the last survivor who cares? It's a bot. Killers dont want to kill bots and survivors don't want to play with them. Maybe if they suck enough the devs will realize they aren't good for the game and scrap them like they should have the day they came out. This game is all about the interactions between killers and survivors. The more automated things they introduce the more boring it becomes.
That's not the point I was trying to make. If the bot can't realise it's the last one in the trial imagine what other things it can't even detect, and I can already think of some things. For example, they don't know to heal you vast majority of time.
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If you watch August 2020 videos and any other videos from previous months and years, it's insane to see how Dead By Daylight had changed so much after August 2020, with new movement, new reworks for maps and in game models. I see why they did it, but the older stuff looked so much cooler, and fitted the games point.
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Deathslinger is literally fine, if you can use his Redeemer correctly and efficiently you're going to stomp on matches no matter what. It's similar to Huntress, but the catch is the Deathslinger has a range. From the way you're describing this, you sound like BHVR when they add a new killer to the game now with all these other abilities and features they have. The only thing maybe he will need is that movement speed buff or terror radius reduction. Other than that he's good.
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@VomitMommy said:
I just want my Ruin back...
I think 200% was fine, when it gets removed as soon someone dies.
Nah... how about we add back the old hex skill checks?
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Have you not played Texas Chainsaw Massacre? You had to mute half of the lobby as people said the most disturbing stuff there, at a regular basis. Especially if you did something wrong, you were shouted immediately. This will not solve anything in my opinion, it adds more fuel to the fire.
Another point, most people that play by themselves or in a group are 50% likely to not care about you, or your intentions. So, communicating to players like this does nothing.
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As a player that has played both sides equally since 2018 I don't understand how people complain so much. I've witnessed so much terrible things with this game, and yet I've continued to play it without making it such a massive issue. Sure, I've complained a few times (who hasn't?), but not near to the extent I see other people do.
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@Cyber686 said:
same thoughts i have about you. if you are a baby killer that commits to a 100P survivor in the main building its skill issue
Many people would agree that map offerings are an feature that should be changed, the fact you have to be so immature about it in the discussion is pathetic, if you nothing to share that's useful you shouldn't even be here. And 100P doesn't mean skill, it means they've put time in the game to get there, which shows you don't know much.
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@Cyber686 said:
maps benefits swf more than average solo q player. both exit gates are always in the same side of the map within 5 meters away from each other and 1000000000000000 hooks and lot of dead zones with 0 pallets. what the hell are you whining about?
Exit gates probability of spawning close to each other is low, "1000000000000000 hooks" is unrealistic and will never happen at least attempt to give a proper statical response - furthermore to this point survivors can bring petrified oak with an in door map to make this unfair for killers and you obviously haven't been playing long to not see how maps spawn a lot of tiles which prevent dead zones, and if you go to these dead zones and don't recognise it as one you aren't good at survivor.


