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xPrinceHarlequinx

xPrinceHarlequinx

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  • @Blueberry said:

    I probably average 3 condemns a game. 1 draw and 0 losses in at least 60+ games. Wasn't exactly tracking them.

    I haven't been condemned a single time myself against her though since I respect her condemn and do the mechanic. Won most solo queue matches I've seen her.

    What to take from this.

    It's less important how many wins/losses/condemns there are, and it's more important why those wins/losses/condemns happen.

    Is she condemning/winning a lot because people ignore her mechanic or play bad? Or are they doing the mechanic, playing well and still getting condemned/losing?

    In my experience it's the former. The only time she's winning/condemning excessively in my experience is when the survivors play bad or ignore her tapes, as they should. I've been spamming her and at least 70% of players ignore her tapes entirely or do her counter play wrong.

    I think Sadako is fine, her condemns are just people playing bad. That's my experience.

    I mean, i dont disagree and as stated, 32 matches is a drop in the bucket when it comes to data analysis but I do think its interesting how often it happens and how quickly it can turn a game around.

  • @appleas said:

    She’s similar to Pinhead, manageable in swf with knowledge of the game, messy in solo queue

    I actually think she might be just a little bit stronger than pinhead mostly because of the instant death mechanic. Also, i think its a little bit harder to manage condemned than it is the box when it comes to balancing that and gen repair progress.

  • @Caiman said:

    Medkits were nerfed to make injuries apply more pressure to survivors. Then survivors were given all the perks they need to nullify that pressure while being injured. Nothing was solved, in fact things have arguably worsened.

    This is a point I've never seen made and honestly.... VERY GOOD POINT!

  • @whickedchainsaw said:

    Why do perks such as Resilience and Made For This exist and basically rewards you when you're injured? You should not be rewarded for making a mistake in the game. It's surreal that these perks exist in the first place! M1 killers continues to struggle against these perks. The pick rate for Nurse, Blight and Wesker are getting higher and higher but BHVR doesn't address these issues thus we're stuck in this boring Hold Shift+W meta.

    So like, i don't disagree with the sentiment, that being said, it is literally almost impossible even if you don't make a mistake that you won't be injured at some point. Unless of course, you want survivors to play super stealthy which I personally find highly boring as killer.

    A survivor remaining injured on purpose has kind of a risk/reward factor to it because you could catch them out of position and now they only have one health state so it could be to your benefit.

    However, I have given it a lot of time to settle and see what effect it would have, and I absolutely hate Made For This. In most cases, I don't even think the perk itself is the problem. I think pallet density and the safety of the map itself is what causes it to be as strong as it is. But thats kind of been the problem with the game since it came out.

    Now, if we are talking about 110 killers like Huntress, on a map that's too dense to really go for even any medium range shots and has barely any loops you can throw over, I upgrade to loathing Made For This.

    But then I feel kind of conflicted because I want survivors to have strong tools to make the game a challenge and also have the ability to have fun perks without them getting gutted.

    In conclusion, this game is a constant push and pull and hard to balance. This is where we've landed. We deserve better from the game we love on both sides.

  • @Alice_pbg said:

    if I'm not mistaken... both the alien and hux maps share a realm.

    I still agree with you on what you're saying, just a minor correction

    I actually wondered this cuz.. ya know... both space lol.

    However, for the one map realms, I would love to see editions to Ormand, The Dredge realm, and the Deathslingers Realm. I would also like to see variations of Lery's and other indoor maps that have outdoor counterparts.

  • @IHSGames said:

    With the recent release of the Alien Chapter PTB, I'm starting to notice something that I only scoffed at before. And that is the usage of new realms almost every chapter. Now you might wonder why does it matter? After all, new realms allow the Devs to make new and cool maps with different aesthetics. We'll there are 2 issues with this type of thinking.

    For starters, we have so many realms with only 1 map to the point where there's really no point in making them. Why make a whole realm when only 1 map of it exists? Forsaken Boneyard? Ormand? Withered Isle? All realms with 1 map. Realms exists to add multiple maps into 1 category but if you're going to make 1 map for a realm, why even make realms in the first place?

    And finally the Bloodweb economy. With all these new realms and maps getting added every 3 months, it just adds on a whole bunch of clutter to your bloodweb. Despite bloodweb items being cheaper and the Bloodpoint cap being raised to 2 million, it still does not accommodate how much clutter we have, along wit each new realm being added, adding more to it. Our bloodpoints are getting seeped out faster with little to no return on our investment. I can spend 2 million bloodpoints but get little to no map offerings of a specific map I want, offerings, items, etc. Doesn't help when you gotta invest in 100+ characters, both including survivors and killers. It's just too much for so little we have.

    But I do have a solution. Unless it's a licensed map, any new original maps should take place in the realms we have so far. This not only allow DBD to explore these realms with a new look, such as Ormond Town, or the prison of Dead Dawg, saving money on resources since they can reuse models and textures, while also just being cool to explore a new version of a realm, but this allows us to also not have such cluttered Bloodwebs, once again, getting little to no investment back.

    I agree with this. Especially if you have a map offering for them. You're basically just guaranteed to go to the exact map you want. This can be super unfun for either side depending on who burns it.

  • @Nebula said:

    Very well done and interesting graphic. Thank you for this.

    Thank you for taking the time to look at it :)

  • I've legitimately never had a match where I enjoyed going against her... or knight for that matter. Its either a really long boring match or a normal length boring match.

  • @DredgeyEdgey said:

    I mean the math checks out average is 1 Condemned kill a game 32 games 40 Condemned kills

    That means there were 3 or 4 games were you got great Condemned kills

    Or there was 8 games where you got 2 Condemned kills

    It was honestly very surprising to me how often it was occurring and in most of the games where it didn't, it was because they weren't doing gens they were running from TV to TV.

    Strength and stats aside, by the end of it I feel like the fun factor of going against her would be nearly non-existent. I honestly started feeling bad.

  • @Nazzzak said:

    Every game I've played against her, she gets at least one Condemned kill. Sometimes two. I havent been one of those (yet) but it can be hard juggling gens and tapes. Tapes/TVs can easily become the main objective in a Sadako game.

    It honestly seems like juggling both would be a nightmare especially in solo queue. It just feels so weird to call her a strong killer lol I'm hesitant to state it but also like..... the evidence is there.

  • @Fuzzycube said:

    First off this is just about survivors perks, I get some killer perks and add-ons are strong too.

    Resilience: Vault speed bonus removed:

    The perk would still be strong and have multiple uses, I just don’t think improved vault speed for survivors is good for the game.

    Made For This: Reduced to 2%, endurance effect removed:

    The added bonus of endurance after healing seems excessive and 3% seems too much in loops for m1 killers, particularly since the perk has no time limit and requires no effort to activate.

    Buckle Up: Doesn’t activate with For the People:

    I don’t know if this combo is intended but seems crazy.

    Window of Opportunity: Disabled after vaulting or dropping a pallet for 20 seconds:

    Probably the most controversial but I feel there’s a reason this is the most popular perk in the game by far, even more so than Dead Hard at it’s most popular, it’s like wall hacks for loops and I feel gives survivors consistently too much information.

    Windows of Opportunity is popular to counter the RNG of maps. However, I don't think I would mind the deactivating after getting use out of what you see. It would also make it so survivors would have to do a quick scan before vaulting or dropping the pallet so they can memorize where to go next. Sounds slightly more interactive for at least their side of things.

    Made for This: Haste stacking needs to be removed. I don't know about reducing it to 2% as I don't know how much that will actually help. The main problem I see with this perk is it doesn't actually help against the top killers in the game it just makes the weaker killers even... well.... weaker. It also ends up being a nightmare for 110 killers like huntress and deathslinger when they are at loops they can't throw over/shoot at or on maps that they can barely use their power, if at all.

    Resilience: If they reinstate the new fast vaults, I would say yes as while survivors may not be able to tell the difference during chase, it actually does have quite the impact. However, if I had to choose, I would remove the gen speed repair boost instead.

    The other ones I'm not super familiar with their interactions together so IDK lol.

  • @SMitchell8 said:

    Does anyone face Huntress a heck of a lot? 6 of my last 10 have been against a Huntress. She's always been a popular opponent for me, always in the top 3, but she's easily the most common killer I've faced for over a year now. They've all varied in levels of skill also, some decent and some who couldn't hit double decker bus. I haven't faced Wesker for months, with my next most popular killer appearing being probably Ghostface or nurse.

    I am on the UK servers and play around midnight, perhaps she's just very well liked in this part of the world.

    P.s Still haven't faced a Skull Merchant and I've only faced 1 Singularity.

    She is one of the more fun killers to play. Plus she can feel very rewarding to put time into even though there is a large amount of time when you have just picked her up, where you kind of have to play through the bad.

  • @Iron_Cutlass said:

    Bandaged Haft and/or Oak Haft are addons that decrease the cooldown from using a Hatchet by 10% and/or 20% respectively.

    For those unaware as to what exactly these addons do. Huntress has a cooldown period after throwing a Hatchet. Realistically, it feels more like a "recovery" than an actually cooldown, since your movement is slowed and you cannot do any action while on cooldown. It isnt that far off from the Killer's weapon wipe animation after a Basic Attack.

    Reducing the cooldown to using a Hatchet is by far one of the strongest things you can do with Huntress, it allows you to follow up a Hatchet throw with yet another Hatchet, or in some cases, even a Basic Attack. It also heavily reduces the distance made by a Survivor after being hit with a Hatchet, and in a weird way, is like Save The Best For Last without even needing to gain/manage stacks.

    These addons are, in my opinion, one of the best addons for Huntress, yet you never really see these addons. I have a few theories as to why, but nothing concrete. How do yall feel about these addons? Do you think they are undervalued or overvalued?

    I run it sometimes but I much prefer running aura hatchets w/ infantry belt to be able to go for cool follow up shots.

  • As a killer, this event has been ass. I don't play like an A-hole and thanks to all the other killers that do, my meme builds basically get 5-6 minutes of playtime before all gens are done. I just want the games to go back to normal.

  • Aesthetically, its gorgeous. Once again the art team has outdone themselves.

    Gameplay wise? Loathe it. While they decluttered it a bit, its still a mess. Very hard to track scratch marks and blood on the map. Easy to lose survivors due to all the different colors camouflaging them. The main building is actually insane. It feels like the map is huge as well, but that might just be an optical illusion thing.

    Overall, it just feels like all the actual fun killers are going to be bad on this map and all the killers that remain won't be able to have enough pressure due to the size and the amount of pallets and safe loops. Ran out of pallets? Just run to the main building because even without pallets its Garden of Pain house levels of ridiculous. Also, unsafe loops tend to feel safe due to the collision being incredibly weird on the various plants however that can be fixed.

  • @KingFieldShipper said:

    I played a couple matches as huntress on this map, pure misery. It's not even the LOS blockers in chase, it's just I play for cross maps and snipes and it hurts my little heart with all the clutter

    I main huntress and as I was randomly assigned this map 5 times in a row (literally no offering just pure rng) while playing the new killer, all I could think was, "This may be the most unplayable map for huntress they have made yet" Like, honestly, who the hell approved this map out of QA?

  • I want to play on it a few more times, perhaps with a killer I'm better with, to see just how much I hate it, but agreed. I think i hate Garden of Pain just slightly more but my god that isn't saying much.

    Just one time, I would like to be like "My god this map is gorgeous and so fun to play on." but clearly that is too big of a want.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452144#Comment_3452144

    Still, 16 unique perks will be a lot less oppressive then the 6 strongest perks in multiple instances. Just look at how comp DBD plays out, its only possible to work at all, because they mostly restrict survivors and how they can combo. When I play with my friends in a 3 or 4 man SWF we already often have more or less unique builds, because we all mostly fool around. I wholeheartedly believe that you can still have a lot of fun and a lot of effective builds with limiting duplicate perks and items in a SWF, but it will be the hardcore SWFs whos powerlevel will be reigned in the most by such a move. Yeah, they will adapt, as they always do, but this would be a step that opens up a lot more design opportunities.

    On the same vein, you are right: maps are attrocious and the biggest contributor to the whole problem and every new map or rework for the last 2 years has baffled me, but I guess it is what it is and we gotta live with it. FR, though, I never cringed so hard in recent DBD memory as when I saw the developers update about the new chapter and some map designer talked about the alien planet landing zone map and when he said something along the lines "its totally alien and SO full of clutter. Its glorious." Oof.

    The entire community cringed at that comment at the exact same time. It really goes to show how tone deaf they are when it comes to what this community is frustrated with. I've played on the new map once since the patch today and its just so easy to lose people.

  • @jamally093 said:

    And no I mean as in the player just randomly getting hatch by the killer because they did nothing. They weren't sandbagged or anything no they just go down and stop wiggling then get hatch. Why they didn't do anything to deserve hatch and no I'm not complaining because (whaaaaa I never get hatch from the killer) no I refuse to just have the killer give me hatch and refuse to give hatch unless the players team was sandbagging or just not letting them have a good match. I don't get it why does the killer just randomly give hatch I stopped trusting killers like that since I constantly had them drop me and shut hatch in my face.

    Because if we are already at the point where I can give someone hatch, I have already pipped. There is zero downside to doing it. Like, why wouldn't I at that point?

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428114#Comment_3428114

    Not necessarily. For example they could limit perks to only one instance in any SWF, or at least impose some sort of efficiency debuff to certain combination. You could face 4 SB in a full soloQ lobby, but a 4man SWF could only field a single one.

    Also, show who was in a SWF with whom in the endgame screen, so that killers can assess that, yes, their most brutal and infinite losses were against SWFs, but also a lot of their sound wins, because many duo SWFs will be overly altruistic and risk a lot in order so save their mates, and not every SWF is actually good at the game.

    Limiting perks to one instance per SWF will hurt the competent teams the most, the casual happy fun SWFs won't feel a lot

    I disagree that it will hurt competent teams the most because what will happen is the competent teams will adapt. Soon there will be youtube videos detailing the best 16 perk build for swfs and then what? If the issue were SWF's, they would have been nerfed back when the depip squad was a thing, and they did all of that with no perks.

    The issue was, and always has been, maps. This hasn't changed in the 7 years it has been out and based on the most recent maps we have gotten, and the Red Forest rework, they intend on keeping the maps horrible. Unfortunately, and trust me it annoys me too, in order to be able to enjoy this game you just have to accept that sometimes you are gonna get dealt a bad hand and its gonna cause you to lose. Then, just breathe and go next.

  • I love when the devs raise the odds of maps they know a large portion of the community despise. /s

  • These days, I just try to pip. Escaping is a bonus if it happens but for the most part, as long as I pip, I don't care if I make it out. However, non-flashlight users, that literally just immerse the whole match and never touch a gen, take a chase, etc. really grind my gears.

  • @luvcraft said:

    I've been getting consistently destroyed on solo queue, and I think I'm now at the absolute bottom ranks and STILL getting wrecked. So today I started using Kindred after not using it for a while, and the difference is absolutely night and day. I've escaped every match except one, and on that one we only had 1 gen left and I was dumb and forgot that Starstruck's exposed lasted a few seconds after the hook.

    Kindred on solo queue communicates exactly the most important info that SWFs communicate via comms: who's going for the unhook, and whether or not the killer is camping. So I can know definitively if I should stay on a gen or go for the rescue. And I consistently get rescued instead of spending the whole match on the hook and eventually dying, because the other survivors can see who is and isn't going for the unhook.

    Please PLEASE PLEASE just make it basekit. It won't make any difference to SWFs, but will make a WORLD of difference to solos.

    Yes, it is a little powerful for basekit in that it shows where everyone else is and what gens they're working on, but again this is something that SWF players already know, so there's no benefit to them, and giving solos this info will just level the playfield between SWFs and solos.

    The argument that you are able to escape every match now that you have kindred equipped is more of an argument against having it basekit than for it. Kindred is a wonderful perk, but its effects are a little bit too strong to just have it be default.

  • I really wish they would leave it disabled forever

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/376848/give-a-temporary-fix-for-impossible-blinds

    It feel like every time a buff happen the other side say "what about Meeeeeeeeeeeee". I definitely get hit from some crazy BS angles before but it not that common in my opinion.

    I mean to be fair, thats usually how balancing works. You buff one side of things, and then you add counterplay by buffing something that goes against it. That being said, lightborn basekit is a horrible idea. I would say giving one of the effects, such as aura reading on the person that blinded you for x amount of seconds, wouldn't be a horrible idea.

  • @Chordyceps said:

    He's definitely stronger than some people realize, but S tier is a huge stretch. Unlike the other killers in S tier, he has counterplay.

    Agreed. I don't think he's S-tier in the slightest, but caught in the wrong area and off guard, it can feel pretty unfair to go down to him.

  • @OrangeBear said:

    Unfortunately the killer just sounds like skull merchant 2.0, just like how dredge is to sadako. They are probably going to be good at holding because of the teleport ability. But the camera things sounds fun but yeah i feel like this is gonna be controversial...

    Map looks really nice we'll have to see if it's good to play on.

    Hopefully the perks are good and worth using but they usually aren't so i am not expecting much.

    I am heavily apprehensive on if the map will be another disaster. I'm getting incredibly tired of aesthetically pleasing, yet a nightmare to play on, maps that they keep pumping out with every chapter. However, we will see how it all shakes out tomorrow I suppose.

  • I honestly don't hate this idea. If survivors want out of the game they legit just need to be hooked and then they suicide. If, as a killer, I find out by 3 gens popping in less than a minute that I'm dealing with one of those kind of groups, I would love the capability to walk to the gate and just be like, "you got it, see yourselves out." I think it would be an interesting way to for the community to police itself.

  • @CheesyBabyBoi said:

    https://us.v-cdn.net/6030815/uploads/OUGZBZPRH88Y/image.png

    survivors can walk through this, killers can't. Maybe survivors actually cant walk through this, either way, whatever map development team quality assurance needs to have their boats rocked because i couldve sworn we were past this

    This is bad map design. Take it out and dont let it happen anymore.

    Agreed

  • @Nebula said:

    I find this to easily be the most annoying / boring perk to play against as depending on map rng it can take away your only means of delaying hits for half the map. It doesn’t feel like it promotes healthy interactions imo.

    I can definitely see how it could be annoying but there are also quite a few m1 killers that kind of need it in order to stand a chance at some tiles without having to chase the survivor until it is entity blocked. Unfortunately, it seems to be a necessary evil until maps are reworked, and loops are more fair for both sides.

  • @FilthyLegionRevival said:

    With one day left until the PTB is available for download, I would like to hear what you guys think and feel about this next chapter. Regarding the killer itself, being able to place what is effectively security cameras with a manual turret seems like a cool idea. It means that thanks to what's effectively a pinhead teleport when they get infected, they'll have good map control without it being a total slog like the recent killers we've had. Now with what I heard about the perks on the Behind The Scenes we saw on the stream, I'm particularly interested in the one distraction perk that they mentioned. Don't care that much about the gen one because we don't need gen speed perks.

    Also yeezus christ, that map looks beautiful!

    https://us.v-cdn.net/6030815/uploads/7OR0J6O9CYOB/image.png

    I'm excited to see how it works

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432504#Comment_3432504

    As I've said, the 15 second wait won't have any impact in most games. In most games, the survivor will not reach the exit gate within 15 seconds, so it will already be unblocked by the time they get there. It mainly only impact players trying to cheese an escape by waiting at the exit gate.

    If you are already ready to go next and truly don't care any more, run to the killer so they can kill you. That literally saves far more time than running around for hatch, waiting for the killer to close it, and trying to open the exit gates.

    I was speaking about being ready to go next from a killer perspective but interesting you immediately th on that it was a survivor pov

  • @TheWheelOfCheese said:

    Perk search bar is cool. It also should have been added 2+ years ago... better late than never, I guess.

    Bot backfill on DC is really nice and I'm excited for that change.

    The Nicholas Cage announcement is ... really weird, TBH. I'm not sure how I feel yet; having a real and still-living person in the game as a character is oddly fourth-wall-breaking and not in a good way. It makes me think that there was a meeting one day at BHVR and someone made a joke about getting Cage to be in the game and everyone had a good laugh except for that one employee who doesn't get sarcasm. This employee then went off and negotiated with Cage to be in the game and, when successful, brought the news to the rest of the team who stared dumbfounded at them, thinking "well... we can't really tell Cage that it was all just a joke, right? Ah, beans. I guess he's going in the game."

    The new chapter's aesthetic is very good, but I'll withhold judgement on the chapter until we see how the killer works and the perks that will be included.

    The planned Coldwind reworks have me absolutely terrified after the recent Mother's Dwelling rework where they took one of the most survivor-sided maps in the game and fixed it by making it even more survivor-sided. They also praised themselves for the RPD rework that didn't really address any of the complaints anyone had with the map. I really think they're going to rework the two Coldwind maps into something far worse than they already are. As much as I want problematic maps to be reworked, I do not trust the map designers to move the balance needle towards the middle.

    Cosmetic stuff generally holds no interest for me so I mentally tuned out for that segment.

    Face camp change is inconsequential unless they manage to botch the implementation; I don't face camp so it won't affect me.

    All in all, I found the stream in the "kind of good, I guess, but not terribly exciting" category.

    I second that fear of the coldwind rework. Like, Autohaven, they did a decent job but red forest was an absolute failure. Gideons was an absolute failure. Badham was an absolute failure. I just need them to do better or leave it well enough alone.

  • @mustdogen said:

    I am not saying it is bad.......

    But....it feels like nothing.

    I don't know about how you guys, but at least myself is really expect for this 7th Anniversary live stream.

    But after such a long wait, there is really nothing in the Stream,not like a 7th Anniversary at all.

    No killer change,no perk change,no gaming system change, even don't have any information.

    A normal live stream for new patch would at least talk about the information about new dlc like new perks and killer, but no we don't even have that this time.

    Just keep saying that this will be sifi-scary this time, yeah we know we have eyes.

    TBH all the stuff they said about the game play can easily just write in the road map.

    After watching like nearly 2 hours,i feel like i watching nothing but anti-face camping,which is quite weird, because face campping is not very common right now.

    It is feeling like this 7th anniversary is more empty than a normal live stream.

    I heavily agree with this. The sad thing is, it wasn't even because it was leaked, because had I not known anything, I would have left very underwhelmed.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432293#Comment_3432293

    My suggestion is to block them for 15 seconds. This is barely any longer. As I said, this 15 second block won't even have an impact in most of the games since survivors usually wait to the last 40% of EGC to open the gate and reaching the gate within 15 seconds is rare. The block only impacts games where survivors try to cheese an escape by waiting at the gates.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432344#Comment_3432344

    Don't see how this is relevant. Also, to me, the ability to wait at an exit gate to cheese an escape is survivor sided.

    By that point in the game i am ready to go next and start a new game. I dont even want to wait an additional 15 seconds. Honestly, a 4k shouldnt be that important to you.

  • Most of the time both exit gates are within line of sight. If you’ve gotten to the point where you’ve closed hatch, you will pip and have won the match. Blocking the exit gate switches just extends an already finished game.

  • They probably aren’t completely finished with some of the things scheduled for the PTB since the leak forced their hand on the anniversary livestream.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431750#Comment_3431750

    All feedback is valid.

    Blatantly being us vs them and whining about how Survivors have had QoL improvements is immature at best.

    Just playing devils advocate here but considering this was an anniversary stream to celebrate the game and it’s ENTIRE community, them not really having anything significant or even small for killers to look forward to did seem a bit rude.

    Maps being reworked will benefit the entire community and there is no guarantee that they will do the rework well. Just look at Gideons.

    I’m not big on the Us. Vs. Them mentality as it’s very unproductive but I am a huge fan of inclusivity and leaving out a large portion of your community during a celebration of that community, felt a lot like buying some of your kids gifts for Christmas and not getting your others anything but the opportunity to watch their siblings open gifts.

  • @AssortedSorting said:

    Why does it slow down when a Survivor is in the radius instead of stopping entirely?

    How "slow" is slow? Can Survivors prioritize bringing chases around Hooked Survivors, especially utilizing reassurance, in order to leverage this mechanic even with the slowed buildup?

    How does this interact with mutli-level maps where vertically they (Killer or Survivor) could be within the radius, but actual pathing would have them traverse a longer distance?

    Why are you creating a "danger zone" for Killers to be wary of? Does this fit thematically?

    The indoor maps question was an immediate one for me because if I hook you upstairs on midwich and go downstairs will it still give you a free unhook? Not to mention, I’m curious as to what the radius is for smaller maps like the one mentioned above.

    they should have just made it so the survivor is teleported to a far away hook that way a survivor still has to get off gens to go save, killer keeps pressure, and they aren’t being stared at to death.

  • @thrawn3054 said:

    It depends on the situation. If I'm not sure where the others are I'll hang around a bit. If the killer is nearby I like to give them hits on the way out. It's not alot but extra bp is always nice. If the killer had a rough game and I have an item I like to give it to them. My way of say sorry they had a bad game.

    All that said I hate the survivors who tbag at the gates. Well unless we're having a bag off with Ghostface.

    I think I speak for most killers when I say I would rather just get to the next game than be offered last hit BPs on the survivors way out.

  • @WorthlessBeing said:

    CAN YOU PLEASE FOR THE LOVE OF THE ENTITY LEAVE THE GAME ONCE YOU'VE OPENED THE GOSH DARN GATES

    I get it, you won, congrats, but why do you feel the need to always wait like a minute or two near the exit before going.

    Nobody's hooked. Nobody's hurt and needs healing. There's literally no point. Just go, please, I broke every pallet. What is wrong with you.

    Thank you very much,

    Much love,

    WB.

    Edit: I forgot to add Thank you and I am a polite bean.

    Honestly, I always assume any survivor that needs to be escorted out must have a super depressing life in real life.

  • @Iron_Cutlass said:

    One of my friends brought up a really good point, which was "do you really miss how the game was, or perhaps do you miss how life was?" and to better elaborate, their point at the time was, did you only miss old DBD or was their a deep form of nostalgia there.

    Back when I got DBD, it was 2018, and the game had became free through PS+. I never really played it too much, since other games had my attention, but I do miss those summer nights of playing Kill Your Friend lobbies with a full party. Even with bare minimum unlocked, it was something I cling onto.

    But, the question from before poses a good question, do I solely just miss old DBD, or is part of that nostalgia a reflection of me wanting to go back and live life like it was back then. Do I miss the time I spent with my family, the fireworks from the 4th of July, those parties were all my friends got together and just had the best times we could, and DBD is, to a degree, a reflection of that?

    This is, as you might expect, a very "deep" post, seeing the nature of the question itself, but what or how exactly would you answer this question? Do you really miss DBD, do you actually miss the life you lived at the time, or perhaps is it a mix of both?

    This is a valid question honestly. It could be a bit of nostalgia. I was hopping back and forth between F13 and DBD because both were thriving at the time, the summer BBQ event was everything and I miss the slushy machines so bad. I will die on the hill that it was their best event.

  • @Ivanynakov said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428079#Comment_3428079

    Even bad players deserve to actually play instead of watching others while being downed for a few minutes. Don't you agree? That is the reason why people in this post are trying to come up with a solutions for players having fun without shifting the balance.

    Which is why my point was, to just pick them up. Some people just take this game entirely too seriously.

  • @MeanieDeeny said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428127#Comment_3428127

    If it wasn't intended to make killers upset, survivors wouldn't do it.

    The ongoing argument of "killers shouldn't get upset over a simple crouch/tbag" is tiresome. If it shouldn't affect killer, there is no reason for survivor to do it.

    Oh that's right..it is done to make killers angry and then survivors come here and pretend they can't possibly understand why it's upsetting..but continue to do it, because they know......exactly what message they are conveying, whilst doing it.

    Very this. All of this.

  • @daffyd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428114#Comment_3428114

    If I play in a solo lobby how is nerfing a SWF or a SWF with comms going to affect me?

    Well, first give me a couple examples of what you would nerf about swfs and I'll let you know.

  • @Spare_Them_Mori_Me said:

    Good luck with this one, Prince. Logic doesn't work with this one!

    The way i cackled lmao

  • @daffyd said:

    When was the last nerf to SWFs to bring them more in-line with solo survivors?

    Someone told me they have never been nerfed and never will be nerfed as BHVR fear them?

    Its not necessarily they fear them its just any nerf they do to swf will negatively impact solo queue substantially so its a tightrope kind of situation.

  • @Saiph said:

    Not arguing whether the mechanic is unfair but out of curiosity why is it so important for you to pip as survivor? Legit question... I'm asking because I usually reach Iri grade without even paying attention to pips, despite losing most of my games. And then my account overflows with BPs anyway. Are you trying to reach P100 or something? I would probably be tilted just as you after a game like this but that would be because of the game itself not because of de-pips.

    As someone that has been going for the achievements recently, after ignoring them for 5 years lol, reaching Iri 1 from iri IV was probably one of the most frustrating grinds in the entirety of my playtime of this game. That's one reason it matters. Getting to Iridescent ranks was easy, I agree, but that final haul felt like I had to sacrifice a small child to get a pip. On the opposite end, losing a pip wasn't hard at all. Regardless, I ended up getting it but my god was it annoying.

    Another is the bloodpoint reward at the end of the month.

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