BlooperReel
BlooperReel
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/1906824#Comment_1906824
you must be going up against bad players then, i've been ran around and had survivors not get hooked once, it's not impossible. Both ways but i still lean towards survivors are holding way to much power in trials. That's a reason why survivor que's are so long because nobody wants to play killer
I really don't think so. Like I've already mentioned, a killer that can't stop loops or force survivors to leave a loop, or decide to continue a futile chase when there are better options is a bad killer. If every survivor is looping you, you're outclassed. This isn't really a case of me going against bad survivors. Do I get them from time to time? Yes. The thing is though, I can force survivors to give up a loop or I stop when it looks like I'm getting outplayed.
I don't think moris have anything to do with queue times. If that's the case then killers really didn't deserve the rank they achieved. If moris carried you, and you need that high back, bring Devour and/or NoeD. At least with Devour, you can get that oh so precious mori high that you apparently need to succeed.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/1905189#Comment_1905189
you already had to sweat for the 4k, if it isn't eazy for survivors to escape then there's an issue. It needs to be the other way around
I don't even see how that's remotely true. I've used ebony moris, you just had to hook them once and it was basically over for them. Rinse and repeat three more times.
Honestly, with the decreased pallet spawns and inclusions of silly pallets, I could see old moris ending the game real [BAD WORD] fast.
I really don't see the problem honestly. If you're getting outplayed with an ebony mori, that's not a flaw with the mori, that's a skill difference that places you on the losing side. Moris are moris bud, if you can't 4k with an ebony, that's not the mori being too weak.
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I'm not sure which one I hate the most but here's my peeves:
1) Devs' lack of insight and stubbornness.
It seems like they kinda willy-nilly change something out of nowhere and then ignore criticisms regarding it. I don't think they've ever simply "gone back on" something. They'll change it, and then instead of changing it back when it was fine the old way, they just take another clunky step forward.
2) Devs' non-relative understanding of their game.
I don't think they play this game, they want to make all these choices that adhere to everyone but I think if they played the game, they might be able to make more informed decisions without having to rely almost exclusively on the public and vague spreadsheets.
3) Devs' lack of acceptance.
They really don't listen to new ideas or alternative ideas. They listen to one thing, and that's blatant feedback of a recently altered change. If the change dates too far back, there's a good chance there'll be no change. Some people are really creative or have offered good ideas in the Creations and Feedback & Suggestions forums but there's no way they actually check it at all.
4) The Lore System.
This discussion is...lengthy, and I've already mentioned it in my own post. If you wanna read the whole deal, it's right here: https://forum.deadbydaylight.com/en/discussion/222711/i-realized-why-the-lore-system-bothers-me-so-much
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1904444#Comment_1904444
Looks like OP means dream snares, and mangled/haemorrhage instead of lacerated/bleeding.
That would suck. It'd be like legion but...worse...
(Damn, didn't think that was possible)
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I don't see why they should.
Old moris were just, get it and go, game ends in like 5 minutes or less
New moris require you to actually put in effort (that or tunnel off hook, sweat for the 4k my dude).
I really praised Pyramid Head's Final Judgement for the same system (not that I get much of a chance to use it since it's situational, not that moris should be.) Overall, I'd say new moris are more balanced and fun to go against. Especially if they've been taunting you all game, then it feels like karma rather than master's rightfully just hand of beatings
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/222856/memento-mori
If you want to use the Memento Mori to kill aside from late game, simply make sure they hit second stage and then allow the rescue. Most Survivors are very skittish and it doesn't take too much effort on your part (you won't even look like you are camping) and some unlucky sap will hit stage two. I've seen it happen often enough even without you having to do ANYTHING. Then just Mori them. I put this to the test and it is dirty and effective.
The alternative is getting Tier 3 Devour for an unstable mid-game ebony mori
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I'm pretty sure they fully intend to. Billy was part of the base game, and only recently did he get a music, etc. update. As previously mentioned, the Clown is getting his. P much, between updating maps, balancing characters and perks, and pushing content it's just taking them a bit.
Typically though, I've noted that they tend to put off adding themed music until a rework patch centered specifically around that killer is coming out. Again Billy for example didn't get one until they started messing around with add-ons and overheating, now Clown with his rework.
Trapper might not get one though, they don't like making him viable.
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@6yXJI0 said:
Exept most cod weapons are fully automatic and bullet speed is very fast.
Redeemer doesn't have same projectile speed, same scopes, auto/semi modes. Survivor hitboxes were not made for shooter. If you shoot a tip of a hand, you will likely not hit the survivor.
He's kinda like playing a sniper without the sniper's range
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I've heard people mentioning "silly pallets," what are those?
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15 meters seems a bit excessive imo, that and there are no conditionals. If I'm leaving but then a survivor gets found and we run around within 15 meters of the hook, now I lose the chase and I wasn't even trying to camp. If I break a pallet and kick a gen, that'll take me too long and I'll be slowed down.
If I may offer a solution: Killers within 15 meters of the hook, slow the hook progression timer. It could be instantaneous, as soon as the killer enters the radius, boom, progression slows. Set it up right and you could make it so that killers only walk away with one kill if they face or proxy camp.
I think that would work better than accidentally punishing killers that legitimately play the game but end up accidentally working in the area.
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Personally I like the new set-up.
It rewards good plays (that or tunneling) and it's fair, instead of having to carry to the final hook you get a neat little animation right then and there. It's one reason I praise the way they did Pyramid Head's Final Judgement (not that I think moris need to be that situational but I like that it plays out as a "third-strike" concept)
Old Moris required no skill whatsoever, in and out, no fun. Honestly I can't see why anyone would want to play a quick game like that. If you don't have the time for a game like a new mori game, you really shouldn't have been playing the game when you had no time.
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Killer Perk:
Obsessive Compulsion (Alternative title: Formidable) - Once the obsession is killed, a new obsession is automatically selected.
idk, I was watching some dbd videos and I realized that unless you get DS'd, there are no real obsession changing perks. I figure why not have one who's entire gimmick is just "Switch obsessions"
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It is annoying to deal with Leatherfaces that camp, especially if you're the one being camped, but it's harmful to them too. The longer they stay there to watch, the easier it will be for others to get gens done.
Against good survivors a camping leatherface might walk away with only a 1k.
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I see people still bring No Mither which is more than it can say for other perks like Autodidact...no one runs that because it's objectively bad.
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Ngl chief, seems like a pretty terrible idea.
NoED is a bit of a crutch perk for killers that aren't very good. I'm not saying this as a survivor but a fellow killer. There are better perks and you get more points for less gens completed. NoED rewards bad plays.
If your NoED gets got too much I say it's because you fail to pressure survivors during the endgame. As a killer, you should have reduced their numbers to a more manageable 2 by the time the exit gates are powered and at that point NoED wouldn't matter to them so much. With only 2, you hook one, then the other is forced to grab or go, rather than search and destroy.
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I typically don't find myself needing this too much because I go "well, they either got all of them or they didn't" and just put faith in my team.
I will however say this much: A surprise to be sure, but a welcome one.
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@Xyvielia said:
I’d love this as the new Hud
...anything on and near the bottom of the screen is preferable
the devs seem quite fanatical and adamant about their design, and there’s a feeling as though they aren’t willing to listen to alternatives regarding the hud.
They did say that new additions were on the way in the near future, and that their new design provided excess space to accommodate these features.
Their new hud design is spaced waay far apart, and in unorthodox locations all around the screen.
I personally don’t want many new additions creating a solid border around my screen like I’m monitoring gauges while flying some kind of aircraft.
Yeah idfk. It's weird considering that, ironically, there's more space for further features if everything is condensed. More info and not spaced apart like some Microsoft Spreedsheets project, while keeping most of the remaining screen clear of clutter for more cluster-crap.
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I think this is addressed fairly well however I'll start with the second part first:
The devs have mentioned bringing back MMR, I am ALL for this. It'll stop what's going on with the red ranks v purple ranks. A rank 1 survivor can be any kind of skilled. I got to rank 4 easily just by playing a lot so I love the idea of MMR. Not fond of the 10 matches to place but then again any good MMR system needs to do it, and a bit of suffering for balance is appreciated so hopefully that'll fix or mostly fix that issue.
Undying I think did need some changes. I didn't mind Undying/Ruin because of the nerf they did to Ruin so Undying/Ruin seemed like a good idea, not to mention that it took up a perk slot anyways so that meant things were more or less slightly safer depending on how well the killer guarded gens. However Undying made for a lethal combination with some Hexes. You could get Haunted Grounds to proc three times and that's some nonsense. I think it would've sufficed to make some hex combinations mutually exclusive such as Haunted Grounds/Undying but the devs really like to do an "all encompassing" strategy when it comes to changes.
I don't know to what extent the devs actually peep this #########. Seems like never, I know Mathieu sits in OtzDarva's streams and he pays attention to him so when Otz complains or commends something there's always a chance they'll listen to him. They also have a "Fog Whisperer's Program" that apparently allows people to give their feedback basically directly to the devs but I heard somewhere that they don't really listen to them either. As far as I can tell Otz is the only individual they really peep.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1893518#Comment_1893518
I agree with almost everything you said except PH getting blinded. You mentioned how it would be a waste for the survivor if they brought a flashlight and couldn't use it because the killer would be immune. Well...https://deadbydaylight.fandom.com/wiki/Lightborn
I can see that, but Lightborn consumes a perk slot forcing you to give up something potentially better. PH would just have it so he might as well be running around with 5 perks.
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I kinda feel this. One of my major gripes with Dead By Daylight is that it feels like it's trying to be something that it's not.
A big comparison that accurately reflects what one would typically expect from a game like this is Rainbow Six: Siege. Why? It's got similar elements, the big difference is that it's a tactical shooter game but the fundamentals are practically the same.
DBD likes to create this world which is great but the world they generate isn't something that necessarily pertains to what is going on inside the realms, just beyond it. I don't mind lore but it feels like they are pushing stories too much and are using a once convenient expository device to now go absolutely ham. It's their game they can do what they want but it feels like the lore outweighs the game by a wide margin. At one point the entity was this pan dimensional (literally speaking) entity that wasn't just in the shadows, it was the shadows. At the start Benedict Baker went on this odyssey to discover just what did happen at the MacMillan Estate and why was the town of Weeks so mysterious and blah. Now there's the Cult of Skaro in the depths of like Paris or something makin up ryhmes to summon a creature that apparently can be summoned or whatever. It was nice having scraps of lore where Benedict Baker and the alchemist filled in some of the gaps but now everything is being explained in great detail and if you missed the lore in Book #119 you'll not understand anything in Book #10,050.
I can understand some things like with Pyramid Head being blindable. Every other killer can be and it would be a waste if you brought a purple flashlight, didn't get to use it and lost it all in one roll. It's a balancing thing so I can understand. I always went with the idea that the helmet was just full of tiny little holes, but like a hundred [BAD WORD] little holes.
I do tend to think some of the cosmetics drift away from the original idea but I'm not super out of it. R6 does the same thing and like I said, it's a pretty solid comparison.
In the end I think Character lore and scraps from Benedict and the Alchemist would have sufficed but now we have Shakespeare's 150 part epic.
I think the game drifted too far away from itself and forgot exactly what it was. Like Kate Denson.
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I wish I knew, I wanted to play a quick match as Pyramid Head, now understand I had a bad match with ghostface the game prior, in that one I had a red rank giving flashlight bullshit and so against my own code of honor I went and camped the basement more or less.
Now understand I'm rank 15 and I go into this new match. Bill runs me around and I go "Okay, this is gonna be a pain, time to go" Two gens get done, I regress another, one more gen gets done and I know a fourth one is gonna be done I can feel it. I don't typically DC, I don't get [BAD WORD] so badly normally. I'm like, two bad games in a row? No, not doing it. So for the first time in a year I go "I'm bailing"
I DC and what do I see, a purple and three red ranks...at rank 15
If they aren't gonna roll out the MMR yet, they could've done the courtesy of at least letting us utilize ranks like they meant something
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Two things that are relatively equivalent is that:
1) Walking around to avoid leaving scratch marks isn't really as helpful as it might sound
2) Lunge attacks do exist (I'd been playing survivor a lot and so the whole killer lunge thing just went pop right out my brain)
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I hit a meg and she went down, I went to pick her up and she glitched up and was still running, so I do it again, she drops down, I drop down, hit connects, she goes down...She glitches up, keeps running and now by this point I'm very
A N N O Y E D
So I hit her one more time and I'm like "I swear to god if she gets back up ONE more time, I'm gonna lose it, stay down!" Fortunately the game decided this only now made sense and she went and stayed down.
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@MeatN2Vedge said:
https://forum.deadbydaylight.com/en/discussion/comment/1875256#Comment_1875256
That's such a rude thing to say to someone who most likely PAID to play their game
What does this even mean?
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@Nazia said:
https://forum.deadbydaylight.com/en/discussion/comment/1875250#Comment_1875250
Of course one of these guys appear, trying to change the narrative. So, you think it's 100% fine that a guy does a last second key switch in the lobby or a survivor lucks out and finds a key and instantly escapes?
That is the problem. Keys open the hatch instantly and can let everyone get away and it's almost impossible to counter them. You can use Franklin's but survivors can just drop the item in a spot so other's can pick it up (and they will do that if they're SWF) or better yet they can just DC so the item will stay instead of you sacrificing them and it disappears (not unless they use an add-on so it stays).
This is very easy to understand but survivor mains refuse to listen just like the devs.
Do we just not read more than one sentence? I literally said I play killer and I think people are obsessively salty over keys.
Sure they're annoying, sure they open instantly with a key. Know how often I get a key? Almost never. If it's a SWF, they're gonna ######### you up, it's what they do, they're co-ordinated, more so than randos. You're real problem isn't the keys, it's how the survivors utilize it against you.
If a survivor hides a key and they're not in SWF and they die, then it's all for naught. If they don't, they need to get to the key AND go straight to the hatch. If they aren't the original keyholder, they have to have seen where the key was, know where the hatch is, and still get from point A to point B. Tell me what part of that doesn't require even a smidge if skill?
The point is, if you're salty about how survivors are using them, you're salty with the survivor and not the stupid metal toy in their hand.
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At the very least, they should change the time it takes to blind a killer based on your angle. Straight from the left? Takes too long, not worth it without body blocks. Straight-on? Keep as currently is.
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Consider this:
If your team is trash and you've done everything you can, you suffer the harsh punishment of dying with them, despite your hard work.
If the killer closes the hatch, they have 2 minutes to elude the killer and open the exit gate, something not possible in most situations given that the door lights up as it progresses and makes noise.
EGC is stupid and the only reason we need it is because there's no way to force survivors out of the match, meaning they can hold the game hostage. The fact that the hatch begins this is stupid enough on it's own.
Also it does not open if all gens get done or if the exit gates are opened otherwise it must be opened via key or there must be only one survivor.
As both survivor and killer I notice in most cases the killer finds the hatch first or is able to get the survivor away from it to slam it shut. I have never had a problem with the hatch. Only one ever seems to get out and it's one guy. Sure you get the odd 2 or 3 outs but idk what the BFD is.
As for keys, idk, if EGC starts up and you have the stupid 2 minute timer, killer eyes the doors BS, then the key is pretty much the only way to get out and you still would have to find the hatch anyways. Best way keys could be nerfed is if the hatch just didn't spawn until all 5 gens were completed or if only one survivor remained.
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I've noticed that Mathieu sits in OtzDarva's streams and takes in feedback from him. They're doing the same thing that Ubisoft is doing where changes are tailored around the Diamond players to see what's good and bad. The difference being that BeHaviour isn't collecting data like that, they're doing it via eye witness.
The sad thing is BeHaviour has set up their game in such a way that collecting data via statistics is just not all that possible. There's no ranking beyond 20-1 and there's no way to determine if someone is at a high rank because they play a lot or because they're good. The MMR they want to introduce may help them in that department because they game will have to collect data to function.
The best option we really have is to cross our fingers that MMR works in our favor in the data collection department and that they stop putting all their focus into eye witness collection.
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I asked this same question and the response I got was:
"They can't tell the difference between intentional and unintentional DCs. Honestly if someone with bad internet is playing, it's on them for not knowing better"
So, I guess either they don't know how to make a proper DC system or they just don't care
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So wait, what the hell is the worth of a key then if not to open the hatch? No one takes the green key because it's worthless as hell.
Both hatch keys have a timer and Endgame Collapse begins once it opens.
I play plenty of killer and I've never had a problem with keys. Seems like most people just don't like that the hatch exists and are salty over that.
My favorite argument? Keys end the game faster! Uh, yeah, what about moris?
If anything the nerf to moris was necessary to balance out the game. At best the only thing they'll do to key's is lower the length of time the hatch stays open.
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I have noticed 0 change.
I might if I was paying more attention but Russian Log thrower Huntress would be where I'd see the difference and I haven't played survivor recently nor huntress so idk.
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/1870945#Comment_1870945
The Alien vs Predator game already exists, and the Alien as a Killer would me much slower than it was in that game, so I think it'd be fine. I've also already demonstrated my distain for the egg related abilities, seeing as not only is there a lot of overlap with other Killers, but they don't make sense for a Xenomorph Drone anyways.
I'll definitely implement those changes to Heat Sense, thank you! By active ability button, I meant the same button as Dead Hard, but I didn't know it referred to the CTRL button at the time.
Cold Blooded affects the way the Survivors see your aura, and your belongings auras, which is why it makes it harder to see the auras. I also realize now that there's no change between the levels of Cold Blooded, I'll implement those after this conversation is done.
For Hivemind I will definitely remove most of the tier changes, probably only leaving the aura length one. Would 12% flat work for the slowdown?
Again, thanks for the feedback!
If you do that I think Hivemind would be better off affecting the generator with the most survivors on it at that time and slowed for 6% for each survivor on it (12% for 2 as you said, then 18 and 24%) that would be the best use of a flat rate of gen penalty. The power of this perk would be debatable because it would penalize teamwork but working by yourself forces the killer to wander the map all over and find people working on 4 different gens to avoid the penalty. That being the case it might be less discouraging to survivors if it becomes a Hex totem as they may be more willing to collab on a generator since "surely someone will go looking for it" and would encourage willingly slowing progress when someone stops to go search for it. Combine that with Undying and it wouldn't be too bad either.
In retrospect, you'll need to list how long it lasts. Until a generator begins regressing? So long as gen progress is being made?
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Blood Fetchers has too many debuffs, you need to toss one. My recommendation is oblivious.
What happens in Blood Thirst I? Nothing? Myers gets slowed but undetectable. How long does Blood Thirst III last?
Does Blood Lust cause Deep Wounds or...? I also recommend contemplating on the time frame instead of filling in with X
Kiss of Death isn't exactly helpful feedback wise without actual numbers
Coming from someone who plays Survivor a lot (but not exclusively) Dead By Dawn is busted af. The hatch is noisy and unless your audio is turned down you won't really miss it. If you really want to know where the hatch is, I recommend forcing a spawn location with the blueprint offerings.
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My take on this is:
Climbing walls and ceilings might be a bit vomit inducing and I'm not sure this would be the greatest use of the Xenomorph
Heat sense would be hard to use with killers who already have an active ability button. Not to mention that it's not that great a perk unless you're super new to the game. Besides that the cooldown is ridiculous. Heat Sense would be better with a larger radius and activated by standing still. Cooldown needs a massive reduction at the very least.
I don't understand Cold Blooded, the killer won't need to see themselves and the only thing worth seeing are the hooks.
Hive Mind isn't that bad but the there's a lot of tier changes, you could easily make the cooldown a fixed time of 90 seconds and it'd still work just as well without a long ass cooldown.
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Ferocious Jump is something similar to what I made not too long ago and it actually reminds me that I did not account for indoor maps either. I doubt this will be too much of an issue because The Game is opening up a lot and that'll make Hawkins the single nastiest indoor map so I suppose players would just suffer on that map as either of our killers.
Not really sure how I like Fainting Fit, it's less annoying as a similar concept I saw but it's not the worst thing I've seen
I See You isn't bad either but I personally think there might be better perks, plus I'm sure I'm missing out on a way that might stack weird in an unfair way with certain killers, not sure.
Hex: Paranoia is actually probably the best imo but it seems to underpowered, the timer is a tad too quick but the main problem is that it's just not all that great. It'll get some people but at some point you'll drop it in favor of other perks.
For One With Death; 2 tokens is effectively a weaker version of Bond, 3 tokens is pretty okay, 5 tokens is a weaker version of Hope.
Hurdling seems like a combination of (as you said) Dead Hard and Lithe. I doubt the developers will go for this one.
I have mixed feelings about Glass Cannon, this relies on you really keeping away from the killer, at high ranks you'd be better off just using No Mither (no offense)
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Personally I wouldn't feel one way or another about this but I do have to say that Gollum isn't really built for a killer role. He bites Frodo or Sam (I forget) and that's about it. Sorry...
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I hate to break it to you but I don't think flying/gliding killers will ever make it into the game. It lets you see so much and you aren't restricted by walls or obstacles.
Soarer's lack of slowdown for beginning and ending glides seems a tad overpowered, considering that she both has a 130% move speed and as previously mentioned is not stopped by obstacles. The flying through windows at the right angle also seems a little overpowered as there does happen to be a reason that killers take as long as they do to vault.
Divebomb is overpowered. At first it's not bad but at high ranks, missing your mark is unlikely, they sit up there for a reason and if you have experience with aiming this really won't be any different. You might as well be playing huntress if iridescent head was part of her base kit and people don't like that add-on to begin with.
I'm not sure I understand Jump, can you jump from like the street on Haddonfield up to the second story? Or is it more like jumping to the holes in Temple of Purgation?
Given my confusion with jump I'm not sure I understand Iridescent Beak. Instantly downing people isn't bad but there's no restraint from divebomb and you basically make huntress' iridescent heads actually the size of wide Putin.
Again I don't understand Jump so I'm not sure I udnerstand Torn Bat Wing with Writing Burned On (bit of a long name fyi) This seems like it might be better as part of the base kit from what I do understand.
20/5 is just Moon Bouquets which were removed for a reason when Fog was introduced.
Dire Hunter is kind of like an off brand Play with your Food and seems to attach a pop to it for no reason.
Lights in the Sky seems like it was tailored more to the name. It feels a bit like you duck taped two perks together. The Lights part isn't bad but the Sky part has better alternative perks.
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@Bwsted said:
They're changing rank reset to put everybody back to rank 20. That essentially fixes killer adepts.
Not really no, it'll be easier to go against people if you're new to a killer but leatherface and billy will still not be able to use their abilities and it's a 50/50 on whether or not legion should.
The MMR system won't do anything towards killer adepts
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I used to play SWF all the time (they've pretty much quit survivor because it bores them or have quit the game completely as even killer is uninteresting) but in either case, intel does help but it doesn't really change things. Skill is still a thing that exists. Even more so there can be a skill mismatch resulting in killers having quite an advantage over some survivors who are out of their league.
If a survivor can't run, then intel doesn't matter. If you end the chase quickly what's the point of bothering telling anyone anything? The chances of my friends saving each other were pretty low because they ran the killer away from gens and if a killer decided to stay on the one guy who could run him the whole game, well that's his problem.
If I get ran around for too long I'll leave the chase and go look for generators. I have to get kills but I also need to put a stop to gen progression and if I have to give up one hook to prevent three gens well, then I'm dropping the chase.
Basically intel is not as powerful as you're making it out to be.
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@Mooks said:
Wait? Are those different meanings? Not a native English speaker here.
thought different pronunciation would be due to dialects or something like that..
You can have:
Abuse: The act of abusing "They abuse her" (Ah-byuse)
Abuse: Prolonged harm to someone else "They are suffering abuse" (Ab-uoos, where the oo sounds like you're fascinated: ooh a rock)
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None of these are actually issues though.
DS can be avoided by simply downing someone. They can't do anything while they're down and you don't have to pick them up. It has a 60 second activation frame at max level so leave them downed for a minute or don't sweat the small stuff.
Head On! doesn't have an intended use, it's use is to stun the killer, it doesn't matter why you stun them. You can use pallet stuns during chases or to make the killer drop someone, Head On! is essentially just pallet dropping with a locker instead. They either have to come out at some point or you can go after someone else.
Dead Hard is annoying against trapper but it's really only effective against trapper, if you're having trouble catching people, it's more of a problem with where you're setting your traps rather than the perk itself. Down pallets and windows can't be dead-harded over and being an exhaustion perk it's not like they can dead-hard past the shack window, come around and do it again.
Annoying as they may be sometimes, the only one that sounds like it can be abused is DS and that's an easy counter.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1736380#Comment_1736380
Too many to count bud. We've moved beyond caring at this point.
You think the devs will listen eventually or is there no end in sight?
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@HollowsGrief said:
10/10 for originality.
Man, I don't patrol the forums frequently, I have a life outside of DBD. I'm sure plenty of people have mentioned this but I'm just trying to make my voice heard
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As far as I'm concerned, according to Spine Chill it only works "when the Killer is looking directly in your direction." That being said, unless you're looking where the survivor is, it won't activate.
As a killer you have free reign to move at them without looking at them. Sure (assuming you're on PC) you can't just hold W when you're headed towards them but if Spine Chill is that big of an issue then you'll accept it.
Personally I've never had an issue with them using it. Sure they take off running but unless they're good at running me it usually doesn't help and if a generator has progressed, it's fair to say you want to look around and in the end, they either take off running or I find them so...
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1684929#Comment_1684929
What rank are you at? Maybe the reason Haddonfield seems so bad for Survivor to you is because the other Survivors are crappy and are dragging you down. Good Survivors will turn it into a nightmare for the Killer.
Rank 8 after the reset
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@Kalinikta said:
Eeeehm... as a killer I rather go to Ormond than to this map.
Long as huge walls, that a survivor can circle around with vaults in the middle surrounded by pallets and no dead zones. There is so much stuff plastered into this space that can be used by survivors it is ridiculous.
Man... if a survivor complains about Haddonfield of all places.... mind boggling. Does it need a rework, euhm yeah... for killers.
That gets me thinking. If they DID open the first floors of some houses. You could probably make a lot more deadzones elsewhere. If anything you could probably clear the street out (save for one or two pallets) and prolly some other spots. If they made the houses a tad bigger it wouldn't be so rectangular and easy to jump from wall to wall which would probably be a decent way to balance the map out as a whole. More work than that obviously but that might be a good starting point.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1684922#Comment_1684922
Yeah, that's the House Of Pain. The house with the Basement in, with the gen and the pallet, and two stair cases. The house with TheBasement™ is the Myers House, and also has an upstairs.
The steam achievement says otherwise. Besides, that's a house that can actually be looped on, the Myers house is a death trap, you can't loop the upstairs without escaping down and without balanced landing you're screwed. There's like one GOOD street loop and the houses are super-massive blocks with long alleys that hardly changed. There aren't good loops on Haddonfield.
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@GoodBoyKaru said:
Did... Did you just say Haddonfield was weak for survivors? Did you just say it has bad loops? Did you just say the House Of Pain was balanced??
Honey I'll agree this map needs changed but no thanks let's not BUFF this bullshit map.
Where did I say the house of pain was balanced? Unless you're mistaking the basement house for The Basement. I'm referring to the house on the end of the street, with the not killer basement. The one with the generator in it.
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@KasumiFox said:
It would be neat for them to bring this in. However, and this is nothing against you, a large number of the fan base are younger children. Other than the fact that I really really don't want younger children playing this game because of the concept of the game (we love it, but be honest, it's crazy brutal). I also don't want this to turn into a game that welcomes ten year olds. It's just going to make things messy. I like your line of thinking, but I feel like it would bring more drama into the community.
ngl chief, if 10 year olds are playing this game and the problem is the R rated-ness of the game, at the end of the day it falls on their parents for not parenting. Call me old fashioned or whatever but if you don't want your kid doing something you tell them not to. Parents these days don't even enforce their own rules and that's why 10 year olds end up playing Dead By Daylight because Springtrap is cool to them.