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Decarcassor

Decarcassor

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Decarcassor
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  • By itself Boon: Shadow Step isn't a big issue.

    By itself.

    But being unable to see scratch marks on a map with messed up lighting where I can barely see the survivors and can't hear them either because of iron will or simply broken audio... Yeah It can be a problem.

  • @IronKnight55 said:

    Probably because no one plays them. Twins is hated by sooo many people.

    Who could have guessed that a killer released in an unfinished state with a power that promote camping and slugging and who only recieved nerfs since then making them more frustrating to play would be impopular ?

    And its a damn shame because, the Twins are one of the best character design BHVR came up with in a long time, with a genuinely ambitious and distinctive special power. Charlotte and Victor simply need an actual rework, more than any other killer right now.

  • I'm not sure there is an easy solution to the fundamental problem of Boons creating infinite ressources for survivors while competing unfairly against Hexes by being reusable. But some form of lasting consequence for snuffing them would be a start, either by having a cooldown on the Boon perks after they get extinguished or inflicting some kind of debuff/entity blockers on snuffed totems.

  • Its not so much that I like playing underwhelming killer that I don't enjoy how the strongest killers tend to play.

    Blight and Nurse are both killers that require what I would call difficult execution, you have to be both precise and fast, know their range, and spin your camera very quickly in addition to knowing the quirks and "techs" of their respective powers. But its not just limited to top tiers. In general I dislike any game mechanic that ask me to do some very quick and precise execution while I can barely see what I'm doing. Same reason I don't like Billy, even tho he is not as strong as he used to. His fiddly mechanics of reving and turning are still annoying to me.

    By contrast Spirit is much easier to play. However her playstyle tends to get repetitive to me. Maybe because she ignore conventional looping, you don't get much satisfaction in outplaying survivors and she has nothing else to offer.

    Meanwhile I will enjoy playing the Clown because I don't need some precise timing or unintuitive button hold to throw his damn bottles, even if he is not very good. Same logic applies to other low tier killers with simple and not annoying to use powers that might be weak.

  • To me a M1 killer is a character who use mostly basic attacks and has no reliable way to deal with loops consistently.

    Nurse, Spirit and Hag only use basic attacks, but Nurse and Spirit get around looping easily, while Hag just doesn't really engage in conventional chases at all if she can avoid it.

    In contrast, Doctor and Clown both have some way to make looping them more difficult, but that mostly make unsafe loops deadly. There is not much they can do against pre-dropped pallets at stong loops. In addition Clown can run out of bottles and Doctor's power slow him down a bit, so he can actualy lose distance if he mess up the timing.

    You could make the argument that some killers are half-M1. Like Legion who can easily injure every survivor, but need to finish them with M1. Or Ghostface who in an opportunistic Stalker, trying to get insta downs when he can get away with it, but also relying a lot on surprise M1. But I wouldn't call Myers M1, because he depend heavily on snowballing with EW3 (without mirror gimmicks).

  • Billy is stiff. He always was. Wich severly limit the use of his chainsaw at loops.

    Old Billy didn't have to worry about overheat and had add-on to make his chainsaw charge faster. So by holding his power for long times and releasing at the last second at the right time and place he could down peoples in loops.

    Reworked Billy lost theses add-ons and can't rev forever, severly limiting what he can do at loops. If survivors play it smart and safe, he is just a M1 killer as long as you have a pallet or window nearby.

    As for his map mobility, stiffness is also the issue. Its really nice on open maps. But when there is a lot of obstacles or god forbid on indoor maps, its way less impactfull. He just can't manoever around obstacles like Blight or Oni.

  • The problem is that Boons, turn totems into an unlimited ressource for survivors. And right now they cost very little time to the survivors compard to what they get in return.

    I think boons would be fine if snuffing them was a little bit more impactfull, trough a cooldown on the perk or preventing the totem from being blessed immediatly. Also activated Hexes should be able to override a Boon.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2555426#Comment_2555426

    Self-Care is unlimited use, all the exhaustion perks are unlimited use, most survivor perks are unlimited use, why would boon totems be any different. Especially when you consider that a killer can snuff out a boon totem before you can even use it.

    Since healing takes 16 seconds with Circle of Healing, plus 14 seconds to setup the totem. You are talking about a 30 second heal compared to a 32 second heal from Self-Care. Not to mention trying to find a totem to bless and going to the area of the totems effect.

    Do you see why Circle of Healing is not really that big of a deal.

    Yes a 30 second heal for the one who placed the totem wich then enable fast speed self healing for every survivor within 24 meters. And the base mechanics of Boons broadcast totem locations to the whole team.

    Unlimited time efficient healing for the whole survivor team is kind of a bigger deal than Self Care. And If every survivor is doing it, there is no way for the killer to remove all the totems in any efficient fashion. So the survivors will always be fully healed without sacrificing nearly as much time as they would if they used Self Care.

    And we are not even talking about Shadow Step here, but this Boon, set up near any kind of strong structure where the killer allready does not really want to chase a good survivor is a pure lose/lose scenario. Lose the chase because the survivor becomes extremely annoying to track (god forbid they have Iron Will) or lose the chase because you stopped to snuff the totem.

    And again, Boons are revealed to survivors, so if you see a blue totem aura somewhere, you can run there expecting to find Shadow Step from a teammate and easily lose the killer.

    So simply put right now, while Boons cost a bit of time to set up, the benefits are massive and tremendously damage the killer's own time efficiency in return. Survivors can just keep Blessing totems after totems and the killer simply can't do much about it. This is why I want snuffing to have a more durable, impactfull effect and some Hexes to be capable of removing Boons.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2555891#Comment_2555891

    quick question. If my hex perk got blessed and I kicked it would I get my hex perk back?

    As it is now, no. Blessing completly remove the Hex.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2553710#Comment_2553710

    IF any further nerfing is necessary (Which remains to be seen), I think the killer extinguishing a boon should put a cooldown on the boon's owner's perk, preventing them from replacing it for, say, 30 seconds.

    And no leeway for NOED. It does not deserve any. Plaything overriding a boon is fine, but NOED should not get that cop-out.

    A cooldown on the perk could work too. The reason I'm leaning toward blocking the snuffed totem instead is just to prevent another survivor from blessing the totem again as soon as the killer turn his back on it.

    Hex NOED and Plaything share the same mechanic of being activated after the trial start. If one can override totems, the other should too. And you would immediatly know if the killer is running NOED, because one survivor would see his Boon disappear and know exactly where the totem is.

  • Because Boons are unlimited, they still need 2 changes to make the unfair competition against Hexes a little more even:

    • After the killer snuff a Boon, the totem should be blocked for a short time.
    • Hex: NOED, Plaything and any other future Hex that activate during a trial should be able to override Boons.
  • Even with the nerfs, Boons remain incredibly powerfull. Their effects haven't changed at all. Only their range and there is now a rather small time cost to blessing over a Hex.

    In my opinion its not enough. Boons are still an unlimited survivor ressource competing for totems. Circle of Healing will be meta, since its now the best healing perk in the game by far. Boons give killers even less reasons to use any kind of mid to late game Hexes (not that many were used beyond NOED). Ruin/Undying will be completly unaffected, and maybe buffed a little, since survivors will now be succeptibe to wasting a bit more time to get their Boons going.

    I think Boons are still missing a cooldown after beying snuffed, and that Hexes that activate during the game should be able to take over a blessed totem.

  • A radioactive disaster themed killer. A creepy guy in a gasmask who's presence in announced by geiger counter clicking noises.

    His power would be some kind of distance based stalking-type ability where he blast survivors with radiations. The closer he is the more they take. The irradiated status would hinder survivors in a sort of permanent way and he would have to finish the job with good old M1. There would be iodines pills around the map to clear radiations or something.

    So mechanics-wise a weird mish mash of myers/ghostface stalking mechanic, that would cause a more debillitaing sickness than plague, that would make survivor worse in chase, but with only M1 to finish the job.

    I don't much care about lore. Aesthetic and gameplay come first.

  • @Pulsar said:

    Yeah, he's pretty undeniably one of the worst, if not the worst.

    I know you don't have much love for the current state of Legion and have many good reasons to think so, but I really don't think its fair to call them the worst.

    The Legion is certainly a low tier killer, but the ability to injure the whole survivor team in record time with deep wound on top should not be scoffed at. The issue is that in the grand scheme of things, Legion does not have much than that to offer, and suffer against really good survivors once they are injured. But what M1 killer doesn't, really ?

    I personally think its even harder to hide from the Legion than it is from Doctor, and they excell at finding the weak link in the survivor team. Plus the nature of Feral Frenzy give them a few unique synergy with some perks that don't really work for other killers.

    There is some value to the Legion's kit, its just that they are hampered by too many restrictions imposed on them when they where reworked and some really bad add-ons.

  • @EvilBarney666 said:

    Didn't they know that the twins were broken and we told them in PTB and they released them in that state anyway? I'm pretty sure they did.

    Yes they knew. A Binding of Kin was a very clearly rushed chapter. They pushed it live because of the deadline, knowing full well it wasn't finished. Hoarder was supposed to reduce item rarity but they coudlnt figure out how to make it work apparently, so they just removed that part of the perk. Half of Elodie's perks didn't work properly either. The Twins had no ways to deal with lockers for the first week of release.

    But they did nerf Coup de Grâce. A perk that nobody had any complaints about and tought would only ever be a memey thing. The same thing happend with Gearhead, wich was considered weak and unreliable on PTB and nerf at release anyway.

    The priorities and intents of the devs are beyond baffling sometimes and we allmost never get any kind of communication as to why they do theses changes nobody asked for, while seemingly ignoring obviously broken or overpowered stuff.

  • The problem is not just that they are powerfull. Its that they turn totems into an unlimited ressource for survivors that the killer can't eliminate permanently.

    Hexes are high risk because, once cleansed they are gone forever, but Boons can only be snuffed by the killer. Survivors are free to bless the dull totems over and over. They can't run out of dull totems as long as they don't chose to cleanse them wich they have no reason to do anymore.

    Why would you use something like Inner Strenght over Healing Circle now ? Why even need medkits that run out of charges ? Just turn dull totems into super fast healing zones (self care included!) that the whole survivor team can see accross the map.

  • Remember Mettle of Man's release ? That perk warped the whole meta for weeks and single handedly made M1 killers irrelevant. Because the very concept of the perk was flawed. The only way to balance it was to make it very difficult to activate. But doing so meant nobody used it anymore and went back to the good old reliables.

    Its the same worry for boon totems. If they are too strong they may impact the game very negatively, with no proper way to balance them other than nerfing them into uselessness. The very idea seem poorly tought out, just like Mettle of Man was.

    Also half of the perks are probably going to be bugged or not working as intended in some ways at release.

  • Well, Old Freddy was really bad, but he was unique and different from all the other killers.

    But the uniqueness of Old Freddy was also part of why he was problematic. While playing him was woefull against strong survivors, he would also confuse the hell out of new players who didn't understand how is dream mechanics worked and suffered the most from his global tracking and slowdown.

    Reworked Freddy is just another M1 killer and his skillset does not really leave much room for... skill expression, lets say. He also lost a lot of Nightmarish identity. As a result he is much easier to balance, but its not really hard to see why some players miss how he used to be.

  • Trickster is pure mediocrity of character and game design. He is just Huntress again, with lots of small knives instead of big hatchets. He even has a Lullaby to prove it. And a compleltly tacked on and shallow theme too. Being a K-pop guy has nothing to do with any of his abilities. Its purely cosmetic. Even is name is hollow. There is nothing tricky about him.

  • I want to see what the game will look like when the sweatiest players will have broken the meta of this game down to its bones. The fact that the goal of the kids is to kill the monster make this a compleltly different kind of game beyond the superficial 4vs1.

  • I'm still hugely disapointed by the All-Kill chapter in that regard. I think it would have been way cooler to have the killer be a crazed K-Pop starlet instead of the sad joker wannabe we got.

  • He really can't use his chainsaw at solid loops against decent survivors and his add-ons are very, very underwhelming.

    The Cannibal has the better chainsaw for loops. Oni's Wrath is superior to Chainsaw Sprint, even if temporary. And finally Blight has the better map mobility and pressure.

    And I'm not sure if there is a way to fix him. Because the combination of high mobility + chainsaw is very hard to balance fairly.

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2505758#Comment_2505758

    revealing actually needs to be touched, native resolution people have to reveal him in the normal way and they can't but stretched people can without even centering the camera, that means GF is bugged and needs a fix, then stretched can go next, because the normal way to play against him (native) is not working and only benefits the killer.

    No its not. The reveal function perfectly if you bother trying to understand how it actualy works. What stretch res appear to do is increase the size of the detection area in proportion of the vertical FoV increase.

    To clarifiy, in order to reveal Ghosface, you need to have most of his model in an invisible slighlty flat circle at the center of your screen. That circle is actualy larger than most players realize, but a lot of survivors don't seem to understand where the center of their screen is. Also its easier to get 100% of Ghosface's body in the detection zone if he is further away. When close, part of his body might not be in the circle and the detection does not trigger, even when he seem to be in front of you.

    With stretch res that flat circle seem to be also stretched into a long vertical oval shape, wich completly distort the whole idea of centering your camera on the killer.

  • They did change the Overcharge skillcheck to follow the survivor if they let go, but that was years ago. Remember how Overcharge was a huge issue before that ? No ? Yeah, it wasn't.

  • He is nowhere near Spirit or Nurse. At its core, he is more comparable to Clown or Doctor. A pure M1 killer with a power that hinder survivors but does not hurt them. But then there is the Chain Hunt. It force the survivors to go look for the Lament Configuration and paint a big target on themselves or suffer the constant interuption and slowdown of the chains.

    And the chain hunt seem really effective against your average solo queue mish mash of survivors who can't communicate or coordinate. They either ignore the box assuming someone else is taking care of it, or waste time by all going for it and neglecting generators. But on the other hand it does not seem that hard for smart survivors with good map awareness to prevent Chain Hunts from ever happening, unless the Lament spawn in a really inconvenient place.

    Also he can get a little extra map pressure from teleporting, but again this will depend on the opportunity the survivors give him. You can bait him to switch target if you notice he is in chase or wait for him to pick up a survivor to solve the Lament Configuration.

    So yeah, great at destroying solo queue, but I really can't see him compete against top shelf survivors.

  • You know it would be nice if Hex: Plaything had some kind of indicator showing that its not a regular hex totem, so players who don't religiously follow the updates don't assume its a bug.

  • Am I the only one who find his teleport super wonky ? Somehow there is a huge delay beetween the moment you get the killer instinct notification and being allowed to teleport. If you are allowed at all, as sometimes you just can't for no clear reason.

  • Its not hated. Its just bad.

    Its a pure "Win More" perk where if you are getting any real effect out of it you where probably allready winning anyway and didn't need it in the first place. And if you don't it help the survivors.

  • The Chain Hunt will only ever annoy survivors if they allow it.

    They can always see the aura of the Lament Configuration, with no distance limit and have more than enough time to solve it before the Cenobite can finish teleporting to them (and even then he might teleport on the wrong floor or behind a wall). Survivors are in full control of the chain hunt unless the killer use expensive add-ons to make it slightly more bothersome for them.

    And even when a chain hunt happen, most likely because the survivors didn't pay attention, the value you might get out of it is going to vary greatly due to the unreliable nature of the chains. Depending on where they spawn, they can slow down or even trap a survivor, but they can also break instantly or simply miss.

    The Cenobite is convoluted, unreliable, not in control of one of his more interesting aspect and therefore a weak killer.

  • Well that wouldn't be the first time Legion's Frenzy is affected by a patch that has nothing to do with them.

  • Hysteria on Legion is actualy really fun for one thing:

    • Use feral frenzy, stab a survivor wich trigger hysteria on them.
    • Stab the next survivor and cancel FF.
    • Walk back on the previous survivor who is still oblivious and busy mending.

    But yeah, aside from that scenario, Hysteria really doesn't do much.

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2476394#Comment_2476394

    Everyone will have more equal matches. Now hopefully it reduces the sweat lol.

    If anything, SBMM will only increase the sweat.

    Think about it. This game tend to slide very heavily one side or the other. If you are not sweating it mean you are going against a bad killer or survivors. That or you are the side losing. "Equal" matches are the sweatiest of all, exactly because the players are on even skill.

    What we can fully expect is a lot more survivors throwing themselves at the killer in the end game and killers showing more mercy at the hatch and doors, just to avoid bloating their MMR too fast and stay away from their inevitable sweaty skill ceiling.

  • Man why would you bring Resistance in here ? That game is super dead and its a shame because it had some real potential. But the decision to bundle it with the somewhat short RE3 remake and then giving it zero support killed it.

    Also in this game, Nemesis was Nicholai's BOW and was seriously overtuned compared to the other BOW, to compensate for the fact that Nicholai was the gun guy and couldn't really throw strong creatures at the survivors.

    Anyway, of course Nemesis was never going to have his full RE3 arsenal. Thats why I would have prefered to have a T-103 in DBD. But Nemesis is more popular and recognizable so he got picked.

    But you know if BHVR want to make a Super Tyrant skin where the tentacle arm is replaced by a claw on fire and each tier increase the range of the flames.... I wouldn't mind.

  • @stikyard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2467195#Comment_2467195

    What I mean is a 2K should be common even at high level play. Where it's near impossible for everyone to escape but also very hard to pull 4K. Yet what we see is more like Killers that stomp through most solo teams using meta regression and, skilled SWF teams being the only real counter. The result drives a stale meta, where the fun and risky perks aren't reliable enough and everyone burns out playing the same thing over and over again.

    But thats just not how the game work. Either the survivors complete the objective diligently without wasting too much ressources and the killer can never catch up, or the killer manage to apply enough pressure that the survivors reach a point of no return where they can't complete the objective anymore and will eventually be sacrificied.

    That hypotethical 2k 2 escapes middle ground rarely happen because its in the nature of the game to slide one way or the other. Wich is exactly why killers overwhelmingly use perks that help them slow down generators and waste less time finding and chasing survivors in the early game, while survivors gravitate toward perks that give them extra ressources and avoid the late game point of no return.

    The meta does not dictate how the game is played, its the other way around. And nothing will change as long as the reasons why the meta exist in the first place are baked into the core gameplay of DBD.

  • They do this to spite you, because thats the only thing they can do at that point. Yes it is petty, but so is caring about achievements in the first place.

  • Nurse Straight up ignore pallets and windows.

    Spirit force survivors to guess where she is while still being capable of tracking them by sound.

    Wraith... Kinda move fast while invisible ? But you can still see his shimmer when he get close and his footsteps and distinct clicking breathing noise are very noticeable. He takes a few second to come out of invisibility. He can't really deal with windows at all beyond trying to body block them and can't do anything either if you straight up camp a pallet.

    But hey if Blight taught us anything its that fast map movement paired with Undying Ruin is enough to overwhelm most random survivors.

  • @kyogul said:

    https://forum.deadbydaylight.com/en/discussion/comment/2380506#Comment_2380506

    https://forum.deadbydaylight.com/en/discussion/comment/2380573#Comment_2380573

    https://forum.deadbydaylight.com/en/discussion/comment/2380690#Comment_2380690

    I really wish people would read more clearly what I'm asking. aaa

    The question is not to shame any player for using meta perks, it's also not discrediting survivors who also use meta perks as I've said the same thing and questioned it elsewhere. However killers are different and survivors are almost entirely just skins, meaning different perks are ran for each killer, and while there are some staple perks that make a specific killer more efficient, I have never seen it be to such an extent where I see a monolithic choice of build like Blight players do, which is make 75% of their build the same instead of just one or two perks.

    For Nurse, she has pretty much the same compatibility with perks as Blight, but yet most Nurses I see aren't running ruin undying tinkerer; in fact, it's been an extremely long time since I've seen a nurse in red ranks even use ruin undying, let alone tinkerer. They run a variety of builds; starstruck, agitation / ruin or pop/ infectious, something else/ nurse's calling, sloppy / corrupt, lethal pursuer, the list goes on. I'm not seeing 3 identical perks on 95% of the Nurse's I go against; it's extremely varied, and it has nothing to do with his rush attack not counting as an M1.

    Spirit's use Stridor a lot (for now), but still a variety of builds; corrupt/pop/ruin/STBFL/lethal pursuer/Devour/Surge. Hell, I've even see Monitor and abuse used on Spirit here and there. Overall, other than Stridor, there is no prevailing build I see on Spirits and it varies. 95% do not use the same 3 out of 4 perks.

    Even for killers where their power attack doesn't count as an M1 attack like Plague/Legion/Pyramid Head/Demo, I still see more significant variety than I do with Blights as of late. The only killer I see the same lack of variety is Twins and they have more compatibility issues than Blight. Blight can very much run Corrupt/Pop/Infectious/Monitor/Discordance/Enduring and so on and have a really good build.

    So tell me why is it that every other killer (minus Twins, who I already explained has actual compatibility issues with other perks in regards to their power and playstyle, unlike Blight) has a variety of builds and they don't bring the best of the best but I only see Blight players do that? That's the question and it's that simple.

    https://forum.deadbydaylight.com/en/discussion/comment/2380662#Comment_2380662

    STBFL and Brutal may not be useful, but Enduring still has its purposes; you still get stunned by pallets. Even then, there are other chase-aggressive perks to use like infectious, monitor and abuse, lethal pursuer, mindbreaker etc. There are also a variety of slowdown and gen regression perks such as Corrupt and Pop. There are also a variety of tracking perks like Discordance, Thrilling Tremors, so on.

    I'm not sure if I can judge Nemesis at the moment; he's still a new killer and people are still getting perks on him, so I still see a variety on him at the moment.

    https://forum.deadbydaylight.com/en/discussion/comment/2380669#Comment_2380669

    As explained above, other than Twins who legitimately pretty much can not really use any other perks without playing in a detrimentally inefficient way or it's flat out not compatible, Blight has a variety of perks that are very good on him but yet I not only see meta perks, but it's always the same 3 out of 4 perks, and I have never seen any other killer have such a high saturation of monolithic builds to the point where they basically use the same identical build and it's a rare sight to not see those 3 perks. I'm not talking about one perk that's used a lot, or two. I mean a majority of the build.

    I've also asked the same question about survivors elsewhere, but survivors are just skins anyway. But why is it that Blight players seem to be the only meta slaves but really no one else besides Twins are? I never see as high a saturation of monolithic builds on other killers as I do Blight, and Twins players actually have an excuse. Blight has no excuse; he has a wide range of perks that can still be really good builds.

    My personal impression on Blight has always been that he isn't as strong as many players seem to rate him, but he just so good at taking advantage of Undying Ruin that he has no problem dominating most random survivor teams at any rank. His chase is nowhere as near as reliable as Nurse's or Spirit's, but he outclass them both in map mobility.

    Playing Blight without the safety of Undying Ruin require a lot of effort and aggravate all the little frustrating things about Blight randomly sliding on some object and missing Lethal Rush by a hair.

    As for Tinkerer its not needed at all, but it work so well on Blight, why would you not use it ?

    My guess for the reason you don't see much perks variation with Blight, is simply because Blight Players have tried other perks and concluded that they didn't like them as much. Why would you not use the perks that seem to work best for your killer and make your game much easier and less stressfull ? And its not like there are tons of perks that have natural synergy with Bligh'ts power out there.

    To me it show that Blight is a flawed design. He is the Ruin King, but beyond that he really does not have that much going for him.

  • Its because the more innate mobility a killer has, the better they are with Ruin. And 90% of Blight's power is his map mobility. He can bounce around the map harassing survivors on genrerators and defending his totems, getting max value out of his Hex. You just can't do that with normal speed killers. Meanwhile Corrupt is a terrible choice for Blight who has no problem getting to the survivors quickly. Pop only slow down his pressure, and Surge does not work of Lethal Rush.

  • Safe pallets aren't a "design" by themselves. They are just a tool that is part of the larger map and gameplay design.

    Used well, safe pallets can be fine. But there are a lot of factors to take into account. How big is the map ? How close are the other pallets ? Is this a tight indoor map ? A wide open one ? How long are the loops ? How tall ?

    I personally like the idea of signature landmarks of maps having strong pallets, while the rest of the randomly generated map elements should be less reliable. The problem is that some old maps don't really have landmark structures and many generic tiles are very strong for survivors.

  • The Twins suffer a lot from theses arbitrary little restrictions. You can't use your power here, wait for victor's stun, wait for charlotte to wake up, can't bodyblock anymore because its easier to nerf the twins than adress problematic map design, etc...

    None of it is game breaking, but its a constant annoyance.

  • What if it took only 10 seconds to open the exit gates, but it reset to 0 if you let go ?

  • As Doctor you get to find survivors easily, delay and confuse them a bit, but at the end of it, your are just an M1 killer. Holding W and pre-dropping pallets will cause you issues on the maps that can enable it.

    Denying pallet drops or vaults require very precise timing that will vary depending on the lenght of the loop. Short/unsafe loops are deathtraps against doctor, but long/safe-ish loops may not be worth trying to deny. Everytime you shock, you slow down a bit and reset bloodlust, so you need to precisely land the shock multiple times around the loop to get a single M1 hit. Confident survivors won't be afraid to run the loop all the way and punish you if you miss the timing by dropping that pallet in your face resulting in a huge waste of time. So unless you are extremely confident in your timings, you may want to brute force some difficult pallets.

    Since you are just an M1 killer, you can't just rely on hook pressure against good survivors. Apply zoning and slugging when nescessary.

  • Hiding your TR in chase is not that valuable. Best case scenario, you will surprise another survivor who didn't notice their teammate was being chased. Most of the time it will simply do nothing.

  • @CornHub said:

    Well nvm i guess people still don't like it. Hopefully with time people can learn to appreciate it.

    But what is there to appreciate apart from the faithfulness to the source material ? Sure it looks great, but it plays really poorly for DBD

    The RPD combine the very well known issues of large map, indoor maps and multiple floors maps.

    And there is a very ovious option to solve the problem. Have 2 variants of the maps called A and B referencing the 2 scenarios of the game, with parts of it closed off.

  • I hate any kind of i-frames on principle. What Dead Hard is supposed to be is a sudden dash to avoid a hit or reach a safe spot. But due to the magic of i-frames, what Dead Hard actualy is, is the survivor phasing through reality has their hurtbox magically vanish for a fraction of second. They can walk over bear traps and ignore projectile that clearly should hit. And this happen regardless of the dash animation, as you can Dead Hard straight into a wall or even standing still and still avoid damage.

    Add to that the lag and server issues making everything slightly off and janky, its really no wonder why many players are frustrated by Dead Hard. Not to mention that when I happen to play with Dead Hard, all I ever seem to accomplsih is being exhausted on the floor most of the time.

    You can make the argument that Sprint Burst is probably a more powerfull exhaustion perk, but its much less annoying to deal with than having to constantly bait the Dead Hards and suffering through the occasional magical i-frames bullcrap, especially when a full team ot survivors use it, which is much more common than a full team of Sprint Bursts.

  • Once again, buffs wouldn't change anything to the Trickster's problem. He is designed at its core to be a worse Huntress with extra steps and Main Event isn't a good payoff to justify his huge downsides. At "best", massive buffs could overtune him and then he would just overshadow Huntress.

    What he need is a rework. It happened for Freddy and Legion. It can happen to Trickster. Its just not going to happen anytime Soon™.

  • @PrelawSundew said:

    Hearing that the Clown is still bugged with his bottles not slowing down survivors made me think of something. Nemesis came with the licker addon that says it increases the time survivors are hindered after being contaminated. As we have seen in game, when survivors are contaminated they aren't hindered in the slightest way.

    I believe that when Nemesis was released the entirety of the hindered status effect became bugged. After all this would explain why survivors when contaminated gain a sprint burst, because if they were hindered along with the sprint burst it would allow them to gain some distance on Nemesis but not the ridiculous amount they get now. This also fits with Clowns bottles not hindering survivors because they became bugged when Nemesis was released.

    I will look into it later, but I can't think of any other killer on the top of my head that uses the hindered status effect. It would be of great help to get other people to see what other killers can use the hindered effect and see if they work as intended. If they don't then that would confirm my theory on hindered being bugged and reporting that to dbd so that it can be fixed along with everything else.

    Nemesis does apply the Hindered effect on infection tentacle hits. You can see the status effect appear in the corner of the screen, but it disappear almost immediatly because it only last for 0.25 seconds. Licker Tongue only add 0.15 extra seconds, so its hard to notice any difference. There is no "bug" here, just a baffling number for the duration of the effect. It feels more like a mistake.

    With Clown its just that the Hindered effect does not seem to be applied at all when survivors just hit the hedge of the cloud out when direclty hit with a bottle. They scream, but don't slow down. But if they go trough the cloud, the Hindered effect seem to work like normal.

  • @Wavy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2318401#Comment_2318401

    yeah my survivor que is instant too. But killer que is +3 mins. and i think i know why :)

    I don't. As far as I can tell its pretty much always been like that, unless you play at peak traffic hours on the weekend. Killer queue always have been long in my region, especially around the release of a new chapter.

    There are many factors to queue time and your or my personnal experiences don't really mean anything as far as the health of the game is concerned.

  • @Lord_Tony said:

    meanwhile survivor ques are 20 minutes and killer ques are 20 seconds.

    I don't know where and when you play, but in my europen timezone, you always have to wait quite a bit to play killer, while survivors is pretty much always instant.

  • Yes. By 0.15 seconds. If its not a mistake its a joke.

    The speed boost a survivor get when taking a hit is 150% speed for 2 seconds. The Hindered effect is only -20% speed, for a grand total of 0.40s with licker tongue. Less than half a second. Come on now.

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