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Hippie

Hippie

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  • @Irisora said:

    Zombies get stuck on everything, in hooks, rocks.. i don't understand the logic behind the nerf. Could be that they think the AI is wonderful because they don't play their own game? lol

    What are you talking about? DbD's AI is fantastic!

    https://imgur.com/a/uobIBG0
  • @Advorsus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2737685#Comment_2737685

    Dude I haven't played war gods in so long. And most people have no idea what I'm talking about when I describe it, they think it sounds like some fever dream lol it was fantastic though, with my favorites being voodoo Medusa and Cy 5

    I mostly played Vallah and Anubis ๐Ÿ˜Š So fun! I mostly just played against my brother but he actually beat the campaign... god gamer.

  • I mean, after my long post about (basically) why DbD sucks, I've barely been on the forum and have been playing all kinds of different games and genres. The last time I played a fighting game was when I played War Gods on N64 with my brother back in 2005, and I just picked up Mortal Kombat 11 on sale and have been having a blast! And I'm back to playing osu! and also bought a controller to play Descenders. Not to mention just picked up Rust to play with my brother, can't wait.

    In short, it's definitely good to take a break. I honestly think DbD tricks you into playing the game day after day due to it's "content" being locked behind an awful grind--and honestly, it's just not worth it unless you play casually. DEFINITELY take a break from the forum, because there is honestly next-to-nothing useful or worth your time here. And cutting back on the DbD is much needed. I haven't played a match in over 10 days and I'll probably not play again until the Lunar Event, although from what I've heard there's probably going to be nothing for Killers (again). Ridiculous.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721222#Comment_2721222

    Pigs are so weird. I think it's the addons - which tend to oscillate between 'this is terrible', 'this is a nice QOL that should be basekit' and 'this is incredibly mean and frustrating to play against'. That, and having people still trying to enforce the daft 'boop' meme and getting salty when you don't play along.

    It's also strange with Pigs because they love to crouch on your body until you bleed out, but I've never been crouched on by a Ghostface and they can do it much better. Weird

  • If we're talking about real toxicity (essentially holding the game hostage, flaming in endgame chat or sabotaging teammates), I would say Tricksters have been the worst so far, with Pigs being a close second. I can't even tell you the amount of times I've bled out from full bar on the ground with Trickster players.

    The most normal Killers would probably be Cenobites and Ghostface(s) for me.

    And for unsavory Survivors, Neas are definitely the worst, hands down. The bald Dwights can be a pain as well (when they're on my team).

    The nicest Survivors have been Bills, Mikaelas and Jeffs! I especially like the Bills.

  • The only way you could shift the power from perk selection would be to shift it to actual gameplay changes. But changing core gameplay isn't profitable... DLCs are.

    No reason to change the gameplay in meaningful ways if people are still dropping fat cash for DLCs and cosmetics.

  • It's good to take breaks from games when you've been playing them for a long stretch. Come back in a few months with a fresh perspective and renewed interest in the game.

    Unless you've only been playing for a short while... if that's the case, then maybe extend the break indefinitely. Find something better to spend your time on rather than M1 and W simulator.

  • Head On isn't meant to be a team perk, it's meant as an on-demand pallet stun minus the pallet. Just because SWF use it a certain way doesn't mean it should be brought to that level for solos! And I say that as one who is a purely solo Survivor and uses Head On frequently.

    The Deliverance and Unbreakable ideas aren't too bad, though--however, I believe that all Solo needs is Kindred base-kit with some tweaks, i.e. minus the Killer reveal near hook. It won't solve idiot teammates, but it'll help out a bit.

  • The fact that this question is being asked scares me, plus the fact that people will probably have an actual answer for it...

    "Yeah man, they were already taking out our nexus turrets so I just couldn't wait that extra thirty seconds for the game to end"

    I've never seen a game where so many people feel free to use the disconnect button rather than playing and finishing the game that they agreed to participate in.

  • I like it a lot for both sides. I've only played Killer on the map with Billy and Bubba, however, so I can't comment on how it would be for less mobile/non 1-hit down Killers... ๐Ÿ˜ถ

  • All they need to do is give him better "gimmick" addons (I view him almost the same as Nurse and her addons--her power is already sufficient for clapping Survivors, so she doesn't need too much in the buff department) and then he'll be golden! I don't use addons on Billy either but I would like his addons to be gimmicky without being dumb.

  • They already only get 50 points for someone dying on the ground, so I don't think points need to be deducted. They really should add an option to "give up" after a certain amount of time slugged, however.

  • The gameplay isn't too thrilling, for sure... none of the Pigs that I face actually use her Ambush, so it's just another M1 Killer snorefest. The traps are too RNG to actually enjoy either... not to mention that I usually face Pigs on the biggest maps, so I end up barely getting the trap off my head before it pops. And don't get me started on the Pigs who make sure to "secure" that trap kill... ๐Ÿฅฑ

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2716127#Comment_2716127

    Bodyblocks? Theoretically toxic in some circumstances. Flashlight blinds? Not in typical use, just for getting away from a pallet break or a save, but the clicky/macro squads or bully teams? Yes. Using pallets could be if you're trolling fellow survivors. C'mon, you're probably better than the slippery slope nonsense.

    "People get upset" isn't the slam dunk you think it is. Yeah, some people are irrational, but there's a difference between projection and reception - the former is internal, the latter is external, and only one is toxic. Pretending that they're the same, or that one nullifies the other: just untrue, whether you believe it or not.

    My point is that all of these in-game actions are within the confines of the video game. Unless you're trolling your teammates or holding the game hostage, none of those actions are toxic...

    Although, even then, those actions have a better basis for being toxic than someone pressing CTRL repeatedly in your direction.

    I guess I really can't sympathize with people who let crouchers and clickers bother them so much. I actually laugh when someone gives me crouches because in the end, I'm not better than them, they aren't better than me, and we're all just players in the video game. If people want to gloat over their victory without actually affecting the game mechanically, they have the right to do so. It's not reportable, it's not toxic, and it only bothers you if you let it. Unlike real toxicity, which can actually physically hamper your game experience, or people in endgame chat telling you to unalive yourself. Those things are actually mentally harmful and actually reportable as well.

  • @SkerpiTwitch said:

    Bhvr could listin to the communtiy for once, maybe that would shake up things

    You would think so, but gameplay updates and QoL changes don't make money... unlike DLCs and cosmetics! ๐Ÿค‘

    I obviously don't mean to be mean toward BHVR, but it is frustrating to know that the video game industry and all of these companies revolve around $$$. I doubt we'll see anything to actually shake up the gameplay and stay true to what the devs called a "living game".

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2716115#Comment_2716115

    You obviously haven't been exposed to LoL or WoW players - those communities codify this issue :P

    And again, like I said: impact trumps intent. It doesn't matter if you're intending to be a dick, but if you're received as malicious through the voiceless medium of the game: guess what, that's your impact.

    Being a "toxic gamer" is being a toxic player, and vice versa, regardless of your personal definitions, proclivities, or preferences.

    I actually played LoL for around four years, so I know perfectly about that community... ๐Ÿ˜›

    But anyway, by your definition I guess that bodyblocking, flashlight blinding, using pallets and looping are all toxic behaviors--because many players find these things to be toxic and have a tantrum in endgame chat over it. And hooking and killing Survivors is also toxic, because it also makes players upset.

    Do you see what I'm saying? Nobody intends to make someone upset when they play the video game within the means that the developers intended, but people get upset regardless. Pressing CTRL repeatedly or left-clicking someone on a hook are not toxic behaviors. Celebrating a victory over the enemy is not toxic. But things like insults and threats in endgame chat are toxic.

  • @kokoroo83 said:

    why are you saying survivor is fun? its not... at least not for thel last couple of years. why? same reason as for killer. nothing to spice it up; its just the same thing over and over again. i hate doing gens to the point i just try to lure the killer because its so obnoxious. they don't add anything fun to the game a new killer u barely see.. a new map that's just the same loops and pallets. nothing interactive to make it more fun. its boring. and i play ALOT less than i used to. btw 1200 hours is not experienced. by a long shot, thi game is 6 years old.

    Well, the experience only counts for the current state of the game and the most similar versions before it, right? In that case, I'd say I'm pretty darn experienced with current and late 2019-late 2020 DbD. ๐Ÿ˜›

    And I meant that Survivor can be more fun than Killer, for sure. Survivor has more mechanics and perks that actually change their gameplay. The only new gameplay mechanic Killers have gotten has been Breakable Walls... and we know all about those.

    I mean, I just played some Survivor a little earlier and, while it is more interactive and interesting than Killer, it's still not all that. Much more fun with friends, for sure. Game definitely needs an overhaul of some kind, but it's not going to happen...

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2716073#Comment_2716073

    https://us.v-cdn.net/6030815/uploads/TTQQBQM1YBZ3/untitled.png

    Contextual and connotative definitions exist, sorry to burst your bubble. Impact trumps intent in interpersonal actions, whether you want to admit that or not. Your opinion is yours, but sorry: not all opinions are valid.

    I think my point is that DbD really is the only game that I've seen players get so offended over someone gloating in the game. I think because of some odd mentality with Killer players thinking that Survivors are beneath them, when they're actually just other players in the video game? I'm not sure.

    It's never been called toxicity in other games. Because it's not. I stick with my provided examples of toxicity--they are actually detrimental to the game and very frustrating to deal with. Survivors crouching for ~5 seconds in the exit gate, something the Killer has complete control over by being able to force them out, is not toxic.

    Not to mention; you've provided a definition of a toxic gamer. I've crouched at the Killer plenty of times before (usually if they're tunnelling or camping throughout the game) and I've also given some smacks to hooked Survivors. But I'm not a toxic gamer at all. I'm actually very friendly in my games, never have a bad attitude and always try to give a ggwp in endgame chat. I just enjoy celebrating a victory here and there. Being a toxic gamer and toxic actions are two completely seperate things... and you can crouch at the Killer or smack a Survivor on the hook without being toxic. Because it isn't toxic. It's purely the way people handle these actions that determines their effectiveness.

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715919#Comment_2715919

    This is one of the most dishonest, myopic takes I've seen on the forums. Well done.

    BMing, by definition, is toxicity. You can't pretend otherwise when BM is "bad manners, esp. intentionally obnoxious behaviours" - they don't have to have a mechanical effect, their entire point is to irritate the other player or gloat.

    Screenshot_2.png

    I'm sorry you think so, but crouching toward the Killer or hitting a Survivor on the hook are not severe enough to be labelled "toxic" in my opinion.

    Toxic is telling someone to unalive themselves in endgame chat. Toxic is cheating and holding a game hostage until players are forced to disconnect. Toxic is not pressing CTRL repeatedly to hurt the Killer's feelings, or left clicking a Survivor on the hook--it may be irritating or a little frustrating, but it is not toxicity. It's only when people read into these actions and think they are reflections of themselves as a person that they start affecting them so negatively.

    And I am being extremely honest in my take. I don't appreciate undermining and insulting my opinion, no matter how much you disagree. If you want people to see where you're coming from or understand/agree what you're saying, it's best not to insult them in the process.

  • @psionic said:

    I completely agree with all you said.

    But I like to express my very personal point of view about the current state of the game/killer role.

    I think nothing is gonna change, for real. BHVR is not gonna innovate regarding killer gameplay. To me is clearly that they don't have a precise understanding of the killer role (at least is not the same as the community's understanding), as some decisions have fluctuated through time and many are contraditory till today. Instead, they understand precisely the survivor role and at least this is a good thing. They know what survivors need and which path they need to follow.

    Meanwhile, DbD is a 5 years game. I want to say their intent now is to maintain the game alive and I do believe BHVR is working on new big projects that are different from DbD.

    So what we have now, probably is what we will have for tomorrow.

    ps: sorry my broken english

    Thank you for your support! And no worries, I understand you perfectly.

    And exactly that, I completely agree that they're (99% certain) not going to change anything. They've gotten too cozy in their Killer design recipe and it probably wouldn't be cost-effective for them to actually change the game in meaningful ways, mechanically. I am definitely glad that Survivor is as mechanically intensive as it is however, and they're able to come up with new perks and mechanics for the role. It's just sad that Killer, the title role of the game and the one that should be getting equal (if not more) love than Survivor, has stagnated so badly.

    I'm sure they're pretty cozy in their formula of paid DLCs and cosmetics for however long the game will last, though. Such a shame.

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715897#Comment_2715897

    I mean the closet thing that I could think of with regards to a "Killer Pallet" is being able to use Bloodlust to permanently "Bamboozle" Vaults/Doorways with clearable entity creep that forces slow vaults from Survivors and speeds up Killer vaults. (Press the Killer Power Button while Vaulting an obstacle with Bloodlust to apply Entity creep to consume Bloodlust and creep the Vault)

    edit: Of course, Bloodlust should probably be reworked so that it's more accessible in shorter chases and not reliant on a single chase being long. (But that would probably remove the haste effect from Bloodlust in favor of being able to block Vaults/doorways, bloodlust itself becoming a kind of "Exhaustion" Perk for Killers. One might increase movespeed at the cost of only accruing in chase, default one could apply entity creep, another could make it so that the Killer is able to become undetectable for a time (EG: a reworked Beast of Prey))

    That sounds interesting... I'm not sure how that would play out in games but it would be neat to try. And yeah, Bloodlust is useless right now. I rarely get to even the first tier of Bloodlust in my games, and if I do a gen usually pops somewhere on the map. They definitely need to do something with it.

    Which also reminds me... why don't they use the PTB for anything except midchapters and DLCs? Why don't they use it to test out different ideas with the community, and award people with things like BP or Shards for testing new features? They keep saying they've tested anti-facecamping measures several times but to no avail, but I would like to actually see those anti-facecamping measures and let the community test them out themselves. I don't really trust BHVR too much to know what's an actual good feature to add to the game... they could have possibly passed up on some good ones in their own testing bubble.

  • @RainehDaze said:

    "It's just BM it isn't toxic" is a completely meaningless statement. Bad manners for the sake of bad manners, done repeatedly, is toxic, otherwise it wouldn't be BM in the first place. Doing unpleasant and rude things to other people is basically the entire foundation of it.

    My point is that BMing someone in the video game is not toxic, as it does not affect the mechanics of the game in any way, shape or form. And besides that, are the same Survivors crouching at you or the same Killers hitting you on the hook game after game? It's always different players, therefore it isn't ongoing, therefore it is not toxicity. It's literally just people being rude... like people are when they're pleased with themselves in every single multiplayer game.

    Not to mention that every other multiplayer game in existence has teabagging... on your body. Heck, people on R6: Siege shoot your body repeatedly after they kill you when the round is over. Same on Halo Infinite. Survivors crouching at a Killer from the safety of the gate is nothing compared to people actually killing you in the video game and then teabagging your corpse. And even that is only done to get a rise out of the player, which if you're not bothered by it is useless. At least with Survivors in the gate, you can walk toward them and make them leave, which only takes a few seconds. And even with the Killer hitting you on the hook, you can either let the Entity take you or watch some YouTube.

    In-game actions that affect mechanical gameplay and actually impede someone's ability to enjoy the video game are toxic, as well as endgame chat. Survivors celebrating in the exit gate or Killers celebrating their victory with some smacks is not toxic. It has no bearing on your actual gameplay.

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715885#Comment_2715885

    So excluding the pre-setup for Survivors of opening the doors (perhaps too similar to Killers scouting out breakable walls at the start of the Trial), it seems to be youโ€™re interested in a method for Killers to create an obstacle for Survivors in strong loops, a โ€œKiller Palletโ€?

    That sounds about right! I just want SOMETHING new for Killers to interact with...

    I just don't see it being too bad for Survivors, since they already have a good amount of free time at the start of a Trial. And I wouldn't mind interacting with them as Survivor, either. Always enjoying something new to do that isn't breaking pallets that haven't even been dropped by Survivors (breakable walls)... ๐Ÿ˜ถ

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715875#Comment_2715875

    So letโ€™s expand upon this, doors..

    What comes to mind when you think about them being used by the Killer?

    Hehe, well it's kinda just a suggestion. I'm not EXACTLY sure how they would be implemented, but I'm thinking something like this:

    The doors would start out shut and the areas that the doors were present would create unsafe loops for Survivors, to the Killer's advantage. Survivors could open the door (5 second interaction or so?) with the chest opening animation (lock on the door). Opening the door would create a better loop for Survivors. However, the Killer can shut the door again (1-2 second interaction?) and recreate the unsafe loop.

    I really have no idea but it just popped in my head due to my disgust with breakable walls. I guess in the end, I wish DbD was quite different mechanically. Something that allowed for more carnage, but the emphasis wasn't on killing the Survivors--rather just making them suffer quite a bit, while everyone earned plenty of BP and had fun using their perks and Killer powers and you weren't on such a time crunch. The current game design is a drag. And no, I don't say that because I'm burnt out or anything--it's just that the game has been the same for ***5 YEARS*** and it's supposed to be a "living game" (according to BHVR)... but I guess that means paid DLC and cosmetics. R.I.P.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715343#Comment_2715343

    I think scott makes videos based off forum posts. basically he looks at your post and than makes a video about it, just like he made a video on lightborn.......

    I think your post title does not match what your post is talking about. The title makes you think that the post is about BVHR having no creative process for killers while your post is talking about killer's being unfun to play with list of reasons.

    I would say that the survivors desire for challenge in current dbd is at an all time low and survivors currently control for how challenging the killers are to win. As such, all the killers are either watered down on release and the ones from past releases are being watered down slowly. Their killer ideas are not awful from gameplay stand-point but they're watered down too much for killers to notice their actions with their ability to have any impact on outcome of the match.

    My advice is to wait for mid-chapter updates in 2022 and see if the game for killer is more fun for you by the end of the year. If it is not, you can take Matt's advice to play civ 5.

    Hmm... I listed many reasons why BHVR has no creative process for Killers. Things like Hex: Pentimento being the first Killer perk to add a new interaction for Killers, yet it is pretty gimmicky and mostly useless; Breakable Walls being the only map-gameplay mechanic added for Killers yet they are also a rather useless (and rather detrimental) addition to the game; The fact that many Killers' enjoyment relies on successfully using their power against Survivors, rather than just using it in general, meaning that you are essentially providing entertainment for Survivors rather than for yourself; and the fact that Killer gameplay consists of walking simulator with occasional clicks and spacebar presses.

    My problem is not that Killers are weak or easy to play against, it's that Killers' powers are either copies of other Killers' powers or are too dependent on successful use to actually be fun to play. For instance, I actually enjoy playing Billy when I play Killer because his power is fun to use. It's not dependent on successfully hitting the target--I just like zooming around the map and being mobile. But a Killer like Huntress is a massive drag for me, because the fun of her power is dependent on hitting Survivors with it, rather than just using it in the first place.

    I'm basically saying that it's evident to me that BHVR ran out of Killer ideas a long time ago. Heck, the last "unique" Killer we got was Pinhead, but even then his power was basically spelled out from the movie for BHVR and all they had to do was implement it. Not much creative thought needed, just technical. Before that was Pyramid Head, and he really was the last mechanically unique Killer we've received since (besides Twins, but they were implemented so poorly that it doesn't even count). But besides that, new and flashy Killer powers don't mean anything when the core gameplay is still mechanically deficient in actual skill and challenge. We need changes that affect every Killer in the game, like through new mechanics such as jumping or doors that can be interacted with. SOMETHING!

    Survivor is infinitely more enjoyable because of the mechanical intensity of the role's gameplay. Yes, you still have to repair generators which is the most boring part of Survivor, but you also have to flee the Killer and waste as much of their time as possible, which is already more than Killer just botting after you hoping you make a mistake. Not to mention that Survivor has many, many other tools at their disposal to spice up their gameplay; things like items, perks that give you new interactions (Dead Hard, Head On, Flashbang, Repressed Alliance, e.t.c.) and many other actions to do like healing, unhooking, saving teammates with flashlight or pallet, totem touching and so on.

    My point is that Killer feels like a prop... like an A.I. for the Survivors to interact with to spice up their gameplay. Not a player playing the enemy role in the video game.

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715355#Comment_2715355

    Like being able to cancel Pallet breaks for a fake-out rather than just the current look downward fake-out? Or something more significant?

    Hmm... that would be neat, but I'm thinking something like more buttons to press than just WASD and spacebar, or different ways to interact with the environment than just breaking generators and pallets. I just dislike how rudimentary current Killer gameplay is and would like to see it be something more interactive and engaging.

  • @AnObserver said:

    Yep.

    Killer should have a base-kit Mori that promotes targeting other Survivors (so the default target priority logic of: "Do I go for the Healthy or Injured Survivor" has more than one option. (Don't take DS into consideration, that's the problem with the Perk and Tunneling in general)

    Bloodlust could seriously be reworked into something more interesting than just a minor speedboost.

    A Method to quickly traverse from one end of the map to another to allow all Killers to approach from different angles/get out from corners quickly (a la Pacman or something).

    If Survivors have Boons for area Control Perks, give Killer Barrels for area Control Perks.

    Seriously what is up with the Glyphs in the Tomes, why haven't they been included in any Perk yet?

    Goddamn I wish they would at least open some discourse on their proposed changes. Ask what we would like to see. They've been saying: "Oh we'll implement Mori's into base-kit", but we've heard jack from them so far. Was that Key change really what they were planning all along?

    Why did they announce The Ring collab so early?

    Interesting suggestions! I'm thinking more something that actually changes Killer mechanically, but those are definitely neat ideas.

    And about the Ringu collab... I think they did something similar with the Resident Evil chapter. Maybe leakers are a little too talented these days, and they're worried about a leak? Very strange, for sure!

  • @Raccoon said:

    Dunno what it is....maybe an attitude shift, but I've been having an extremely fun time as of late.

    Well, that's good! I have fun occasionally myself, but it doesn't change the facts about the game for me... ๐Ÿ˜› It could just be so much more.

  • @Zozzy said:

    Another jund fan. ๐Ÿ™„

    It is pretty wild that he apparently posted a video RIGHT before I made my topic, but no, I don't watch him at all! I literally haven't watched him since May 9th, 2020! Before forum user Seth told me about that, I had no idea. Uncanny!

    Screenshot_1.png

    I've just been having these thoughts for some time now, and I even had them last year before I quit playing until July of this year.

  • @Phasmamain said:

    I can agree with most of these. DBDโ€™s simplicity is its greatest strength and weakness

    @Pulsar said:

    I agree completely.

    Thank you both for your support!

  • @Vampwire said:

    Very well put. The game definitely needs something to actually shake it up. Unfortunately I think DBD is in a state of no return with many of the perks being band aid fixes and core design problems.

    Thank you for your positive response! And exactly. I doubt they would change anything, especially when much-needed core gameplay changes wouldn't put money in their pockets like DLCs and cosmetics do. Sadly, their best course of action for the $$$ is to keep pumping the game full of paid content and let it go as long as it can.

  • @[Deleted User] said:

    Interesting post, I have a question... did you recently watch a video from Scott Jund before making this thread? (last one)

    Thank you for your comment! And no, I've only ever watched one Scott Jund video, and that was last year (his pregame warmup idea)... ๐Ÿ˜›

  • @[Deleted User] said:

    Even though the roster is pretty equal you do see more female characters. I main Tapp.

    Iโ€™m actually curious why people choose the characters they do, especially if you play a character that is a different gender to what you identify as.

    I mainly play Felix, Leon and James because they're hotties... ๐Ÿ˜ But besides that, even though I'm a girl I prefer to play male characters because I feel like it's more realistic for guys to survive and resist the Killer in a world like DbD! Strange, I know. But there it is.

  • I've always thought a better idea (in place of breakable walls) would be to implement doors that can be opened by Survivors and shut by Killers. Survivors opening the doors (5 seconds, maybe) would open better loops or faster routes, and the Killer shutting them (fast action, maybe 2 seconds or less) would make those same loops more dangerous until a Survivor opens the door again.

    I dunno, just a thought! I hate current breakable walls everywhere except the Game. I mean, c'mon, you literally have to spend the start of the match prepping Midwich and the Saloon...

  • @dugman said:

    Yeah, I never really understood why they lock the perk slots. Maybe itโ€™s intended to keep cheaters from just making a brand new account and having four slots right away? ๐Ÿคทโ€โ™‚๏ธ

    Sadly, that doesn't really matter... cheaters just use whatever perks they want at will in-game. One cheater I saw had Flip Flop in-game but four different perks on the end-screen.

  • Why deal with Dead Hard when you can VPN from Brazil and kick it to the curb!

    https://imgur.com/a/im3w8Lp


    Seriously though, why is there no option for matchmaking ping limit? I always get the Brazilian Freddies, meanwhile I'm chillin' in eastern U.S.. It sucks.

  • I mean, Killer is pretty dang boring in general, so yes. I would love to see more mechanics added to Killer's base gameplay for sure.

  • I just love playing the Survivors I like, and I have a few Killers I enjoy bunches. Being able to play James is definitely a big plus!

    It's also just a fun game, as long as you don't take it too seriously.

  • @Ussu said:

    Oh I see. I must have them all then. I don't own all characters yet so I can't check all of them for their drops

    You can check for unpurchased characters' drops by going to their store pages and selecting the filter "show owned items"!

  • @SlimyTaco said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700181#Comment_2700181

    So this means keys are even MORE useless and a certain achievement is now impossible.

    Thankfully, they changed the achievement... it's now achieved by simply unlocking the hatch with a key. But yeah, keys are definitely worse now... hopefully they do something with them soon(โ„ข).

  • It now only spawns when there is one Survivor remaining in the trial, regardless of if the generators are completed or not!

  • I don't see a reason why this shouldn't be added, I'm always curious as to what people are playing on as well. It would be very cool!

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697980#Comment_2697980

    Now I see it... Thanks a lot ๐Ÿ˜๏ธ๐Ÿ˜‚

    It doesn't help that I just started playing Super Mario 64 again today... what a coincidence! ๐Ÿ˜›

  • All I can think of with that well is Mario jumping out of it...

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697476#Comment_2697476

    That's why it's behavioural. On a different note, someone will always complain about something but if the majority of standing in the gates was just to farm BP then people would be appreciative of it. As an example, if the survivors aren't toxic and understand what I'm doing, I'll quite often hit a survivor, let them be healed so the survivors get that juicy late heal BP, hit another so the now healthy survivor(s) can share in it just in case their altruism isn't maxed out, etc. By the end of the game, my Brutality and Chase BP is nearly always maxed out but if I can spend a couple minutes to do something nice I will.

    Some of the complaints come from misunderstanding. As an example, standing at the gates can be an attempt to give the killer some survivor found, hit and/or possibly deviousness BP but it's not like there's a clear line demarcating step here and you're in danger or step here and you're safe so survivors could make it appear as if their intention is to taunt when, really, they're just trying to give BP to the killer.

    That, unfortunately, is overshadowed by the people who BM in the exit gate or wait until the killer is about to give them a hit and then DH just to be jerks.

    Pleasant behaviour to the other side leads to a more pleasant game overall but I know it's not going to happen everytime. If it happened more often than it does right now people would complain less though.

    That is true. Both sides have a big problem with bm and toxicity but I'm afraid that is true for most multiplayer games nowadays... not sure there's much can be done about it, since it's largely up to the individual.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697462#Comment_2697462

    Really? It has more than a few ways to go up and a ######### ton of ways to come down......Unlike that abomination called RPD. I will no longer play on that map.

    I know! People still seem to get lost in the halls... it's very strange. And, funnily enough, I actually like playing on RPD more than Midwich... abomination, I know ๐Ÿ˜› But after playing RE2 remake, it's fun to actually know how to navigate the map! My teammates still leave people on first and second hook, however...

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696372#Comment_2696372

    I'm not trying to nitpick but facecamping does serve a purpose in-game; a poor purpose that in most cases harms the survivor's enjoyment short term and the killer's enjoyment long term but still a purpose. It's tbagging and bming especially at the exit gates that would be behavioural. I would also add that I'm against facecamping in most cases but if a survivor tbags or bms in game then they deserve to be facecamped and tunneled.

    Well, at least when you're getting bm'ed in the exit gates you can simply hit them and make them leave. I do wonder--would players still complain if Survivors simply stood in the exit rather than crouching repeatedly? I'm actually pretty sure I've seen people complain about that, too...

    When you're getting facecamped, there's nothing you can do about it except go watch YouTube, hang out on the hook to buy your teammates time and wait to go back to lobby. The gameplay is non-existent.

    Crouching and clicking do not affect gameplay in any way, shape or form. It's purely emotional.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697101#Comment_2697101

    I have the same experience with Bubba.

    I just want to play on Midwich every game...The rest can go. Only map I like no matter what killer I am using and when I'm survivor. Is that weird?

    I don't mind Midwich every now and then, myself! I like playing Pyramid Head on there for obvious reasons, hehe. The atmosphere is very nice.

    Sadly, my Survivor experience is less than favorable there. When the map first came out, people died on first and second hook because people couldn't figure out how to move between the floors... and it seems that people STILL haven't learned over a year and a half later, when I'm playing Survivor at least ๐Ÿ˜”

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696996#Comment_2696996

    It's a lot of them, yes. I don't agree with rancid.

    All cold winds remakes are pretty ######### trash.

    Badhams

    The game

    RPD

    Red forest

    I can go on. Most of them suck. Coal tower is basically the gold standard

    I seem to always be playing Bubba when I get Coal Tower... and the worst gen spawns... agh...

    I'd actually have to think about the most balanced experience I have on a map... maybe Sanctum of Wrath. And I've actually been enjoying Eyrie as both roles.

    There really shouldn't be a map larger than 9984m2, which is the size of maps like Temple, Sanctum and Eyrie. A lot of maps are just way too big. I mean, c'mon... Disturbed Ward is 11000 square meters. Bonkers.

  • I say no for general buffing, but I would like to see him turn faster while using his power. Also, he needs an addon pass. And @tenoresax your suggestion is awesome! No cooldown when cancelling Rites outside of a chase would be very nice.

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