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Kaapskaaps

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  • @NobleLegacy178 said:

    Lights out is already heavily killer sided. After playing about 20-30 games, I've yet to escape even once. Killer just patrols gens. Heres not killer radius. They still gave all their abilities, survives have literally nothing. Good mode idea but ut need to be balanced better.

    I agree with this competely. Survivors literally have nothing. All they took from killers are perks and sight. They took progress bars, any possible anti-camp and tunnel (perks and info since you can't see the anti-camp bar or how long your endurance is), sight, hearing and all info from survivors. I don't agree that killers shouldn't see hooks but they shouldn't see gens. Or no one should see any auras.

  • @sizzlingmario4 said:

    Correct, they do not work together because it would be too strong to have wallhacks on the killer within 30 meters of the gen especially when the killer doesn't even have a clue that it's happening. Imagine playing on midwich with 4 wiretaps and open-handed; you'd basically see the killer everywhere on the map and they have no idea that they need to kick gens to remove it.

    Unlike Kindred, there is no real downside to having that aura reading. The price of Kindred is the loss of a hook state. That's a big deal, and is why Kindred + Open-Handed is balanced but Wiretap + Open-Handed wouldn't be, along with the fact that the killer knows exactly when Kindred could be active (not whether it necessarily is or not, but they know it's not doing anything to them if they're not near a hook, or if no one is on the hook), but has no such information for Wiretap.

    Yeah, I can see how that would be really broken but it's weird that there's no indication in game that they don't work together

  • @adsads123123123123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210557#Comment_3210557

    I know it might be a weak perk but getting stunned for 4.9 seconds with absolutely no counter play is completely obnoxious. I do think that it should be reworked in someway to allow for counter play.

    Not every perks needs to have counter play. Especially ones that are basically part of a fun, memey build like blast mine.

    No way out has no counter play and it's a very strong perk that wastes a lot of survivor time and you don't see survivors crying about giving it counter play so stop moaning. Blast mine is basically a meme perk, especially after the unnecessary nerf. If you're actually scared to get stunned so much don't kick gens or go play some other game.

  • Again the easiest way to buff soloq without buffing swfs is to just give in-game chat like in every other pvp game. It's so simple but the devs aren't just doing anything.

  • I really think it will be the other way around. The finishing moris are going to make the games worse for survivors. Killers will start camping and tunneling more than they already do and it will buff the other things that most survivors hate (NOED, starstruck nurse, facecamping bubba etc.) I don't think basekit unbreakable is the problem. It's the whole thing. No one was asking for this.

  • Distressing doesn't need a change imo. The rest are interesting though and wouldn't mind seeing. Best case scenario is that they don't bring the finishing moris and basekit unbreakable though

  • I agree with this. Lately it seems like they want to take all fun out of the game instead of actually fixing anything. Photobombing a mori is fun and getting mori'd is much more fun than just dying on hook so I don't understand why they're doing this. Who is complaning about moris??

  • @scawyxd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178702#Comment_3178702

    lol its not hard to time. its just a bugged perk. decide which it is next time you try to argue, is it your ping? or is it hard to time?

    Dude, those aren't mutually exclusive, you know? It's a 0.5 second window to time it and a killer can bait it out like with the old dead hard, meaning it's hard to time right. I have bad ping so it's even harder to try to time it right, which is why I don't use it since I know I can't get it to work and I've been liking sprint burst more now anyway. But I've seen a lot of survivors using it very well so if you can't use it, the problem lies in you not the perk itself.

  • I think instead of making it 5 seconds, I think the stun duration should be killer specific. Whether it's 3 or 5 seconds won't matter to a nurse that can easily catch up to you in that time. 3 seconds against a trapper might be good but 5 seconds is too much.

    We have killer specific movement speed, why couldn't we have killer specific stun durations?

  • "defending a hook" lol. You mean camping? The thing that the changes are trying to prevent? Dude, maybe learn to play the game normally and stop complaining that the devs are trying to game more fun. Killers got huge buffs. They shouldn't need to camp.

    Just get good, dude and stop whining.

  • If you don't like the new dead hard don't use it. I have a problem with ping so I can never time it right so I switched to sprint burst and life got so much easier.

    Also DH gives you a third health state so of course it's going to be very hard to time. Stop complaining that they changed an OP perk to be less strong and requiring actual skill to use.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3173381#Comment_3173381

    Thats only because they have the shroud offerings backwards and no killer wants survivors spawning on 4 different gens, I would totally use the shroud of binding as a killer

    Yeah, that's true. I wish you could have all the shroud offerings on both sides tbh

  • The idea of being able to corrupt your items to gain benefits with downsides sounds fun (maybe not exactly those that you said but the basic concept is fun) but this would only be for the survivors tho. Even for just an event this would be nice but I think there should be something for killers also. You can corrupt (or maybe cleanse? to be opposite of the survivors?) your power or something?

    It's a fun idea but it seems like the same kinda thing as many events where survivors get to have something fun while killers get to look at the survivors having fun.

  • Overall, I think they should add more secret offerings. You see a killer bring a secret offering and you know it's always a mori. Doesn't matter what color mori it is. But if there were more, it'd make the game more interesting.

  • @VaporLion said:

    na im right. its not an opportunity to see a closed doorway. only open doorways are.

    If you have played this game more than a few hours you should know where doors are on different maps/structures. It's more valuable to know which doors are blocked and can't be used.

  • Knowing what doors are closed is valuable information when you're running away from the killer so you don't end up in a dead-end. Also in some cases you can tell where the killer is if they break a breakable wall.

    When you've used it enough/played the game enough you can easily tell which ones are pallets and which ones are breakable walls.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167525#Comment_3167525

    Why is it wrong for the killer to go for the 4K? If 2 survivors are dead and the third is downed, the killer has pretty much dominated the game. Wanting the maximum result isn't weird.

    Do you apply this same standard to survivors going back to unhook the fourth survivor instead of leaving them to die? If they can get a 3-man escape, why go for the fourth? Is it weird they want a 4 man escape over a 3 man escape?

    This comparison doesn't make sense. If the survivors go for the save instead of leaving, they still have a big risk of giving the killer two or more kills if they ######### up. If there's two survivors left (and still gens left) and killer decides to slug for the 4K, there's no real risk for the killer. You're not going to get only two kills in that game no matter what. Three kills is pretty much sure at that point. Even if the other survivor decides to go pick the other up, you're not losing anything if there's gens still left since two people can't escape through the hatch anymore and they can't open the exits and now you also know where both of the last people are.

  • I feel like survivors are forced to run PT and other gen perks because far too many killers have 4 gen slowdown perks so if PT is getting nerfed they should nerf the gen slow down perks also. And yeah you may not have any gen slowdown perks but when the killer does have more than one the games can get miserable without PT.

    Also as many have pointed out, the counter to that is just to bring discordance. Once they realize you have it, most avoid working on gens together despite having PT unless the killer is busy elsewhere.

  • Flashlights don't need a nerf. They're easy to counter in most cases, either by perks (lightborn, franklin's demise, infectious fright etc.), by faking a pick up and going after the one that's trying to flashlight save or looking at a wall while picking up.

    Sure getting blinded at every pallet or the click click can be annoying but every time someone comes to flashlight save, that's two people that aren't doing gens (the downed person and the one with the flashlight) and if you know someone has a flashlight, just look at a wall or fake the pick up. It's not that hard.

  • @sizzlingmario4 said:

    While I understand the frustration, this can’t really work even with a lobby of 4 solos. Even if I am not playing with any of my friends, if I happen to get matched with a TTV as a teammate, and I die before the end of the game, I could easily go tell them the killer’s entire loadout.

    I’d have no issues with there being some text that says “wait until the end of the match” like you suggested though.

    Using a TTV as a reason not to have something isn't a good reason imo. If you're in a SWF (or have TTV survivor teammates) and have a TTV as a killer, you could just go look at their stream and tell the others what perks the killer has anyway. Also with the new streamer mode, I don't think that should be an issue if you can't see their names and don't know they are a TTV.

    Another thing is that currently if you DC, you see the killer's perks. If someone rage DCs and there's a TTV teammate, they could go tell the teammate the killer's perks but haven't heard anyone complain about anything like that so I don't think it would be a problem.

  • I've been wanting something like this for a while. You can never really see the survivor charms. Not even in the lobby properly. Especially now with the prestige charms it feels like killers prestige charms are more visible than survivor.

  • This would be really great. I only really use BP offerings and then trying to find them among other useless stuff takes forever if I only have a couple of them but a million other things. I don't even mind if there would be no compensation. Just being able to remove the trash from your inventory would be reward enough tbh.

  • I don't understand what the point of the censorship is. It does nothing. You can still tell when someone is insulting you or being toxic but it also makes it seem like you're saying something toxic even when you're trying to be nice and friendly in chat.

  • Really hope they revert this change. This makes no sense. Who was complaining about blast mine?

  • That endurance could be abused so badly by a toxic swf. We got 10 second basekit endurance and 10% haste. That's already enough endurance.

    And DS and off the record are working as intended. If you've had time to touch a gen or heal, it means you're safe and not being tunneled. If you feel like you're going to be tunneled, just hide or something. 30 seconds in a match is a long time. The killer could've downed and hooked someone in that time and then accidentally found you instead of tunneling you on purpose. It makes no sense that an anti-tunnel perk would work when you aren't being tunneled.

  • I think mostly because of huntress. It would be pretty broken if a crossmap hatchet could cause jolt on a gen you were repairing. Also there are other gen regression perks available for killers that use M2 more anyway. If you don't use M1 a lot on a killer, just use a different perk.

  • This would actually be a good idea!

  • Sadako isn't the problem. It's the map itself. It's very killer sided but I think it's still fine considering how many maps are survivor sided and you can always use map offerings if you don't wanna end up in midwich.

  • Most likely a hacker. You only get the info in the loading screen (the one after the offerings are burned so you can't even make a build around the killer) for the first three times you play against said killer. I think it's nice for new survivors to get some tips on the killer for the first few times. Otherwise the game would be too unfriendly towards newcomers since they would need to research a killers ability and how to counter them and some people just wanna play casually.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138292#Comment_3138292

    Yeah, I said something similar in another thread the other day. Having a lot of pallets isn’t an issue as long as most of the pallets are gameable. I think Dead Dawg Saloon for instance is pretty good in terms of pallets, a lot of them can be gamed out. The problem comes when you have too many pallets that are totally safe, not just the overall number of all pallets.

    I don’t think “many” maps have too many safe pallets, honestly a lot of maps are probably fine as is in that regard. The new RPD looks like an example though where they currently have two god pallets in the same main room on the stairs. Even though that’s just two pallets, those two being that close to each other in a central area is problematic, and there are beyond that probably one or two other god pallets elsewhere. I think if they remove even one of those two pallets on those stairs it would possibly be ok in terms of the pallets at that point.

    So basically a map having 1-3 god pallets is the right range, beyond that is too much. You could have any number of gameable pallets though since those all can end in the killer’s favor if they outplay the survivor.

    As long as there isn't a god pallet on both stairs and in the hallways, I think it would be fine. The lobby (or whatever it's called) has always felt very unsafe so I think it's fine to put two god pallets on the stairs as long as those are the only god pallets in the map but I doubt they would put two god pallets on the stairs at the same time. I remember there being multiple strong/god pallets close by in the ptb during a map rework or when getting a new map to show that a pallet can spawn here but they were never there at the same time when playing on the live server.

  • @dugman said:

    So one of the arguments made for hexes is that its a risk reward system that justifies their "game changing effects" or something along those lines. However most of the hexes power doesnt justify this line of thinking. One that comes to mind and has been this way for awhile is huntress lullaby. A new comer being Ruin.

    Hexes on the whole as a mechanic are fine, it’s just certain specific Hexes like Huntress Lullaby and Ruin that could use a buff. So really you have to look at each Hex individually and adjust its effect if needed given how Hexes work in general.

    Just going down the list

    • Blood Favour - This is actually not bad. I use it periodically and typically get free hits and downs from it before it’s eventually cleansed.
    • Crowd Control - Maybe could use a slight buff? Technically it can block windows slightly easier than Bamboozle but the disadvantage to this compared to Bamboozle is you can’t actively pre-block a window before the survivor vaults it. For example, say you are approaching shack. With Bamboozle you can vault the window before the survivor does to block it in advance. With Crowd Control it doesn’t get blocked until after the survivor uses it which is a bit weaker. I could see this maybe getting a buff where survivors periodically have windows they are approaching be blocked with a cooldown rather than windows they just used. (So every 30 seconds if you are in a chase a window the survivor you are chasing approaches gets blocked for a short term.)
    • Devour Hope - Maybe my favorite Hex. 🙂 This is the epitome of high risk high reward, if the survivors cleanse it early you get nothing but it they ignore it too long you get huge value. No need to change it.
    • Haunted Ground - Pretty good effect. I typically get 1-3 instant downs from it somewhat early in the match when I use it because invariably some survivor destroys it. Yeah, in theory survivors shouldn’t do that without knowing what the Hex probably is, but they do. 😄
    • Huntress Lullaby - This definitely doesn’t need to be a Hex at all. It could literally just be a perk that says “survivors don’t get sound queues on their skill checks” and it still probably wouldn’t be overpowered.
    • No One Escapes Death - Obviously the effect is Hex worthy. It also just got a nerf to make it easier to find after it triggers so it’s probably fine as is.
    • Plaything - Making a survivor permanently Oblivious until they cleanse the totem isn’t a bad effect, probably ok as is.
    • Retribution - This one I could see maybe getting a bit of a buff. The aura it gives is decent but it only triggers once per match, so it’s a bit like Lethal Pursuer once per match only with unpredictable timing and it doesn’t buff other aura durations. Feels like this could be buffed and still not be overpowered as a one-shot Hex.
    • Ruin - The new version’s regression is probably too slow considering it’s a Hex. I’m ok with it turning off after someone dies, but they could probably keep the old 200% speed in that case.
    • Third Seal - This is tricky because Blindness can be really great against solo queue and average survivors but is a lot less useful against swfs and excellent survivors. I’m not sure how you could buff the effect against the top end without making it overpowered on average.
    • Thrill of the Hunt - Probably too weak as a Hex as is, especially on its own. It does provide additional slowdown if the survivors are placing a lot of Boons and you keep reseting them but is that worth being a Hex? Feels like it could just be a normal perk that says “survivors take X seconds longer to cleanse or Bless totems” and it would still be ok.
    • Undying - Obviously not that great by itself but combined with a second or third or fourth good Hex it’s solid.

    Otherwise these changes would be great but I disagree on retribution and ruin. Retribution in my opinion is more like undying: to be paired with other hex perks and I don't think it needs a change really. It's a pretty strong with haunted grounds for example. It needs a build around it but it's still pretty good.

    Ruin could get bit of a buff but I think bringing it back to 200% is still too much. Around 120-150% would be more than enough since survivors would still need to find and cleanse it or we're probably just going back to the stale ruin undying meta.

  • @Wesu said:

    100% survivors should have basekit Kindred. SWFs have this already with coms, it would just bring solos up, and solos are struggling the most out of everyone right now.

    Easier and better fix would be to give survivors an in-game chat.

  • @DwightDwigt said:

    Basekit BT is great, and a dramatic improvement, but the single change that would improve Solo Queue the most is Basekit Kindred.

    It's a no-brainer really, and, obviously, the capability already exists in perk form.

    Can we please get this?

    Would there be any downsides to Basekit Kindred?

    Basekit kindred would be too much imo since it would be a free fifth perk that shows the killer's and other survivors' exact locations. Instead of doing something like that, it would be better to just get a text or voice chat in the game. You wouldn't be able to give pinpoint accurate info on the killer but at least you would somewhat know what's happening and could communicate who is doing what.

  • I can appreciate a good nurse. I've lost to a lot of good nurses but the games were still fun and I could actually see what was happening on screen.

  • @Rokku_Rorru said:

    I enjoy facing against Dredge, my main issues are the darkness and how it affects friends who have visual impairments, it's a shame flashlights dont also light the way for the power lolll

    I like the jump scares he can potentially give, it is a bit odd that hag is 110 but he is 115 though, considering she has to set up but he can just move about the map just fine.

    I mean yeah the dredge would be fine if the darkness wouldn't be so oppressive. On Ormond the darkness is manageable but on a darker map like the swamp it's sometimes almost impossible to play the game during nightfall. Having flashlights work like that would be interesting.

  • @zHypnotism said:

    https://forum.deadbydaylight.com/en/discussion/341649/dredge-has-too-much-going-on

    Survivor Mains when a Killer has slightly more than an M1 Attack:

    op, no counter, rito pls fix, where nerf... seriously, when will survivors ask the devs to remove perks and addons for killers because they have "too much going on"

    I also play killer but I'm guessing you don't play survivor a lot. No need to get your panties in a twist over fair criticism and me giving honest feedback on my experience with the game. I'm more than fine with killers having more than an M1 attack but the dredge has far too much.

  • @Crowman said:

    As long as maps like swamp exist where there is like a total of 7 lockers, his mobility isn't consistent.

    As for anti loop, you can just run away since he's massively slowed down.

    Dredge is honestly a really fair killer.

    The swamp is one of the worst maps against dredge. It's already a very dark map and once night falls you can barely see in front of you and most of the loops are bad and easily countered by the dredge.

    And yeah, he's slowed down but he can just cancel the remnant after he notices that you're leaving the loop and catch up easily. And again if it's night you can't even tell where another safe place would be and usually like half of the match is spend in darkness.

  • @ThatOneDemoPlayer said:

    Skill issue. I assume you have trouble with Sadako, Freddy and Demogorgon aswell

    I don't tho. The only killer I have an issue with is dredge. Even nurse is easier/much more fun to play against than dredge. The dredge is just unfun.

  • @YOURFRIEND said:

    "Gen Regression perks are a tad oppressive at the moment..."

    They really aren't. If tapping a gen for quarter of a second is giving you trouble, I suggest running rookie spirit. Personally I'm thankful every game that I don't have to go hunt down ruin before I can actually start doing gens.

    When ruin was meta you could just have one totem perk and get rid of it easily and now there's no counter to those perks and most people run multiple regression perks at the same time. This along with the 10 seconds added to the gen time just makes doing gens near impossible sometimes, especially against already strong killers that have great map mobility. Rookie spirit helps you see which gen is regressing but how is that going to help? I know my gen is regressing and I can get back to it but by the time I get there, I've lost over half the progress in most cases and the killer knows which generator had progress and will come kick it again and chase you off of it so unless someone else takes it that's probably all of the progress gone again just like with ruin but this time you can't just cleanse a totem to get rid of it.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/341413/bleed-out-and-surrender-options

    Slugging for the 4k is a valid strategy, slugging for the bleedout is kind of annoying though i will give you that.

    The easiest thing to equate to slugging for the 4k on the survivor side would be 99ing the exit gates. So if you take away one you also have to take away the other one.

    The problem there is exit gate regression really hurts a survivor in a 1v1 once hatch is closed since a common trick is to partially do the gate without the light coming on and hide when the killer does his patrol and goes back to the other door finish the gate and escape.

    If your being slugged for the 4k there are things you can do, if you really just dont care about the result, or the killer gets your teamate and it looks over tab out and watch a youtube video or just do something else for those minutes, or sometimes it backfires and you can get hatch because of it.

    If the killer is patrolling the slug you can still do stuff find and cleanse a totem for bp, go for chests to maybe get a key in case you lose hatch race, heal up grab some points working on a gen. If there is one gen left and it has partial progress this is almost the only way to get the left behind achievement, get it 99ed and when the slug dies finish it and try to dissappear hope the killer goes for hatch and play the door game.

    You also have stuff like this on the killer side where you have to sit and wait out the entire EGC because survivors wanna sit tbagging at the exit or sit on hatch and dont just leave which while a shorter time is more of a pain IMO because if youve already broken pallets and stuff and dont wanna get BMed all you can do is corner up and wait the full time.

    As for the surrender option that has many problems. From i dont like this map/killer, I got hooked/downed first, they switched last second and all have whatever item/same character skin. Its a Slippery slope to abusing that function.

    I don't mind slugging for 4k if the killer actually has some clue where the last survivor is or finds them quickly enough but in most cases the last one is hiding on the other side of the map and the killer will just spend the whole 4 minutes searching for them. I'm not saying that let the survivor give up right away while slugged but maybe if they've been slugged on the ground like half of the bleed out meter you can give up or they need to make the bleed out timer shorter in the first place.

    And tabbing out of the game to do something else shouldn't be a solution to a dumb game mechanic imo. I'm playing the game to play the game which I can't do if I'm forced to just crawl on the ground and do nothing.

    Also I don't see how 99 gate is comparable to this in anyway? If a killer doesn't want gates to be 99'd they can also always open one themselves. They can actually do something about that. A slugged survivor can't do anything within the game to speed the progress and that's the problem.

    And of course I'm not saying the surrender should be available right from the beginning but maybe after a certain amount of time people could surrender.

  • I don't think it should completely stop. Maybe that the timer moves like 50% slower or something. I've had situations where I've been far from the hook but survivors have still waited until the last second to go rescue. Of course, I'm going to camp them to death or force second stage if the rest have been playing dumb and not rescuing and I shouldn't be punished so greatly for their actions that made it favourable to camp. If it's just slower, there's the risk if I get closer to the hooked survivor I might just give them enough time to be saved from the hook in time instead of them dying but I will also force the survivors to make a decision to get one of them killed or trade a hook.

    Then in a "normal" game where a killer camps, even if the timer doesn't stop completely the fact that it's going slower gives the others time to do gens so camping from the beginning won't be as useful. If one hook stage lasts for 80 seconds when a killers camps and the other three survivors split up on gens, they can get three gens almost done in the time it takes for the person to go to struggle.

    But killers should still be able to punish survivors for not rescuing soon enough so that's why the timer shouldnt completely stop.

  • It's still a decent perk despite the nerfs and not op like before which was the point of the nerf. If you have managed to kill one survivor you are already in a winning situation and running ruin and tunneling someone out of the game won't be effective since you will only lose one perk by doing so. Also generators already take 10 seconds longer to do and kicking is now more effective so i think the nerf is good.