gnehehe
gnehehe
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4 gens (sometimes 5 !!!) are constantly dispatched around the shack area (30% map surface)
1 gen behind the main building in about 20% games on this map
For instance:
The 3 gens in orange are visible from that point of view
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Yes, SkullM does deserve a special category at the bottom of the list, just for her :)
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Yeah, the fun& satisfaction of the killer being stunned completely disappeared without the sound cue
Bring it back!
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Delete her from the game, that's it!
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Lots of people expect one gen from a 3gen cluster to be moved elsewhere randomly, and this is by far the easiest option to deal with 3 gens issue. The DbD devs have shown us in the past that they love the easiest way!
However, the devs could fix most 3 gens issues during map creation:
- Populate all parts of maps with gens (how there is NEVER a gens behind the big boat on swamp? Same behind the saloon? Very rare behind the big house on swamp-pantry, ...)
- Respawn the gens during loading if too much gens are located on the same side or too close to each other (e.g. 4 or even 5 gens on the main building side from Azarov in 2023, so no check about gen locations is done during the loading procedure for sure)
Another quick fix, so we can avoid the dynamic respawn of gen during the game itself: a given gen cannot be regressed twice with perks, so no more painres into pop into another pop later!
- prevent a lot the 3gen cluster sitting by the killer from the start (hello SM, hag and knight!)
- do not punish killer (or reward survivors) if a 3gen cluster was created at the end ; hypothetical fix about moving gens is not needed anymore, and gens stay in place (even if they are very close)
So many options, but I expect the devs to prioritize the easiest fix (respawn of a gen far away from other gens in a similar way than PHead cage, lol)
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Holyshit, this is so game breaking!
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You. Do. Not. Face. 4-man. SWF. Every. Game.
Not. Even. 3-man. SWF. Every. Game.
๐
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From your thread, it is obvious that you are not a veteran player ... because long end games used to be an issue!
EGC literally fixed that issue few years ago, once the exit gates were opened. Devs even allowed killers opening them to prevent any abuse/troll from survivors.
You just complain for nothing.
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๐ ๐๐คฃ ๏ปฟKEKW ๐ ๐๐คฃ
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The fun part: people will literally forget every single game where 99% gate killed the full survivor team ๐
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I would apply the ruin logic for all slowdown/regression gen perks: deactivation after the first survivor died.
It will not really punish tunneling itself, but killers will not have free win anymore in 3vs1 situation (e.g., pop and 3 remaining pain-res stacks, after one guy was tunneled out)
It may promote more endgame perks (noed, nwo) and people would still need to fight to get their escape in 3vs1, but at least, it will not kill the game after few minutes ; an heathy move overall, imo.
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You tag/block the guy and you do the same every time he enters back in your lobby. It is how it is ๏ปฟ๐๏ปฟ
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Old legion with Frank's mixtape was much more interesting to face, haha ๐
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He is fine, just some addon pass to rework the useless addons!
Keep in mind: only the top of the elite deserves to be part of the billy's club and to dominate every single pub game with LP/BBQ/Enduring/ShadowBorn with stylish and lovely curves.
Only the recent (and stupid indoor) maps must be reworked to be more consistent with old good map style.
If you are not part of that top elite, that is not my problem: practice your curves and do not complain ๐
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@appleas said:
Lots of people have ptsd against SM. To the point that it could have been a SM without addons or perks on Red Forest with a wide gen spread and people would still complain.
SM lives rent free in a lot of places
Yeah, I still do not waste my time in any dull merchant game :)
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You need a PhD in geometry to perfectly set up a trap ๐ค
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Skull Merchant needs .... a second complete rework from scratch ๐
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588854#Comment_3588854
The door spawns have always been like that. Some doors are tied to the gens and once completed will open up. Some of the long rooms only spawn x amount of doors and there's no guarantee that you'll have a door on each 4 sides.
I played hundreds of games on that map few years ago and only felt this game-broken issue with doors a couple of times; now it is every two games! Something is different for sure!
If nothing hardly coded in the map files changed, then there must be another explanation. For instance, the generator spawn logic (small changes/update on regular basis) may create these awkward situations much more frequently than it used to be.
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I swear that the door location were also fine-tuned
I do not remember at all these complete dead-ends / long walls without single door ; this is awful for both sides!
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Devs should make lots of restrictions on use of map offerings, but it looks like you forgot to mention that killers can ALSO do that:
- most killers, including tier S ones, with midwich or xeno map (the exact mirror of swf asking for garden of joy ; there is NO difference!)
- stealth killers with indoor maps to have utterly ez game vs solo queues (the majority of your dbd games are not 3+ swfs)
Both sides can use map offerings to make the other side miserable from the start of the game!
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@[Deleted User] said:
Why is SM blamed for everything :(
Because it is how it is
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Hag! but not gonna lie: Dull Merchant & Knight are not far behind!
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Because he only needs dull variations of his original sword, so less people will play him ๐๏ธ
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Devs should remove (full rework would be not enough ๐ค) both the stupid hag & dull merchant killers!
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This perk grants you:
- so many information
- for almost free
- with pretty small cooldown (compared to other perks)
- with crazy synergy with some perks such as DMS
- with crazy synergy with high tier / high mobility / high TR killers
- while unlocking nasty strategies (easy mode proxy camping, easy tunneling even after you lost injured survivor, nasty in endgame builds or 2vs1 situations)
- ...
This perk is literally the killer-sided version of MFT: it does too much for very low effort, and biased killer mains will defend it in its current state, just like biased survivor mains will defend MFT, KEKW!
๐คฃ
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Let's consider that the hag is licensed.
Under this hypothesis, she is BY FAR the WORST killer adaptation!
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^ and the experience on stupid indoor maps (about 30% played games at the moment with the increased chance of Hawkins) makes everything even worse!
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You move asap to next game using your own way/strategy (same with the stupid Hag btw)
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Yeah, SkullM still is a dogshit killer to face!
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Not seeing the hag anymore, let's praise ๐
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That's a big wall of text ๐ค
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10-12 mins
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That kind of thread will not be tolerated ๐ค
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@Chaogod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561626#Comment_3561626
I have 170 hours but okay. You don't want to talk because you have no argument besides deflecting. So that is a mutual feeling.
170h is nothing in DbD, lol! ๐คฃ
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Grim Embrace with 4 people alive as requirement for its passive activation
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@Remflex said:
Seeing there is some chat amonst the community as to "Exit Gates 99%" seems to be an unfair advantge toward the survivors. My suggestion to this issue would be to treat the Exit Gates as if you would a Totem. If a surviror breaks contact with the gate it could restart.
Just a suggestion from a loyal fan!
best Wishes,
Josh
This will NEVER be done by the devs, for several reasons:
- They said that 99% gate is fine (likely because of synergistic BW perk combined to EGC)
- It would also kill the opening of exit gate in 2 moves, after hatch has been closed
- It would create even bigger gap between solos and swfs, not really what devs want
- Funnily, it could be literally impossible for survivors to open any exit gate in DbD anymore without specific perks on their side such as SoloSurv or WakeUp (e.g., Trapper with auto-reset addon + gate delaying perk that requires opening in 2 moves) -> more add-on/perk pass on whole roster would be required at the same time they would implement that gate change, very unlikely
- ...
The single feature that may be implemented would be a slow decay after some time, that's it!
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Let me have fun โบ๏ธ
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I would give nurse a 5cm lunge, that could be extended to 15cm with stacked add-ons.
Otherwise, I would delete the stupid hag.
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EGC should start after 15 min, leading to the end of a round after about 17-19min mark
Nothing more annoying than a loooong DbD game
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I would ask for the pathetic hag, so
- DbD2 would be a complete failure (like the hag killer),
- and then BHVR would go back to regular DbD to avoid bankruptcy,
- ideally with the hag not available anymore in regular DbD ๐
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@sizzlingmario4 said:
Itโs not a free escape unless you hook right by an open gate. If you get to that point where your only option is to hook near an open exit gate, youโve already had your chance to stop survivors from escaping and failed. You arenโt owed a free kill.
Decisive Strike was different because it lasted a full minute and there wasnโt really anything the killer could do about it in endgame, thatโs why it and OTR are disabled in endgame.
^ This
Thank god, the typical clueless persons are NOT in charge of the balance of the game, lol
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@rvzrvzrvz said:
I don't care if it's a hot or bad take but they overbuffed her from PTB, she's awful to go against I haven't escaped or lost a game as/against her, it might be easiest killer in the game now relative to her strength
drones have zero cooldown, you get haste/ bloodlust permanently, passive injure and hindered effects, it's impossible to not get hit no tile is safe, smaller maps are gg next you can cover entire map with drones, I want to see her killrate after 1 or 2 months
Exactly this! She is insufferable to play against, especially on small or indoor maps.
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@caipt said:
As an honest question, what redeems this perk for you?
edit:rewording this post to sound less confrontational
Not on the MFT team, but you can find even worse: people defending nurse kekw
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You don't.
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Do not call "infinites", things that are far from being infinites ๐ฏ
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Because watching a female moving booty from 3rd person view is 10x better than watching a male one.
That's it!
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Typical bad perk combo from design perspective:
- solo destroyer king, esp on indoor maps ... free win vs 4 new solo-players
- almost useless against any half-competent swf with voicecom
- punish players not playing optimally (e.g., cleansing dull totems)
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It became my new fav map for the killer adepts, (used to be Midwich), so no need to elaborate lol
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@CatnipLove said:
This is what happens in so many solo queue matches. Everything just falls apart and you never recover from it. Did we get any more gens done after that? No. Did the killer get a 4k? Yes. I feel like a nanny in most of my matches.
As a bonus, I'll throw in a solo queue Bill
Bill's have a bad reputation, and rightly so.
Almost 2 gens done (including 1 completely fixed) BEFORE the 1st hook is NOT the typical solo queue experience; you were very lucky in this game!
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You can ... and you already know how to do it
Devs will NEVER add built-in scourge basement hooks; deal with it :)

