Avatar

lolifasad

lolifasad

About

Username
lolifasad
Joined
Visits
77
Last Active

Comments

  • @Kyxlect said:

    I kind of feel like I'm on the fence with this one.

    So punishing Survivor's that body block and take a protection hit with BT makes sense. I agree with that. But implementing it into the core game when Survivor's have Decisive Strike and Dead Hard so you can have an additional perk? Nope. Survivor in general is easy in my opinion. So I feel like any arguments that Survivor's need a buff should be shelved until the game is actually balanced.

    Also, as a solo Survivor I haven't experienced this issue of potato Survivor's since SBMM has been enabled.

    Survivor is defo not easy when playing SoloQ. I'm saying this as a mostly killer main that plays solo survivor from time to time and each time I'm reminded why I'm not playing it as often. See, that's the problem. As a killer, the entire match is entirely up to you. If you screw up, you're to blame. If you succeed, you are to congratulate. With solo survivor, you are punished or rewarded for stuff outside of your control.

    What do you mean since SBMM has been enabled, things are fine? SBMM is a complete nightmare, I get the most potato teammates as possible. Every other game I have people either DC'ing or killing themselves on hook. Second stage is nearly guaranteed in most games since SBMM was enabled. Also teammates that literally crouch and hide in the corners of the map the entire game. I like how they made it impossible to see other player's ranks, so it's not obvious how much of a disaster their experiment is, I'm almost certain that I'm getting brown rank teammates almost every game. It's a complete mess. The other dude's comment makes sense. It would be good if you could put BT on yourself, instead of having it as a perk for others. That way you no longer rely on potato teammates to have it when hook farming you.

  • Huntress is perfectly fine as a killer, her perks all need rework though, they're horribly bad

  • The only thing I don't agree with is the massive buff to her crouching/standing up speed. Pig's crouch is not Ghostface's crouch, it actually gives you an undetectable status effect and a dash ability to use. Being able to crouch that fast will mean her ambush is no longer only used strategically, but can literally be used in a chase to catch up faster.

  • I don't even get your post. Are you asking for nerfing "overpowered" killers (without even mentioning them) or fixing the ranking system? Because those are two different things and you wrote your post as if they are the same thing.

  • 5% would be too much, that's a Brand New Part skill check and 3% away from Surge. It's just not reciprocal to the time it takes for survivors to repair 5% of the gen, which would make it slightly unfair, as repairing for 5% takes at least twice as long as the time it takes to kick it. What I do think should happen instead, is that after kicking it, for the first 10 seconds or so, the generator starts regressing slightly faster than usual. That way, you would kinda either force survivors to hop back on it, which could put them in an unfavorable position, or if they don't, at least not have it pop the very second you leave after kicking it.

  • At least Legion makes survivors waste time mending and slows the game down. Even if he doesn't get kills in the end, at least the game went on for longer and the Legion gets more BP's. Clown just gets [BAD WORD] straight away and gets nothing.

  • Opening the hatch with a key should take time and should give the killer a visual indicator. That way the killer can know the hatch is being opened with a key, so they are not taken by surprise when 3 survivors escape while the killer is peacefully defending his 3-gen. Besides, if survivors 3-gen themselves, do they really deserve to escape? Anyway, adding a time and indicator when unlocking the hatch will be more fair, as survivors will actually have to EARN their escape, in case they mistakenly created a 3-gen or if the exist gates spawn too close to each other.

    That way the escape will still be possible, but survivors would have to be smart and earn it. For example, killer comes while one survivor is unlocking the hatch, the survivor starts being chased, other survivors follow, the chased survivor reaches a safe zone and drops the key, the other picks it -> they outplay the killer and escape. In that scenario and similar others, it's an earned escape. Right now it's just an easy way out for survivors who probably deserved to lose and would so, if it weren't for the key. It's like NOED that can pop before even gens are completed.

  • @Swampoffering said:

    If they Buff SoloQ, they are buffing SWF, so no thanks, they are enough overpowered.

    Be honest, did you read my post at all? Giving com mechanics to SoloQ's is not going to buff SWF's, they already have they, they won't even use the hotkeys as they communicate anyway.

  • @PanicSquid said:

    As mentioned a 2v8 mode would require new maps, with more generators and more totems and pallets, then you'd have to deal with odd perk builds for killers, would thana decrease gens out to 40%, would that stack if they both had thana? How would Devour Hope work with 2 killers?

    Killers stacking perks is not a problem that normally exists, so this would require a whole lot of new code to either make restrictions, or they will heavily unbalance the game.

    I'm thinking in such a gamemode, it would be most balanced if no perks are available. The perk stacks would be a little too much. Like as you said imagine 2 Thanas with 2 Dying Light.. forget about doing gens.

    1. Clown (absolutely the worst)
    2. Myers without addons (His add-ons are pretty strong tho, so I wouldn't say he's bad in general, just extremely add-on dependent).
    3. Pig


    Clown is bad because his bottles don't do much, an extra effect should be added. Huntress gets a health state when hitting a hatched, Clown gets a pathetic hindered effect that may or may not help you at all. You get no benefit of landing 4 perfect bottles if you lose the survivor. And considering how underwhelming the bottles are, it's not much of a surprise if you do so. Trickster suffers from the same issue. You may be 1 knife away from getting a health state from survivors and if you lose the chase, it's like you've hit nothing. Literally a waste of time.

    Myers is bad because without add-ons he basically has no ability at all, only status effects. In Tier 1 he has a Undetectable status effect, which other killers can get from perks, without suffering from the incredibly slow movement speed and no lunge. Then he has to stalk his way up to T2 to basically become your basic killer, however without any ability. T2 Myers is basically Trapper with no traps. And on T3 after u finally reached, you have an Exposed status effect for a short time and a slightly bigger lunge... woooow.

    And Pig in theory has many things going on for her (crouching, undetectable, big lunge attack, reverse bear traps), which should make her good, however she unfortunately ends up being underwhelming. I've no logical explanation as to why, but it is what it is, she's bad.

  • Like right now DBD is basically like League with only Ranked mode, CS:GO with only Competitive Mode, PUBG with only squad mode and so on and so on.

  • @Altarf said:

    Honestly, a 2v8 mode should be included but only as a casual mode. No pipping, very lax matchmaking compared to MMR in 1v4, and only have it available on certain days, like on weekends or something. This would reduce the need to balance the mode perfectly and would help in the whole queue time problems as the mode would only be available for a couple days a week.

    That's the point. It's not to add another main gamemode to the game, it's just an exclusive, be it an event gamemode if it will. Just something different.. the game has been the same for 5 years and apart from adding new killers (which recently haven't even been that unique tbh), nothing really changes. They have to add additional gamemodes from time to time to keep their player base entertained. Of course a 2v8 would have a lot of issues, but who cares, it will be just for fun and no ranks involved. Hence, even perks could be disabled while we're at it. Or it doesn't even have to be a 2v8 mode, something different would be great as well. For example a deathmatch where there aren't gens, but there's a timer and survivors have to survive by looping the killer/killers and if it passes 10 minutes, they win. Something like that could also work.


    Just.. something....... new.

  • @Ayraise said:

    https://forum.deadbydaylight.com/en/discussion/comment/2244320#Comment_2244320

    I guess its not an easy one to play but as survivor and the current state of his static blast, the doctor is [BAD WORD] annoying (and maybe sometimes upset peoples).

    The that static blast can sho you the position of the survivors gave no chance for espace in some situation (like face camping btw).

    That's the problem, some killers are just built in a way that makes them perfect for players who want to play toxic and facecamp. Bubba and Doctor are great examples of that. The issue here is still the player that decided to play that way tho, not the killer itself.

  • @Bropie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2244293#Comment_2244293

    I think i will do bubba or ghostface cuz devs said we will get enough shards to get 1 killer or survivor so in the anniversary

    Bubba is good to have just for the BBQ. Even if you end up not liking him, BBQ will be good for your other killer choices as well. I don't know what rank you are, but bear in mind that you might struggle with Bubba versus good, red rank survivors.

  • @Ayraise said:

    Doctor need to be removed from this game.

    I'm seeing a lot of people complain about Doctor hahah. I don't know man, to me he is more annoying than he is strong, I played Doctor a lot and good survivors really know how to go around my power, I've felt humiliated through the entire game. He seems fine to me.

  • @konchok said:

    I think that we need to consider more than just overall strength. Bubba is the perfect example of this, his over all strength is fine, but he's way too easy to play for how strong he is. Bubba needs a nerf/buff. Nerf some of the things that make him powerful that are easy to do and then buff some of the things that require skill. He should maintain his overall power, but become a bit harder to play.

    As a blight main, I actually think he's a bit too strong. And there are flicks that are only possible when your DPI is over 2k. How good you are at Blight shouldn't be dependent on what mouse you're using, just like being good with Spirit shouldn't depend on how good your headset is.

    That's a very good point, I haven't thought about that at all. I totally agree with what you said, no killer should be dependent on your equipment (mouse, headphones etc.). It really says something about flawed character design, when you have to adjust your mouse sensitivity before playing certain killers (Billy is also an example). Also Spirit is basically unplayable on speakers, I've tried it once and it was terrible, so that says something about bad design for sure, yeah.

    You've mentioned Bubba and I agree with your point, that's the reason why I did not suggest any change for Nurse, because as strong as she is, everything you get from her is deserved, you'll never win with a Nurse, just for the sole reason you're playing Nurse, you have to be good with her. How would you change Bubba though, I've been thinking about it and nothing really comes to mind, if you nerf his chainsaw to a one-survivor only hit it would be way to similar to Billy, only without the mobility. Hmm...

  • @Bropie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2244266#Comment_2244266

    I really don't like to be genrushed but I've already fized that with corrupt this week :P

    I like fun killers so like i want to have fun

    I like to chase i am always in a chase almost 100% of the match

    I like killers where i can get a good build on

    I also like to be aggressive

    Also some gen control would be nice

    Then either Oni or Blight. If you don't like to be genrushed, you're gonna need a killer with mobility and those two have it. They're also chase-oriented killers, so that fits your playstyle. Oni however, has a unique playstyle and you sorta need to have his good perks unlocked (such as Infectious) in order to be optimal with him. Blight, I think you can start being good with right away, he has a unique perk that is good against gen-rushing as well, making those survivors that hide and hop on the gen back when you kick it scream and becoming exposed. Blight is rly strong, I think you'll enjoy him. He's also fun for sure.

  • @HaunterofShadows said:

    https://forum.deadbydaylight.com/en/discussion/254904/current-state-of-dbd-killers-and-balance-suggestions-thread

    so spirit. I actually saw a suggestion I think would be really cool and give her more of a ghosty-ghouly feel. This person's suggestion was have have spirt have a dim shadow on the floor that would give her position away. so would give her counterplay but only to those who are attentive. I really like this because he would feel more like a ghost that way.

    That sounds great really. And it really makes sense, considering that... she's a Spirit. I think that change would really make her more fair, without it necessarily being a nerf, as a good Spirit will not be phased by that change at all. However, at least it will make her more fun to verse, so survivors actually have something to look for, instead of just hoping for the best.

  • What is your playstyle? It's really hard to just say like that, all the killers you've mentioned are incredibly different. Maybe tell us which killer do you main/play the best with right now, so we can give you a better recommendation.

  • Ghostface.

    Why?

    1. He has the undetectable of T1 Myers without the downside of 105% movement speed and no lunge.
    2. He doesn't need to stalk to gain his movement speed and lunge, he already starts with it.
    3. He can crouch and sneak up on survivors more effectively than Myers, who is super easy to be spotted.
    4. He can get Undetectable at any point of the game, unlike Myers who gets it only at the start.
    5. You can t-bag toxic survivors back.

    So yeah. Myers has the most fun add-ons probably in the game though, I'll give him that. Ghostface is definitely stronger tho.

  • And also, I don't know why you believe Iron Will discourages healing. Iron will is supposed to make you less noticable, whilst injured, in case you didn't have the opportunity to heal up. And also make plays to potentially lose the killer. However, you still leave trails of blood and there's no reason to remain injured when you have iron will, it doesn't give you any advantage over healing up. Not healing with DH is a good strategy only in some scenarios, not all. For example if you're up against Insta-down killers or Perks, then yes. Otherwise, there's no reason to remain injured to have DH available, if you're facing an M1 killer, you're still better off getting hit and then being able to use DH, you'll waste more time and survive for longer.


    And Resilience is a risky perk by itself, it's a somewhat okay strategy to stay injured and do gens faster, but at the same time you're risking going down and wasting even more of your team's time in the process, than the time you saved whilst using it's speed bonus. But out of all perks you mentioned, Lucky Break is the last perk that is related to healing in anyway.

  • Lucky break is supposed to help you lose the killer, it's not related to healing or anything like it. You may heal or not heal after losing the killer, depending on your strategy and the rest of your build. The point is that you'll not go down and progress in hook stages and waste your teammate's time to unhook you, which is one of the most important things when playing survivor. How is that suboptimal to you, I have no idea.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130846#Comment_2130846

    There is no mind game at shack. that is one of the safest tiles in the game.

    Shack is strong, but not unbeatable either. Even if a surv wastes you a lot of time in shack, you'll still eventually catch up. The pallet will eventually have to be dropped, you'll break it and the window will then get blocked. The safest loops in the game are the freaking houses in Haddonfield, lol. You can run around the killer there for ages.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130846#Comment_2130846

    Just because you can't see what she's doing, doesn't mean she isn't also making an equal 50/50 choice.

    While you're stood there wondering whether or not she's phasing or faking, she's already committed to one or the other. If you vault, and it turns out she was phasing to your side, you've won that coin toss.

    The difference is that she knows your moves, you don't know hers. If she's faking it, she sees everything you do, you don't have a slight idea whether she's phasing or not. If she's phasing, you can vault, but she will hear the vault and using her movement speed quickly hit you on the other side. And of course, if you decide to do a slow, silent vault, you're risking getting grabbed, something she gets on loops more so than any other killer.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130820#Comment_2130820

    That's how most of this game works.

    When you're looping, you keep running around while the killer gradually catches up. You then make a 50/50 choice as to whether you bait a vault, or commit to a vault, in order to extend the chase. If you choose wrong and the killer reads you correctly, then you get hit.

    The difference is, with regular killers, actually winning the mindgame rewards you and you can continue to run around that loop for long enough, before they catch up, if you play correctly. With Spirit you have to win a mindgame consistently and predict correctly every single time to have a chance to avoid getting hit at a loop. You read correctly that she's phasing and you vault the pallet, great, she heard you vault it, she's coming at you now and she's fast. You now have the option of either slow vaulting again so she's at the wrong side (however risking getting grabbed in the process), or remain where you are and hope she'll double back. In every single scenario of mindgaming versus spirit, is a 50/50 and comes down to luck, and who actually wins the mindgame. Whilst with other killers, you can continue to loop them at the same pallet for ages, because you can quite literally see what they're doing and decide your next action based on that. With Spirit, it's always down to guessing.

  • @Profezia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130820#Comment_2130820

    Idk, maybe actually start putting any mind into reading spirit's moves instead of turning off your brain to make it a coin toss.

    How can you read Spirit's moves if you can't see her bro, lmao? You do realize it's a 50/50 even if you try to "read her moves". Like say you're at a dropped pallet, what exactly are you to read? You can either vault it and hope she's not faking, or stay where you are and hope she's not phasing, lol. And on top of that, if you vault or run away and she is phasing indeed, you'll get catch immediately, she'll hear your every move, while you don't know s**t.

  • @Profezia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130792#Comment_2130792

    yeah, M1 killers` experience feels nice, doesn't it?

    M1 killers should be buffed. I'm not suggesting otherwise. That's the whole problem with DbD balance right now, that you have a few killers who are overpowered to make up for the rest which are completely useless in red ranks, instead of all killers being balanced and playable in every scenario. There are very few killers who are ACTUALLY balanced and fair for both sides, such as Plague for example, where the outcome of the match actually comes down to who played better, the killer or the survivors. The majority of times in DbD right now, especially in red ranks, the outcome of the match is decided at the lobby when you select which killer you play as. I'm always certain when playing Spirit that I'm going to get a 3k at the very least, and I'm always certain when playing Clown that I'm going to struggle a lot during the game and basically pray that survivors make stupid mistakes.

  • I think the main issue with her and where all the overpoweredness comes from, is that survivors literally have no way to escape her while she's in her power, especially if out in the open, due to the sole reason that they cannot see her... like.. at all. And that's what makes it incredibly frustrating to play against her. If you run, she'll catch you, if you double back, she'll hear you, if you lock in place... well... same stuff. Whatever you do really, is going to result in her catching up to you, and there's absolutely no counterplay to it, except of course, the new lucky break coming soon, which will actually help, since she'll have to guess which way you went running exactly.

    But I believe one good nerf that could actually keep her strengths entirely, but also let survivors have a little more options to counterplay, is if she's at least somewhat visible while phasing. Sorta like how Wraith is invisible indeed from a distance, but you have an idea where he is when he's close to you, similar thing to the Spirit would be good as well. In her current state, everything comes down to guessing, if you're at a window, you have no way of knowing if she's phasing and coming at you from the other side, or if she's staying still in front of the window and waiting for you to fall for it. Which leaves the state of playing versus (and also, as) the Spirit up to guessing and luck, there's a joke that the only way to counter a spirit is to toss a coin and hope it will fall on the correct side..

    Now of course, adding a Nurse-like fatigue after coming out of phase will be too punishing for her, because she's NOT a nurse. She cannot go past all the obstacles in the game like Nurse, and ignore all loops. And it that sense of course, Nurse's fatigue makes sense, while Spirit fatigue does not. At least not in the same way. Adding a fatigue if she attacks and misses during phasing is still not sufficient, because again, you can just cancel the phase and attack 1 second after, instead of during it, which would just change the way Spirit's play, but not add a counterplay for survivors.

    See that's the problem, her whole design is flawed, that it's really hard to come up with a reasonable change really, one small adjustment can turn her into a completely useless killer, and the majority of potential "nerfs" will not be actual nerfs at all, once Spirits get used to play around them.


    I'm thinking about adding a more distinguishable sound cue when she phases, so you have an idea if she's exactly near you and can also tell if she's moving or staying still? Like for example a sound cue that will let you know if she's indeed phasing towards you, or faking it and not moving at all? I guess that would make it a little more fair without completely breaking her... idk.. what do you guys think

  • @[Deleted User] said:

    Coming from someone that used to main Billy in early 2019 and that now mains Oni:

    1. Oni is a pub stomper. I agree he sucks against a good SWF who knows how to play safe and smash gens, but on public matches teams like this are 1 in a 1000. Even against some SWFs that try to play safe and drop every pallet, the fact bloodlust exists basically guarantees me a hit. There have been matches where I got my power only when there were 2 gens left and I still snowballed to win just to how insane he is;
    2. A good Oni is simply not loopable. There are only very few tiles his dash sucks but even on those you can still chase normally with the longest lunge attack in the game which also instadowns. Billy still struggles in a lot of areas and sometimes he's just forced to M1, especially without something like Bambozlee;
    3. Oni's late game is way stronger than Billy. The moment he has a lot of blood near the gens he needs to defend is the moment survivors lose. If he has Pop or Ruin it's basically gg as survivors will be able to do 0 progress. His snowball potential is simply way better;
    4. Oni has the better addons. Everyone talks about Scalped Topknot (which is understandable, it's top 5 strongest addons in the game), but things like Lion Fang, Yamaoka Sashimono, Splintered Hull, Tear Soaked Tenugui and Akito's Crutch add so much to his basekit that it's insane. Meanwhile Billy's addons since his rework suck, even double engravings is compensated by the fact you can't snowball with it anymore as you won't be able to do more than 2 chainsaws without overheating;
    5. The fact Oni doesn't have collision while dashing makes him way better at looping and mindgaming than Billy. Strafing is one of the easiest mindgames to do and it gets even survivors with thousands of hours. The activation time is actually the moment you use to mindgame by faking the direction you want to go;
    6. Oni is the best user of Tinkerer, Discordance and maybe Infectious Fright. These perks are simply boosted on him.

    I just want to clear it out that I don't think Oni is that much stronger than Billy though. The points you brought have their merits. Imo they are both very strong A tier killers.

    So you say I should give Oni more time and not get discouraged? As I play Billy quite a lot, I tried to give Oni a try and he felt much weaker to me, I have no idea why, maybe I'm doing something wrong. I'm sorta playing him like Billy while also grinding for my power and so far I got 3 games with just 1 kill... which I am certain if I were Billy, the stats would look much more in my favor. But then again I admit, I'm not the best Oni, not mechanically wise as I struggle with that the least, but knowledge wise for sure. I still have hard time deciding when it is a good time to activate my power, to hook, to slug etc. Maybe I need to give him some more time.

  • @ShamelessPigMain said:

    Don't you think it's a bit of a stretch to look at a matter of chance and then declare that the game is trash? A bit entitled? A bit Karen-at-the-mall-esque?

    Aigh my dudette, listen tf up. Or rather, let me ask you a few questions. What competitive game would CS GO be if the outcome of the game and whether one team wins or the other, comes down to chance. I'll tell you - garbage. What game would League be, if the victory of either team, comes down to chance - garbage. Now the "dbd is assymetrical" BS is coming, I can smell it. Here's the thing. Assymetrical shouldn't mean unfair, if the game is competitive. And DbD IS a competitive game. That's why we have ranks, tournaments and so. It makes sense to have some RNG involved that could be played around. I makes no sense to have RNG involved that can immediately win you the game. And if you payed attention to my post, you would see that I'm complaining at HOW OFTEN it's happening recently, as if there has been made by the developers to be this way. Which honestly, feels to be the case.

  • @TheMadCat said:

    Why do you suppose all Survivors love to find keys in chests?

    I want to play the game, not having a free escape, believe it or not. It's not like it matters.

    I found two purple and pink keys the other day, and I don't have Plunderer's. I think keys should be brought, so everyone knows there is a key in game. We shouldn't find them in chest.

    I'm just mad bro. My game strategy as a killer is always to force a 3 gen, that's how I outplay survivors, that's how I win. From a few or two (can't remember how much time passed exactly), there's ALWAYS someone finding a key in a chest and 3 escaping without even bothering with gens. If they bring a key that's different, cuz I KNOW there's a key and will play around it, bring Franklin's etc. But basically finding it and screwing my entire strategy over after I worked who game around creating that 3 gen, it's just unfair. Totally unfair. Behavior did this on purpose, there's no one who can convince me that from a week or so, it randomly began happening almost every single game, and the survivors don't even have plunderer. I remember when I played survivor awhile ago, all I could find in chests is some garbage yellow toolboxes or med kits.

  • @GodDamn_Angela said:

    " and 4 survivors escape immediately"

    ?????

    Literally how. Do you know how long I've been trying to get this Trophy? It's basically impossible.

    Play with friends. Bhvr made this game for survivor friends, they don't give a damn about you and your trophies if you're solo. That's who they are

  • @HighwayCatalyst said:

    https://forum.deadbydaylight.com/en/discussion/comment/2067950#Comment_2067950

    It does because I know you're willing to exaggerate (aka lie) to prove a point and it calls everything you've said in this thread into question.

    I've never stated keys were fair, but at that point it would be more unfair to the lone survivor than the killer.

    Tf do you mean by premade survivors.

    Do I really need to explain what premade means? Top gamer moment

  • @Florin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2067939#Comment_2067939

    There are many good killers not just 3. Huntress, Nurse, Pyramid Head, Spirit, Oni, Deathslinger, Freddy. With good meta perks is easy to win, but I don’t find it fun to play like this. I used to play Slinger, Doc, Demo and Trapper cuz they are really fun and I run no gen defense perks because I don’t bother to hold the gens a lot and play a game in like 20mins. A kick to a gen is enough. But with the good killers and good meta perks it’s not that hard to win even against 4man swf, unless they bring key, map offerings, red addons. I play killer addonless and I struggle a lot to win. Anyway when I get bullied I just equip my spriti and wipe everyone or slug everyone with nurse.

    Survivor gameplay is more funny and entertaining and maybe that’s why the game is still survivor sided. Even as survivor main I can say I escaped in games that I shouldn’t because killer played good and I just gen rushed and abused a random mate’s key to escape.

    Huntress and Deathslinger are map dependent, which still points at survivor sided game, because there are no maps that screw up specific survivor characters. I'm not talking about survivor sided or killer sided maps, but characters. If you're a huntress or a billy, you'll struggle in indoor maps. If you're a Nea or a Dwight or whatever, maps don't bother you at all. Which of course, is a part of the game's design, as survivor characters are basically skins with perks, but that shouldn't mean that killers need to be map dependent. And there's a simple fix to that, add more holes in the walls of indoor maps, that ranged killers can use to throw their projectiles. Not big enough to be vaulted or moved past, but just enough so that a hatched could pass. No, it wouldn't be broken, the fact that in some maps projectile killers are turned into M1 killers is broken.

  • @HighwayCatalyst said:

    https://forum.deadbydaylight.com/en/discussion/comment/2067912#Comment_2067912

    Oof, is there? Yeah, achievements are why they haven't changed killer adepts.

    So, the only other option I can think of is adding an animation. Maybe one the length of opening a chest.

    Unlocking hatch during a chase is pretty bs.

    The hatch spawning when you're the only 1 surv left is reasonable, and it shouldn't have to be unlocked, that's fair to me. However, the other thing not so much. First, survivors should never be able to escape without completing all gens. This is just insane. It's like wining a league game without destroying the nexus. It ruins the original aspect of it. Second, as you said, if the hatch is CLOSED (as opposed to open, as if when you're the last one left), then it makes sense having to unlock it.

    Everything in this game takes time, cleansing totems, chests etc. , and those aren't as big as the hatch, yet the one thing that could make you literally win is immediately ready to unlock, makes no sense. And of course, the other thing, having multiple survivors escape without opening the exit gates. As I said, we have to many perks (one recently just came out) about the exit gates specifically, and if there's a key in the match, the fact that the exit gates are not even considered is super BS. Third, whats the logic in the hatch being ready to open again after the killer has already closed it? Because that happened to me multiple times, i've no idea why or how it happens.

    And lastly, if the hatch is to be opened with a key, the killer should have some more ways to figure it out where it is, shouldn't he? I mean as I said, there's 4 survivors and only 1 killer, the chances of survivors finding it first and alerting others is 4 times the chance the killer could find it first. In that case, it only makes sense if the killer has more info on it (unless you're the last survivor ofc, then you both have an equal chance).

  • @HighwayCatalyst said:

    https://forum.deadbydaylight.com/en/discussion/comment/2067918#Comment_2067918

    Don't exaggerate, it calls your entire argument into question.

    It really doesn't, and in some instances that may be even worse. 3 premade survivors, leaving the other one to die, so they can get the hatch. Does that sound healthy to you?

  • @Florin said:

    I agree, even if I play survivor most of the time I hate keys, and as killer I don’t want to play anymore. The key should get a strong nerf like mori. For example killer can lock the hatch if he finds it first or they can open the hatch only if the owes of key is in dead hook or smh like this. And I don’t understand why they add hatch offerings. I started to believe that devs are survivor main.

    They are a surv main for sure, since they made only 3 killers viable in the entire game, and the other 21 straight up useless in purple and red ranks. And you know why that is? Because the SWF's earn the most money to Behavior, because there's 4 of them playing all the time. If you're a killer main, you're 1 person only. If they make the game killer sided and unfun to play as a survivor, the SWF's may start quitting the game, and they are probably half of the game's population right now. And they play EXCLUSIVELY to bully killers and exploit toxic game mechanics, because that's what is the most fun for them. Taking away that fun from them, and making killers viable and a pain to play against (as it is for killers to play right now), would make lots of them quit. The opposite tho, making it survivor sided, negates the damage by 1/4. The game will ALWAYS be survivor sided for that sole reason.

  • Because the balance is garbage, that's why, and all, and I mean it, ALL KILLERS except 3 or 4 are underpowered in anything after green ranks. I know for certain that the only way to get back to my previous rank after rank reset is to play Spirit, and don't ask me how boring that gets.

  • @HighwayCatalyst said:

    https://forum.deadbydaylight.com/en/discussion/comment/2067872#Comment_2067872

    Are you playing a different game or something where hatch spawns with all survivors alive and one gen is left? :/

    If not you should be complaining about hackers, not keys.

    Whatever, even 3, point still stands. Also hackers are a real thing in this game too, unfortunately. I recently played against a guy who was moving faster than me as a killer the whole game, and then after calling him out, he was like "don't you know what sprint burst is noob". Last time I checked, sprint burst didn't work for 10 minuets straight.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2067868#Comment_2067868

    You speak like the devs care about solo players. I wish.

    That key issue is why I already dodge lobbys as surv when I see someone has a key. More often than not people just leave you to die.

    They can also find it in a chest, so even dodging the lobby doesn't work. It's just ridiculous. But even the sole fact that something in the game can make players dodge a lobby and prefer to wait another 10 minutes than play the match, speaks volumes.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2067872#Comment_2067872

    You literally just said they were teabagging you on hatch, so you knew where it was.

    You cannot close the hatch mid animation, and it's almost impossible to do so when 4 people are spam clicking to escape as you are trying to close. Nice try, but what you're suggesting doesn't work and doesn't imply anything reasonable.

  • @Lord_Tony said:

    also there needs to be a hatch opening animation that they can't 99 on.

    Too ######### often I am in mid chase with a survivor on a closed hatch and they just open it instantly and I don't do anything

    That also. Isn't a KEY implying that you need to UNLOCK something with it? Because right now, you sorta just look at the hatch and it immediately opens.

  • @Phasmamain said:

    Nerfing them to only work for one person would lead to a different problem.

    Let’s say there’s one person dead and 1 gen left. Instead of helping his team he just leaves with hatch for them to die

    That doesn’t sound fun for solo queuers

    Okay, then make them work only if there's 2 survivors left, so 2 can escape at most. But 4? That's ridiculous. Even Otz agrees that keys are BS

  • Marigoria, in what world does that happen? Are you playing a different game or something? We cannot close the hatch if we don't know where it is :D. And even if you see it, before you get close to them, they're all gone.

  • All the dudes playing as toxic SWF's, coming at my thread to excuse their toxicity, it's just baffling. The fact that you can prevent a hooking by just exploiting a terrible design glitch in the game, when there's literally a perk and toolboxes made for SABOTAGING the hook, which is how the developers INTENDED the hook-prevention to be like, is complete BS. I mean, doesn't it come to your mind that if devs made it impossible to sabotage a hook and made add-ons and toolboxes specifically for THAT PURPOSE, then preventing it in another way isn't quite as planned by design? And you damn well know it, no matter how much you try to defend your toxic glitch, you know it shouldn't be possible.


    And to all those telling me I'm a bad killer because of that, oh yeah? I guess I'm a bad killer when survivors crawl to a wall, where I literally cannot pick them up, because Behavior's game is buggy as hell? Is that also making me a bad killer?


    From now on I'm reporting every single one who bodyblocks a hook or goes to a location where I cannot pick them up for exploiting a bug in the game. Hopefully if BHVR do their job correct, we'll see some punishments for that.