Valimure

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Valimure
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  • Killer is around half of my playtime in the game. Blinding at pallets can do a lot. Sure, there are some times when I can continue following via audio but there are plenty more where I'm inadvertently running into a wall or object, or the survivor was able to put some additional distance on because they were far enough…
  • The ideas surrounding map offerings have been there for years. I've always thought they should block that realm from appearing rather than bring you to it as a sort of "ban" system like a lot of competitive games do.
  • I'm glad it's not just me. Survivors have straight up just disappeared after rounding a corner because I can't tell which direction the scratch marks are going.
  • It's not rare for me honestly, this happens most of the time I supposedly block an offering. Happened 3 out of 4 matches I played last night.
  • It'd be nice if his tokens actually worked as, y'know, tokens. If I only use one teleport I shouldn't lose them all. Though his main issue is still crappy map design. Shelter Woods has eight lockers. Eight. That's it. And then there's plenty of maps that have no lockers anywhere near gens.
  • You'd think survivor mains would be more excited about killers not running gen regression or aura reading perks. Doesn't matter what killer it is, they can't defend every objective on the map at once. Just do the gens and leave the hexes if they're that much of a pain.
  • ...this encourages tunneling even more. If I absolutely must get every single hook state to have a chance at winning the game, why would I bother spreading out those hooks when I can chase the same terrible looper over and over?
  • Alternative objectives would also be good. Killers have doors they can break on maps so it'd be interesting to see something like pallets / vault locations that need to be "set up" before they're usable. Unlocking a shuttered window, or standing a pallet upright that begins horizontal for instance. Things that aren't…
  • They need to increase the charges required for gens depending on the average MMR of the survivors. Current 90 for low, 95 for mid, 100 for high. That would be 25 extra seconds for mid tier and 50 extra seconds for high tier... Not a *huge* amount but it will at least be a start.
  • Again, my options shouldn't be to leave the person I won the chase against or eat a blind. I would be happy to go chase the other person if I could actually down the other survivor to get the pressure I earned. You can't. The game forces short M1 taps when you're near someone, which turn into grabs when a survivor is going…
  • That would be way too much and completely kneecap solo queue and low elos even more. Gens certainly go quite fast in a lot of games, but changes need to be small and targeted to ensure the wrong people aren't being hurt by them.
  • Like you said it's due to latency. I get it's frustrating from the survivor PoV, I definitely feel like I'm well past the vault when I get hit quite often, but when you play killer you'll see you really can't get hits on windows / vaults unless the person is still in the actual animation.
  • Dead Hard is still one of the strongest perks in the game and you want to make it stronger? No thanks. I see enough people scripting it, I don't need to go against basically invincible survivors.
  • Huntress was and is much, much stronger than Blight in a 2v8 mode. Blight has cooldowns between rushing and can actually be slowed / stopped by pallets. Huntress is just a complete wrecking ball when you have double the targets and the ability to do damage from halfway across the map.
  • Honestly the entire sound design of this game needs to be rehauled. Everything from the chase music to the killer's terror radius are so ridiculously loud it's pretty much impossible to hear anything else. I've never understood how people always know exactly where I am as killer or how killers can hear my breathing when I…
  • Twins' ability to slug has always been hugely problematic. Honestly these nerfs don't even address the core issues that it's far too easy to land a hit as Victor and it's far too difficult to crush him when he DOES miss because there's not even enough time to run up to him after he lunges ten meters away.
  • You're close with #9... Survivors just need other alternate objectives to complete. Kind of like killers have to kick open some doors, survivors should need to set up some vault and pallet locations before they're usable.
  • I play both killer and survivor pretty evenly. I know the problems both sides face, and that's why I try my best not to tunnel when I play killer. What we're talking about in this thread though isn't DS being used for its intended purpose of deterring tunneling. What we're concerned about is how it's being weaponized in…
  • As you noted, the ideal situation is only having one person free to do gens. Chasing two people still leaves two on the gens... That's not good for me. You can't reliably slug either. If you look at the screenshots I posted of survivor loadouts, Decisive is being paired with Unbreakable quite often which means you're…
  • I wish I could ignore them, that's the point. Unfortunately they're forcing us to go through them because they have safety from Decisive Strike, and that's the problem. I don't think you realize how much time can actually be wasted by people taking hits. If they have Dead Hard or Off the Record and can take two hits,…
  • Hellfire is much more comparable to Executioner's Punishment of the Damned. Same trail length and width. Wolf Pounce is more like Demogorgon's Shred. Can also be used to break pallets. Bat Form's a bit like Spirit's Haunting, though you can't teleport or go over pallets or windows with it. I think he's in a pretty decent…
  • These are two separate games from the last few days. For anyone who doesn't understand, this is why we're getting annoyed. I'm not trying to tunnel people, but when the person who was just unhooked is intentionally running behind the person I'm trying to chase every single time I'm essentially being expected to double the…
  • That's why I said it's not an exact comparison, but there is some overlap however different they may be. Regardless though, back to the topic at hand... I sincerely don't think people realize how bad it is.
  • While it's not an exact comparison I was ranked anywhere from Diamond II to Diamond IV over about six seasons of playing League of Legends. I may not be the best at whatever I play, but I tend to get pretty dang close.
  • Yeah, it's pretty bad at high elos. Most people are running Unbreakable + Decisive + Dead Hard. Not really much you can do when they're deliberately running behind the person you're trying to chase. I think it should deactivate for protection hits after the initial endurance / speed boost from being unhooked happens.
  • Windows is still picked a full 5% more often than Pain Resonance. Consider the fact that there's a 4:1 ratio of Survivors to Killers as well to compound that. But honestly, sure. I'd be fine with Pain Res getting a further nerf if it meant Windows actually got the cooldown or activation condition it needs.
  • Wait they actually fixed this? I was definitely blinded immediately after a locker grab before and was forced to drop the survivor just a couple weeks ago.
  • I'm not the one who made the training wheels comment, thanks. Windows of Opportunity would be fine if it was truly a training wheels perk. There's a reason it's the most used perk in the game at all levels of play. The fact that its pick rate is literally 33% and six points above the next used perk should be plenty of…
  • You missed the part where it's a 4v1 game and survivors are meant to get caught eventually, not run from pallet to pallet with complete safety. It's not just some information that helps with being chased. It's knowing exactly where they need to run to next with no activation condition or cooldown. That's the problem, and…
  • Oh my God the killer gets some advantages in a 4v1 game? Completely unfair. Killers should also have the same movement speed as survivors too, right? How unfair they also get abilities that can damage survivors. Honestly they shouldn't even get a weapon either, survivors don't have one after all.
  • Yes, because seeing the auras of the things you're trying to patrol / protect and seeing every escape route available to you on the map are totally the same thing. It's clear you're incredibly biased. I'd recommend playing some killer matches so you can actually get some perspective.
  • You actually think most maps are killer sided? Haddonfield and Rotten Fields, sure. That's about it.
  • Yes, waste of a perk slot, that's why it's the #1 perk used by a third of all survivor players. Lightborn is a requirement vs Flashbangs, as facing a wall doesn't matter and you can be blinded / drop a survivor even after picking them up from a locker. It's currently basekit for me until Flashbangs actually get some…
  • He's super outdated. Needs to start with all traps at the beginning and yes, they should have an automatic reset every so often just like other killers whose powers you can neutralize.
  • I'd be fine if it didn't count during the time survivors have endurance / the speed boost after being unhooked. That seems fair to me.
  • I don't think you understand how valuable those three seconds are in most games. That's enough time to make it to the next loop; those three seconds usually end up extending a chase by another half a minute or more. The thing about most protection hits is that they're risky. You either need to be healthy, or you need to…
  • I'm honestly starting to wonder if Sac Wards are broken right now. The last three times in a row I've brought one I've still be sent to the realm that someone else brought an offering for.
  • There's no way it can go live. https://www.reddit.com/r/deadbydaylight/comments/1fj2ygd/theres_no_way_these_devs_play_their_game_now_lets/
  • Totems were designed as an alternate objective that can get survivors off gens for a bit. However, when one spawns right next to a survivor's starting location there is very little you as a killer can do to get there in time - that's not good design, and it's easily fixable. I play both sides pretty evenly and know the…
  • They're an absolutely unhealthy mechanic that have long overstayed their welcome. One side or the other shouldn't be held hostage in a match that's specifically designed to make the game as difficult as possible for them. They do nothing but cultivate toxicity.
  • I'm running Coup de Grace, and this is actively causing me to lose downs in some games when my intention is to lunge past someone who's trying to body block.
  • Because the kill rates are across all levels of play, and the vast majority of people playing this game aren't particularly great at it. Most maps have near infinite loops and chainable pallets, you just have to find and know how to use them.
  • As MMR goes up and survivors improve, gens need to take longer. I shouldn't have the same amount of time to chase, down, and hook a team with a combined total playtime of 1,000 hours as I do with a team with a combined total playtime of 10,000 hours.
  • This is absolutely not true at all. The Game, AKA Pallet Factory? Autohaven Wreckers? Most maps are vastly survivor-sided. The only two that stand out as being overwhelmingly garbage for survivors are the new Haddonfield and Rotten Fields.
  • Nope, another gen across the map was currently blocked. I'm wondering if the reverse happened, because the "highest" gen was blocked it just didn't proc Pain Res at all instead of it applying to the next one. Think I'm gonna swap out for Pop as a precaution.
  • No, I'm saying we shouldn't balance around the fact that SWF parties exist. I play solo plenty and do just fine. I know the maps and tiles, pay attention to what resources have been used, and plan my escape route before I hop on a gen. I still get caught eventually because I make mistakes, but that's literally the point of…
  • The problem with Adepts to me is that it just ruins the game on either side. If you're in a match with someone going for adept as a survivor, chances are their perks are useless and they're going to be very little help in the match. If you're going against a killer looking for Adept, they either have to sweat the match out…
  • Again, that's literally the reason it's overpowered. You aren't supposed to know what pallets have been used 100% of the time - that's map knowledge you need to gain by, y'know, traversing the map and making mental notes.
  • +1 I don't always want to play Survivor with friends and if they see me online… they want to play lol