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This Needs to Go

tehshadowman33
tehshadowman33 Member Posts: 939
edited January 2019 in Feedback and Suggestions

Window

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Window

Comments

  • Milo
    Milo Member Posts: 7,383

    ? You mean on Lery's ?

  • Master
    Master Member Posts: 10,200

    If several god rooms spawn in lerys, then you better hide in the basement until the game is over

  • DexyIV
    DexyIV Member, Alpha Surveyor Posts: 515

    The only map i can think of that has this is Lery's. It's still mindgame-able though.

  • tehshadowman33
    tehshadowman33 Member Posts: 939
    edited February 2019

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    Is awful too

    Pretty much
    2 horseshoe walls + 2 windows
    OR
    2 L walls + 2 windows
    is complete cancer and needs to go.

    I had a survivor loop for 4 minutes on Asylum. I didn't try to mindgame. I just wanted to see how long it would take if I used shortest path/route to the survivor.

    Such wall configurations add too much time in a chase. They add more time to a chase than two adjacent loops with safe pallets.

  • DexyIV
    DexyIV Member, Alpha Surveyor Posts: 515

    @tehshadowman33 said:
    ┌═

    ═┘

    Is awful too

    Pretty much
    2 horseshoe walls + 2 windows
    OR
    2 L walls + 2 windows
    is complete cancer and needs to go.

    I had a survivor loop for 4 minutes on Asylum. I didn't try to mindgame. I just wanted to see how long it would take if I used shortest path/route to the survivor.

    Such wall configurations add too much time in a chase. They add more time to a chase than two adjacent loops with safe pallets.

    Asylum is braindead easy to loop, if you're chasing people in the asylum when you know it's easy to loop, that's on you.
    Not sure if the 2 L walls you mentioned are the standard L T walls or not. L T walls are doable, you just need to learn how to play them properly. I'd need to see an example of the horseshoe walls though, no idea what those are.

  • tehshadowman33
    tehshadowman33 Member Posts: 939

    @DexyIV

    Yet, we still don't blame the bad map design? As it stands, what map you get has too much of a deciding outcome on what happens. Assuming killers and 4 survivors are all competent.

  • DexyIV
    DexyIV Member, Alpha Surveyor Posts: 515
    edited February 2019

    @tehshadowman33 said:
    @DexyIV

    Yet, we still don't blame the bad map design? As it stands, what map you get has too much of a deciding outcome on what happens. Assuming killers and 4 survivors are all competent.

    Yeah there are bad maps, but it definitely isn't everything if you're blaming the basic structures that people have already learned to loop around. Just watch this, you'll learn a lot and these structures you complain about will be significantly less difficult to deal with. https://youtu.be/t8u0jRxN2kQ

  • KoolaidInMyCup
    KoolaidInMyCup Member Posts: 20

    ^Learning to mind game common survivor loops is part of learning to become a good killer. That video helps alot in understanding how you can approach loops.

  • tehshadowman33
    tehshadowman33 Member Posts: 939
    edited February 2019

    I admit, that was a good video. Already seeing results. My new complaint is that we should remove all see-through tiles.

    I hope he does mindgaming tutorials for building structures next (I.E., Farm, Thompson House, those ######### houses on Haddonfield/Springwood, the god window in Ironworks of Misery, etc.,)