Cypherius
Cypherius
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053853#Comment_4053853
Wesker can close distance, I never feel he can't keep up with me easily but I also don't feel he is unshakeable.
New vecna is a poor gauge for balance rn, he has barely been out a month, so please let's not use him as a standard. Most people despise him.
Wesker has performed well and people still love him years on from his release, they also love playing against him. Especially if the new Hug tech being more accessible isn't a bug, I love playing against good Weskers.@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053847#Comment_4053847
Wesker's power is mathematically not great at mobility.
Weskers movement speed during the bound is 14 m/s the first one lasts 0.5 seconds, the second one lasts 1 second. That means he travels 21 meters in 1.5 seconds. However, do do that he has to:
Charge up the power for 1.5 seconds, lowering movement speed to 3.68 m/s, then afterwards enter cooldown for 3 seconds where he moves at 2.76 m/s.
This means that for a total of 0.5 + 1.5 + 1.5 + 3 seconds, he moves 34.8 meters. which is 6.5 seconds. If he just walked at 4.6 for 6.5 seconds, he would gain 29.9 meters.
So using his power gains him 4.9 meters of distance. Keep in mind that a full killer lunge from not moving is about 6 meters. So he gains less than a lunge.
So, yes he gains some distance. But not really so much distance that it is worth not having his power for the next 6-12 seconds (takes 6 seconds to gain one charge back). Its better to just run toward the survivor and use your power in the chase.
Nurse is also similar, people sometimes thing she's a mobility killer, but her power is actually quite horrible for map traversal especially when you lose access to your power on a killer that basically requires the power to land a hit.
Wesker's power is indeed bad for mobility. Its counter intuitive due to the burst of speed you get with the dashes but when factoring the slowdown on recovery/charge up its not that good for map traversal. But I do think its well balanced for chase.
Otz showcased how little time you save using it for map traversal in this video.
https://www.youtube.com/watch?v=jnb1lLDlIsQ -
Sadly the only high tier killer i saw in my survey was Dracula and i have no major issues with him. Really odd that we can't chose from all killers in the roster.
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@Philscooper said:
No ghoul nerfs...?
Guys, cmon its been 9 months...hes still the most hated killer since skull-merchant got released.
We really have to bring out the "everyone dc's against this killer",
until bhvr acts, dont we?.
I dont know what else we are supposed to do, feedback doesnt work, even content creators and fog-members said he is not healthy the way he is.
No one likes being injured for free with no effort, through the wall, while having more chase mechanics on top of it.
No one likes going against ghoul when other killers do more effort for less.
There are 3 bug fixes to Ghoul in this patch. He is definitely going to be weaker now if these fixes work.
- "Fixed an issue where reticule stickiness did not disappear when The Ghoul lost line of sight with the target, allowing unintended hits through walls."
- "Fixed an issue where The Ghoul's Kagune Leap would cause the player to become stuck in a decreased speed state."
- "Fixed an issue where The Ghoul was able to cancel mid-swing while Kagune Leaping to a Survivor, bypassing part of the recovery."
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@PleaseRewind said:
Three? I only had the option to choose between two. Woman and a man. I voted for the guy but knowing the DBD community he won't stand a chance of getting the vote.
There are 4 options. You can scroll down to see the others.
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@Blueberry said:
So I very much like the idea of the hook clearing infection so they can't be tunneled off hook. Concept is good and I don't want that concept changed. However, the downside of this is when playing Krasue I feel disincentivized to hook survivors as it lowers my overall map pressure of infection. I'd rather be encouraged to hook instead of slug.
Just asking for something to still prevent that person from getting tunneled off hook from infection, but still require them to need a mushroom to cleanse the infection when unhooked. This encourages me to hook while still protecting them from being tunneled off.
Currently hooking feels like the wrong play and I don't want that to be the wrong play. Trying to get changes to encourage the Krasue to want to play in the way the survivors find more fun. Asking for some other solution that accomplishes the same thing but without removing the infection.
"Just asking for something to still prevent that person from getting tunneled off hook from infection, but still require them to need a mushroom to cleanse the infection when unhooked"
1.Maybe recently unhooked survivors (60 seconds maybe?) can only be damaged by head form if they are in Tier 2 of Leeched. Once that time passes or they make a conspicuous action they can be damaged by the head form in Tier 1.
2.Or you could just make it so survivors lose the Leeched status when downed rather than when hooked. She is strong enough to get a nerf rather than a sidegrade.
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@PleaseRewind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014929#Comment_4014929
This got me thinking, I wonder if it's one use per gen even after it's all used all/gone. I put it on a gen and it was used after the killer kicked it. Much later on someone was working on the same gen. They hopped off to heal me and I thought I would put the crystal on and before they did. I didn't get the prompt and accidently dropped a smoke bomb instead.
Yes, that is possible. It might only work once per generator. I wonder whether that is how it is intended to work or not. Because the event description did not mention a once per generator limit.
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@MarbleThrone said:
It doesn't work if someone else is repairing the generator, or when there is already a crystal on one.
You can tell the latter is the case when the generator's aura is visible in white, and standing next to it will give you a pop up that says you can't work on it at the moment.It might be bugged, or there are other conditions. I tried using on a gen that had no crystal (i could repair it normally/no white aura) and no one else repairing it but there was no prompt to use the crystal.
Then in a latter match it worked fine under seemingly the same conditions.
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She is Nurse levels of busted and Ghoul levels of easy mode. Feels awful to play against.
Its genuinely baffling that she received so many buffs from PTB to Live. She was already strong on the test server.
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Fixed an issue where using a Killer power to vault would trigger the Unbound perk.
That is a shame. This perk was already underwhelming. This bug at least gave it some nice synergy with a handful of killers. These kinds of nerfs/bug fixes really limit build variety. Why not allow perks to interact with killer powers?
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I enjoy playing Xeno. The latest changes only increased my enjoyment. Good amount of Chase/Info/Map mobility in his kit and you no longer need to run the Emergency Helmet.
Plus the harpoon addon actually makes hexes pretty strong on this killer. Very solid kit if you put the effort of learning him.
The problem with Xeno is that he takes a bit of skill and game sense to play well. Hard killers are usually unpopular unless they are overtuned/overpowered.
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Different problems have different weights and should have different priorities.
I will be blunt for the people who only play and only care about one role: Survivor kinda sucks right now, and has been sucking for some time. This is especially bad the more casual side of the playerbase. And whether you like it or not the casuals are a big and important part of the playerbase. No amount of elitism is going to change this.
These surveys are a way for the devs to filter their priorities when tackling the issues the game has.
The Killer role does have issues and those issues should be fixed but they are not as problematic or numerous. Killer is also the stronger role right now (Even the fabled high level 4 man Swfs still fails to reach a 50% escape rate, meaning that even they tie or lose more often than not).
Furthermore dbd has a big licensed chapter coming and BHVR likely wants the survivor experience to not be terrible when said chapter arrives.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906785#Comment_3906785
Really? So the killer doesn't have to walk across a big map if the gens get split? And the pallets aren't playable, including the park loops and car loops, and so every chase is no more than 20 seconds?
Haddonfield is easily the most or second most killer sided map in the game right now. Small map AND Dead Zones AND horrible loops AND a nasty 3 gen.
How can you defend such a blatantly unbalanced map?
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907048#Comment_3907048
1st of all, they 3-gen'd themselves. 2nd, that no longer matters because of the gen kick limit. The killer has to have some favorable position at some point, right?
It takes a fair bit of time for the gen kick limit to kick in. Even in a real match a half decent killer should win easily in this map before any gens reach the limit.
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@Bodark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905978#Comment_3905978
You’re taking downvotes to serious. They literally mean nothing at all.
Kaneki absolutely has counterplay. Play 5 matches of him right now and tell me what the survivors do. I’m sure you won’t get a 4k every time. I’m sure you will struggle unless you go against baby survivors.
He’s just like Legion. First hit is free. Second hit is almost impossible to get unless they are in a dead zone.
He’s A tier at best.
"He’s just like Legion. First hit is free. Second hit is almost impossible to get unless they are in a dead zone".
Almost impossible? Anyone struggling to get downs with Kaneki has a skill issue. The second hit is still easy due to the high mobility and the speed at which he recovers from the fatigue. Even if the survivor has a good pallet they will make very little distance once the pallet is gone. He is also very good at tunneling.
The only similarity with Legion is the easy first hit.
His chase is very strong. Ghoul is closer to a Blight than he is to Legion. High A tier killer. And that is considering his low skill floor. He can possibly be even stronger once people figure out new tricks with him.
At the bare minimum the area of his hitscan free injury needs to be much smaller and the range of his dashes should be lowered.
Kaneki absolutely has counterplay. Play 5 matches of him right now and tell me what the survivors do. I’m sure you won’t get a 4k every time. I’m sure you will struggle unless you go against baby survivors.
Even Nurse technically has counterplay. But its a very limited amount of counterplay relative to how strong she is. Kaneki is not as strong as her but has the same issue while also being much easier to play.
The reasons why a killer like Billy gets less complaining despite also being strong is because you can reasonably outplay him and if you do you get properly rewarded for it. It also helps that Billy requires a decent amount of skill to play so he is less likely to cause frustration.
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@Bodark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905930#Comment_3905930
If Hillbilly and Bubba hit you once, the ENTIRE chase is over.
And Kaneki can get 2 hits faster and with much less skill than these two can get 1 chainsaw hit.
On strong maps Kaneki is getting several downs before Bubba gets even one hit. Leatherface should not even be in this conversation.
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I am seeing people complain about the tail nerf, but i don't feel the difference. A change of 0.1 seconds is pretty negligible. The buffs definitely outweigh the tail nerf.
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892611#Comment_3892611
Speaking as someone who has played Xenomorph almost every day since it came out, at least once a play session on average.
They only addressed the new player problems with Xenomorph, and they have severely nerfed it against good survivors.
Xenomorph is particularly effective against bad and inexperienced survivors. I have gotten lots of complaints about Xeno being uncounterable due to the turrets being so ineffective at burning it out of its power when the Xeno player knows what they're doing. The tail is also extremely difficult to dodge on reaction, bordering on you needing to predict when the Xenomorph is likely going to try to tail attack and begin dodging pre-emptively.
This results in bad survivors thinking the turrets are a waste of time.
However, good survivors know the turrets will rarely burn a good Xeno out of their power. They set them up as distractions in chase. They place them in ideal locations in loops where it would be most useful to have an ally come in and take a protection hit.
Xeno did need some extra resistance to being burned, there's a reason why Emergency Helmet is often regarded as a mandatory addon. But that rate at which the xeno recovers from being burned has to be a typo. That burn effect on the UI is distracting and causes overstimulation issues on some players. It's effectively going to be a semi-permanent effect on the Xenomorph's UI if that goes through.
I sometimes use the Ovomorph and Ripley's Watch addons for a "chill Xeno" build where I play it mostly as an M1 killer and ignore the turrets. I might end up using that build more seriously if this goes through, because the turrets will be far too effective in the hands of good survivors to be worth the time and distance lost in chase to break them, especially when the survivor I'm chasing is just going to be using the extra space to run to the next turret.
Yes the recovery speed for the burns seems to be way too slow and will need to be adjusted if its not a typo. But the idea behind these changes has potential.
That burn effect on the UI is distracting and causes overstimulation issues on some players. It's effectively going to be a semi-permanent effect on the Xenomorph's UI if that goes through.
That is a good point that I did not consider. Hopefully the burn effect on the UI gets adjusted.
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@H2H said:
So they nerfed xeno and gave Knock Out the knotted rope treatment. lmao
Kock Out is not being nerfed in to the ground like Knotted Rope. Its just getting a new effect that is much healthier for the game.
The Xeno changes are a step in the right direction even if the numbers need further tuning. Currently Xeno is very strong against your average pub team but can struggle a bit against teams that can properly use double turrets.
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That is a great patch.
I especially like the Xeno changes. Might need some further tuning but it shows that the devs understand the design issues of the character across the different levels of play.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892291#Comment_3892291
I mean, they also want to normalise Survivor volume across the board. It's just taking them a while for whatever reason.
I am under the impression they gave up on that idea. Highly doubt it will happen. Would be happy to be wrong about this however.
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The usual counter argument to these types of suggestions is that people would only play the survivors with the best passives/abilities/etc potentially lowering variety.
But i don't fully agree. Even without a passive/ability system there is already a large difference between survivors. Feng's breathing and injured noises for example are very loud and easy to track. For tryharding purposes she is a terrible character. Despite this she is still very popular (just checked nightlight and she is currently tied with Nea for the spot of second most popular survivor). The more casual players tend to not care much about these details, and DBD is a largely casual game.
A passive system would be a good way of balancing characters with loud sounds. Characters like Feng would have slightly better passives than quiet characters like Ace and Ada for example.
But i doubt a system like this will get implemented . A lot of work for something the player base does not seen interested in.
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This will stop being a problem for you once you get more experience. What looks like one mistake snowballing the match is usually many mistakes that less experienced players don't even notice.
High level Swfs can be pretty strong but even high level killer players like Ayrun and Hens frequently get matched against average survivors and manage to win with "standard killers". This notion that "high mmr" is some sweatfest with strong survivors is simply not true.
Even if you reach a high mmr level you will still be matched against average survivors frequently because the matchmaker prioritizes speed over fairness to an absurd degree.
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The Pseudo Spirit playstyle he has with the Batform is still alive and well, only slightly weaker. I honestly expected Medusa's Hair to be nerfed.
Hellfire did not need any Nerfs.
Wolf is still weak. The problem with scent orbs is not the spawn rate but the detection range. The basekit range is so short that If you can see the orbs you can track the survivor just fine without them.
The pounce attack is too predictable and easy to dodge.
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@ANURBANLEGEND47 said:
Why do most survivors find it so hard to win in SOLOQ? Is it they're own lack of skill, perk choices, or because they are paired with "bad" teammates? What have I encountered? Well…I'll give you a number list but there is more to it.
The game starts……
- Survivors cleansing totems that are not lit for BP only.
- Survivors staring off into the sky admiring the sky not doing anything really or AFK.
- Hiding in the bushes waiting for the one perfect flashlight blind.
And 4 is the biggest problem every single survivor team faces despite level and is the most important.
4. Survivors roaming the map, NOT DOING GENS. AT ALL. That's it! That's it!
Now I can add more things to the list that may not be all that important, but listen number four is the most important. I've been in games with people who are literally not participating at all! Why join the game if you're just going to walk around and do nothing that has anything to do with the objective - ESCAPE. Look, I expect lower levels to get slaughtered by a killer. They are just getting use to the game. But a team of 2 high level players, should know what they are doing- GENS. If you dont touch a gen until 2 of your teammates are eliminated then you should just leave the game. A bot does more surprisingly. A bot will heal you and then run to a gen. Human players? Watch you in chase,….cleanse a unlit totem. I think if the devs made some big changes to the point distribution system survivors would actually get active or receive barely anything. We all have seen it… people doing "unlit totems" so they can get that 1000bp just for a simple cleanse. I would not reward the most bloodpoints to the players in-game who do not participate in the objective of the game at all. Thats why most of the players who are not trying to win are playing, ….just to get a few points, die off then go to the next game. And do it all again. And it ruins the game for people who want to win but have fun while doing it.
I think players who participate in completing the objective should have the most points rewarded to them after the game ends, not the people who engaged in chase and died fast or unhooked and healed most. Any experienced player knows, GENS matter; its how you win. We can cleanse a unlit totem, it shouldnt reward nearly anything because too many people get away with doing it just to throw the game and die on hook after. A hex totem, now the reward is bigger. Chase should and does get rewarded, but people who do the objective should get significantly more bloodpoints than the players who stand around and never touch a gen once. The points should be reduced big time if your not doing the objective. Healing a teammate is fine. An unhook is fine. But standing around doing nothing until it happens when you can be on a generator with a teammate who is trying to win should be priority. Sadly,….it isnt. I really bet, if players who join with the intent of doing nothing but stand around and flashlight click and watch got nearly no bloodpoints in the end, they might not bother joining at all. Ive done 3 gens by myself with the "built 2 last perk" and a toolbox, alone. Everyone else was running around chasing a killer with a flashlight. A flashlight. Not hiding, not evading then doing gens. Just chasing killers with flashlights hoping to land that one blind. Then they wonder why they eventually, not too long after, get hooked and die. Does it make sense to avoid the killer when the heartbeat is there? Then when he moves away resume gen progress? Make sense huh? I can for sure do 3 gens alone. What are the other 3 players doing? Something, ….something else and dying. They get rewarded for chase. Thats wonderful. But when they get more than the guy who carried the whole team, ….big problem. Generator participation, should take precedent.
The clutch play people was all looking for has been there all along,….it was just doing gens! Thats it. Hiding from the killer and if I get caught and hooked, either heal or head to where I know there is a gen running and finish progress. Chase matters. But generators matter more than chase to me. Both get done, but one is more important than the other. Or get this….it make sense to put players with the same MMR in the same games with each other. High levels with high levels and low levels with low levels. Not one high MMR ranked player with all lower rank MMR players. One player shouldnt be forced to carry a low level team. I mean if we had a need to make sense would that help this issue? Killers with high player ranks against people who have similar levels. Things would go different for all of us wouldnt it? Just saying. What do any of you propose would "fix" the problem? A party system? Where a team or players you worked good with can choose to stay together as a party and go into matchmaking again together against another killer. I mean, wouldnt that help? Your thoughts?
What you describe are not Solo Q issues. They are bad player problems.
The solution is a better matchmaker. People who hide all game and get a cheap escape at the end after the rest of the team dies should not be in the same lobby as survivors who actually do gens and treat DBD as a team game.
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That is not a bug. Adrenaline got nerfed and no longer heals off hook.
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Distortion never bothered me when playing killer but when playing survivor i would prefer if my team mates have this nerfed version over the current one that lets them hide all game.
Some aura reading can feel cheap at times but i would rather deal with that than have a blendette that never takes aggro.
As a Survivor that mostly plays solo i am happy with this change.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781903#Comment_3781903
The only substantial benefit WoO gives to good loopers is knowing which pallets where used by other players, a benefit that is only relevant to Solo Queue.
This is what is simply not true. First, because not all SWF play like a SWAT team that shares every single movement they make, and second, because it allows anyone, no matter if it is a good looper or not, to make informed decisions everytime removing any possibility of making a mistake.
That's precisely the problem, that's why the "it is an accessibility option for new players" argument is not valid , because it also gives value to those good loopers that now can loop the killer from pallet to pallet without ever entering a death zone by mistake. That's why it should be nerfed.
Windows is not a replacement to skill. You could argue its used as a crutch by unskilled players but why does it matter? Unskilled players are not hard to chase regardless of WoO.
Except, again, it allows unskilled players to:
- Not having to memorize where pallets spawn
- Not having to memorize where unused pallets are
- Not having to plan their escape in case the killer finds them in a gen
- Not even having to know how to loop, as they can go from pallet to pallet predropping it and still make the killer lose a lot of time
That while, again, allowing skilled players to never make a mistake in term of pathing and what loop to play, as they will always know what loops still has a pallet.
Nerfing WoO would be a benefit to the good players that still use this perk, as it would encourage them to drop it and use a better perk instead. But would be very detrimental to less skilled players that don't have a good grasp on tile generation and pallet spawns.
And that's how it should be. Again, WoO should be a help on top of having the good game sense to do all the things I listed before, allowing you to have "X-Rays" and be able to plan with a lot more info that you would normally have by just looking, not a substitute to that game sense so "less skilled players" don't have the need to "have a good grasp on tile generation and pallet spawn", among other things.
This is what is simply not true. First, because not all SWF play like a SWAT team that shares every single movement they make, and second, because it allows anyone, no matter if it is a good looper or not, to make informed decisions everytime removing any possibility of making a mistake.
The only Swfs that can be argued to be too strong are the ones that play like a SWAT team. So we go back to the previous argument. The strong swfs don't need the perk and the casual ones that play like solos with no coordination are not strong or over performing regardless of WoO.
Besides: going to a dead zone because someone else wasted all the pallets in that area is not a mistake from the person currently being chased. Its bad luck and lack of coordination (something Solo queue has no control over). Using WoO to remove that aspect of bad luck does not make the perk overpowered. If anything removing that aspect of luck makes the chase more skill based.
That's precisely the problem, that's why the "it is an accessibility option for new players" argument is not valid , because it also gives value to those good loopers that now can loop the killer from pallet to pallet without ever entering a death zone by mistake. That's why it should be nerfed.
I am not making the accessibility argument. Merely pointing out that skilled players don't need the perk and get minimal benefit from it. Nerfing WoO is only going to get a substantial result in the low levels of skill. And survivors are already struggling there. That would be bad balancing.
Except, again, it allows unskilled players to:
Not having to memorize where pallets spawn
Not having to memorize where unused pallets are
Not having to plan their escape in case the killer finds them in a gen
Not even having to know how to loop, as they can go from pallet to pallet predropping it and still make the killer lose a lot of time
A good player knows where pallets spawn without a perk telling them and can instead use that perk slot for something else entirely. Simply knowing what pallets where used is not strong enough to justify a nerf.
Simply pre dropping as soon as you get to the pallet does not buy much time unless its a god pallet or a bad killer. That used to be effective back when most maps where filled with super safe pallets but that is not the case anymore.
"That while, again, allowing skilled players to never make a mistake in term of pathing and what loop to play, as they will always know what loops still has a pallet."
Knowing where loops are is not the same as knowing how to play them. How to checkspot them. How to mindgame them. How to correctly run them . And once again: predropping as soon as you get to a pallet is not efficient. Good players will buy much more time than someone that is just running to yellow with WoO.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781888#Comment_3781888
The fact that you think that the only complexity of a fighting game (the genre that is almost impossible to play in a casual manner precisely because of the need for time investment, skill and knowledge gaining) is knowing how your character works says everything.
And the problem is not having "accessibility options" (which in this case, is hidden behind a DLC character without any possibility for new players to even knowing it exist… so accessible), but having options that remove any need for developing any game sense or skill entirely. In fact, the problem that SF6 "Auto" mode has is that it allows you to do pretty damaging combos with just the push of a couple of buttons and without having to worry about hit confirm or timing, which makes it impossible to ever drop them. In contrast, Tekken 7's combo assist never bothered anybody because yeah, it allows you to make a 1-button combo, but the combos you can do with it are at most decent, allowing you to play the game when you don't know anything about it until you are ready to make the jump on learning how to really play the game.
So, even if WoO were an "accessibility tool" (which it isn't, starting with what has already been said and not even being available to new players), it is broken because it removes any need to develop a great part of the game sense necessary to be a decent survivor (remembering pallets, planning escape paths, etc.) and it provides the exact same value to new players that don't even know what to do, as to those god loopers that now know where every single pallet is so they would never, ever make a mistake.
So, it is not "out of spite", it is for obvious balance reasons.
and it provides the exact same value to new players that don't even know what to do, as to those god loopers that now know where every single pallet is so they would never, ever make a mistake.
This is simply not true. There is a lot more to looping than simply knowing where pallets are. Furthermore good players know where pallets can spawn and don't need help from a perk. The only substantial benefit WoO gives to good loopers is knowing which pallets where used by other players, a benefit that is only relevant to Solo Queue.
Windows is not a replacement to skill. You could argue its used as a crutch by unskilled players but why does it matter? Unskilled players are not hard to chase regardless of WoO.
Nerfing WoO would be a benefit to the good players that still use this perk, as it would encourage them to drop it and use a better perk instead. But would be very detrimental to less skilled players that don't have a good grasp on tile generation and pallet spawns.
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It depends on the context but most of the time it is optimal for survivors to play like a team. There are situations and perks that unfortunately encourage a lone wolf playstyle.
The scoring/emblem system and even some archives also encourages some survivors to play more selfishly. There are archives that actually require you to bring troll perks like No Mither for example. The devs seem to be fine with players not caring about team work.
On the other hand In my survivors matches where my team mates don't give up and actually play like a team we usually win or at the very least have a good close match. Similarly, my killer matches are harder when survivors actually play like a team.
There are exceptions though where too much altruism can be bad too. Sometimes you can't really save a team mate being camped in basement for example, and It might be better for the team to just focus on gens instead of trying to save them and giving the killer even more pressure.
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Change the input file to read only after disabling the acceleration/smoothing and see if the issue persists.
You could also disable "Enhance Mouse precision" in windows settings and see if it helps. Just open the mouse settings and select additional mouse options, then select the pointer options tab to find this setting.
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Weave Attunement has two effects that are represented separately in the UI.
One of the icons represents the aura read the killer gets from a dropped item. The other icon represents the oblivious status effect caused by picking an item from the ground.
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No
Tunneling would be to tunnel vision on that survivor to get them out of the match quickly.
If they need to bodyblock or go out of their way to use DS/OTR aggressively in order to get the killer's attention then its not really tunneling.
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No.
Quite frankly i think disconnect penalties should be harsher. And giving up on hook should start counting as a DC if the player does it too much in a short spam of matches.
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Freddy. None of his builds are threatening, he has no snowball potential and no map that elevates him to a different tier.
At least Trapper can make some okayish end game builds with Iridescent Stone and Myers has Tombstone Piece.
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Ghostface is a little map dependent but he is not even close to being the weakest killer.
He is inconsistent on outdoor maps but on indoor maps, especially Lery's he is fairly strong even against good survivors.
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@Lexidoll said:
Windows use rate is now at 35% usage rate, meaning that it's guaranteed that minimum one survivor will have it and at worse every survivor will have it. But on average 2 to 3 survivors WILL have windows equipped. This somehow beats out pain res and pop as those perks have 28% usage rate.
you'd think all this perk does is give the survivor information how could this perk have 35% usage rate?
If you only play survivor the reasoning for this isn't going to be obvious and probably think how could it possibly be ruining the game.
Imagine for a second if every match you get into doesn't have a weak link, if every single match you get into every survivor knows EXACTLY where to run to the next resource, knows where the deadzones are and actively avoids them or runs past pallets to window vaults to save resources because they know they will make it to the window, even if it's completely obscured without ever even coming to that part of the map before.
THAT is what windows does, it single-handily raises the skill floor of every survivor you run into with it.
A survivor that without it would be running into the edge map and going down because they do not know where any resource is, since it was buffed has become a survivor that knows EXACTLY where every resource is and all they have to do is run to the yellow aura. If the killer is a hold W killer, like tapper, pig etc. This essentially means trying to break pallets in connecting loops to create deadzones is pointless and only starts actually helping when the distance between pallets becomes so great you catch up to them before they make it to anything.
Originally when it was buffed and even pre-buff the mood behind it was that if you're good at the game you don't need to use it, and most don't. the issue however is that it makes a bad survivor that should be going down quickly, last so much longer and all they have to do is look forward and hold W to achieve this.
(This is probably one of the single most frustrating things for me in the game right now, a clearly low skill player never looking back, only holding W, running me for a whole gen just because they know they will make it to the next yellow aura before I can hit them)
(The amount of times I'm chasing someone and they run directly to the edge of grim pantry and find the one pallet between the trees is starting to get to me.)
The knock on effect of this is that if you combo it with lithe (checks notes: is the second most used perk in the game, only beaten by windows) EVERY chase you start where the survivor isn't exhausted which will be the case most of the time. will run to a loop, vault a window and run to the next furthest away yellow aura, rinse repeat until either you mindgame them or they run out of resources. which just extends the chase by 10 - 30 seconds every single time it happens. which just translates into more gen progress.
And the knock on effect of gens getting done "faster" because chases are artificially being extended, is killers will bring more and more gen slowdown, play killers that have anti chase / anti loop and generally play sweatier and sweatier, which makes survivors play sweatier and sweatier with no end in sight.
In a world where survivors don't know where every resource is and isn't you could break a connecting / filler pallet of a good survivor who's gonna make it to a stronger tile, drop chase and chase another survivor into that area and get a hit because the next survivor wont know there isn't a pallet there anymore, until they visually see it.
However again, because lithe windows has such a high usage rate, half the survivors you chase will just run past areas they know the resource is gone and will always run towards where the resources still are, again and again.
And now that we're seeing nerfs for a bunch of the most used killer perks, especially anti gen perks without so much as a mention for a perk that has a 10% higher usage rate. Do people, including the devs not realize just how strong windows is? Gens are going faster because chases are lasting longer. Do people just think, oh it's a new player perk so it's fine if it has a high usage rate because it's "helping" low skill players?
That is the EXACT reason it is so strong, it's just so much more insidious because you don't hear a long gong when it's used, you don't see it from a distance. you only see it when you see a survivor holding W, not looking back, making it to every pallet on the map. every. single. time.
I don't want the perk gutted, it IS useful perk for new players. It just needs it's old cooldown back, or shouldn't be usable in chase after the first window / pallet. That's all I'm asking for, because as it is. I genuinely think it's unhealthy, chases are lasting much longer, gens are getting more progress because chases are lasting longer, low skill players are getting propelled into higher skill lobbies, and the only current counter to everyone running it is running blindness perks/ addons, which people largely consider the worst in the game, just to disable one perk for 10 - 60 seconds.
Even if you think I'm complaining needlessly, if the devs are nerfing perks with a 9% usage rate, because they're giving the killer too much extra time, they NEED to nerf a perk with a 35% usage rate for the exact same reason.Imagine for a second if every match you get into doesn't have a weak link, if every single match you get into every survivor knows EXACTLY where to run to the next resource
Windows only gives information. It does not tell survivors how to mindgame or optimize their pathing. Nor does it tell them how to chain loops properly.
This is probably one of the single most frustrating things for me in the game right now, a clearly low skill player never looking back, only holding W, running me for a whole gen just because they know they will make it to the next yellow aura before I can hit them
These types of survivors are very easy to Mindgame , hit with M2s or just zone away from strong tiles. They are also very wasteful with resources. If you are consistently losing to WoO users then you are misjudging their skill level. Or need to improve at killer.
Also Its not a problem to lose 1 or 2 gens at the beginning since survivors have finite resources and once you get your first down you start to build up pressure.
The "low skill" player is doing you a favor by wasting pallets like this while a better survivor would have gotten more time out of each of those pallets.
And the knock on effect of gens getting done "faster" because chases are artificially being extended, is killers will bring more and more gen slowdown, play killers that have anti chase / anti loop and generally play sweatier and sweatier, which makes survivors play sweatier and sweatier with no end in sight.
This naturally happens in any multiplayer versus game. People that care about winning tend to optimize their playstyles. WoO is not responsible for this. Players looking to tryhard and play sweaty are not going to use WoO very often. Even less likely if they are in a SwF.
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Instead of adding this feature to DS just make it a Nurse feature.
Make it so: If Nurse gets stunned by any means her blink charges are set to zero and only begin recovering after the stun is over.
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Imagine how busted Champion of Light would be with insta blinds. 20% hinder on demand.
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So you think we should rule by majority then? If you're building a plane should we listen to the majority that knows nothing about building planes or the few that do?
If we where to "rule" based on the best players i could just point you to Lyinxi who wins with Twins even against coordinated teams. Even before the buffs Twins got this patch.
Or how about Otz? In his tier list he placed Twins as at worst B even on bad maps/if countered. But at best tier A+.
Looking at high level players this Killer seems very strong even before the current patch.
You realize a hit "every 30/40 seconds" is the killer losing the game right? That is extremely slow. As a killer if you aren't getting a hit in sub 25 seconds max, you are losing the game.
Those 30 seconds are very generous and include cooldowns. Once Victor finds a survivor the hit is coming much faster. The ""chases"" are very short. Yes a 30/40 second chase is usually bad. I am aware.
Also my main complaint is the "free" part of that hit.
It's not assuming the Twins is bad, it's because even that that specific case is a smart play for them it's overall bad is it's killing their map pressure spending way more time on Charlotte lugging her around the map than they should be.
Downing 2 survivors is bad now? Most maps are not big anymore. And with slowdown perks and macro play you can afford to move her a little while you wait for Victor.
So your team is picking you up way faster even if you had already used it
That is a fair point. But i don't trust solo players to have the coordination to make good use of that.
Medkits run out fast because they're extremely good. By the time the medkits are running out you've already killed so much pressure the gens are almost done.
This is true versus most killers. Its kinda baffling how many people in these forums think medkits are bad.
But with Victor's currently high uptime he can burn though charges very fast. That was my point. Not really saying medkits are bad.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712523#Comment_3712523
"You complain about it being selfish to only care about the experience of
one side them proceed to dismiss the experience and complaints of one
side. Rather hypocritical. "Incorrect. I do care about the experience of the other side. I play survivor regularly and enjoy that experience, even against Twins, and even with slugging. Me not thinking slugging is an issue, is not me not caring about the other sides experience. Those aren't the same thing.
"Forced Hesitation screws that up. Its not hard to counter the grouping
up if you know what you are doing. Also good luck coordinating that
strat with solo queue randoms that you can't communicate with. "You don't have to communicate to stick together, there isn't coordination needed. It's common sense when you face Twins. You can play around Forced Hesitation. Forced Hesitation simply lowers the max distance you can be from the teammate you're grouped with for the kick.
"As for the healing: you need a strong heal/anti-slug build on at least 2
different survivors for this to work against a half decent Twins. Base
kit healing can't keep up with Victor."This is just factually incorrect. We can look at the heal/pick up times to compare the numbers. The only time this isn't possible is if Charlotte is extremely close to you, which usually isn't the case. I'm talking base kit here, not even medkits or healing/slug perks. Very easy if you're running any of those, and when's the last time you had a match with zero medkits or healing/anti slug perks? Very, very rare.
"That sort of statement only works when discussing weak killers/perks.
Twins is not weak and requires coordination to beat, in a game where
solo queue has no tools to communicate with each other. That is not a
skill issue. Its bad game design."Their counter play does not require coordination. You just simply understand healing and grouping. You don't need to pass information through your teammates. Not knowing Twins counter play is a skill issue. What is bad design is Victor being taken hostage.
Incorrect. I do care about the experience of the other side. I play survivor regularly and enjoy that experience, even against Twins, and even with slugging. Me not thinking slugging is an issue, is not me not caring about the other sides experience. Those aren't the same thing.
Considering the amount of people that complain about slugging yes it is part of their experience. You not caring about it means it does not affect you. But it still sounds like you don't care about their experience. "this does not affect me so its ok" is a selfish stance to take.
You don't have to communicate to stick together, there isn't coordination needed. It's common sense when you face Twins. You can play around Forced Hesitation. Forced Hesitation simply lowers the max distance you can be from the teammate you're grouped with for the kick.
You need to know where people are. Especially Important at the beginning of the match. Also i can't guarantee that my team mate knows the counterplay and i can't tell them either.
Forced Hesitation also makes it easier to down both if Charlotte is nearby. Why are we ignoring that possibility?
This is just factually incorrect. We can look at the heal/pick up times to compare the numbers. The only time this isn't possible is if Charlotte is extremely close to you, which usually isn't the case. I'm talking base kit here, not even medkits or healing/slug perks.
Again: Why are we ignoring Charlotte being nearby? If doing so lets you pressure and potentially down 2 people greeding the same generator. Why assume that the survivors are amazing and playing flawlessly but the Twins are just mindlessly sending Victor to his death? Even high level Swfs screw up. Its not a realistic expectation from a solo team. And its not fair to assume Twins are playing in to the counter with no adaptation.
Very easy if you're running any of those, and when's the last time you had a match with zero medkits or healing/anti slug perks? Very, very rare.
I like to run h
ealing perks. But most people i see don't do that. Medkits run out very fast when playing against a killer that gets free hits every 30/40 seconds. Anti slug? Aside from FTP + Buckle up i don't see many, And this one requires one person to be healthy already. Unbreakable is a little bit more common now but is a one time use. Not that it matters. You should not need specific perks to counter a killer in a game with no drafting.Their counter play does not require coordination. You just simply understand healing and grouping. You don't need to pass information through your teammates. Not knowing Twins counter play is a skill issue.
It does if the Twins is actually good at adapting, disrupting and spreading pressure. Its not as simple in practice as you are implying. Grouping up and healing is not the hard counter you are making it to be.
What is bad design is Victor being taken hostage.
Yes it is. Having a free hit available every 30/40 seconds is bad game design as well. Twins is not a well designed killer. I would be fine with them having short cooldowns/no hostage taking if point blank pounces where not so free to land.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712218#Comment_3712218
Slugging with Twins was not an issue. There is nothing inherently wrong with slugging and the hate of it is irrational. Twins also has tons of counter play. There counter play is grouping and healing. Grouping so that each down gets Victor kicked and the person picked up before charlotte can get there and healing because the only way twins wins is through chain slugging. So slowing the game down and keeping healed breaks their win condition. Holding Victor hostage was not there only counter play, that was just bad design. Just because a lot of the community complains doesn’t mean it’s a rational complaint, the average player in dbd is very bad.
It would just seem selfish to only care about the experience of one side.
There is nothing inherently wrong with slugging and the hate of it is irrational. Twins also has tons of counter play
You complain about it being selfish to only care about the experience of one side them proceed to dismiss the experience and complaints of one side. Rather hypocritical.
Twins also has tons of counter play. There counter play is grouping and healing
Forced Hesitation screws that up. Its not hard to counter the grouping up if you know what you are doing. Also good luck coordinating that strat with solo queue randoms that you can't communicate with.
As for the healing: you need a strong heal/anti-slug build on at least 2 different survivors for this to work against a half decent Twins. Base kit healing can't keep up with Victor.
Just because a lot of the community complains doesn’t mean it’s a rational complaint, the average player in dbd is very bad.
That sort of statement only works when discussing weak killers/perks. Twins is not weak and requires coordination to beat, in a game where solo queue has no tools to communicate with each other. That is not a skill issue. Its bad game design.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712067#Comment_3712067
It would just seem selfish to only care about the experience of one side. It doesn’t necessarily have to come with an answer to the problem. They could simply say something is bad but agree it would need to come with something on the other side. In other words they don’t need to do the devs job to care about both sides.
They could simply say something is bad but agree it would need to come with something on the other side
That should only be the case when both sides are in a similar level to each other. I do care about the experience of both sides as i don't main either role but Twins are not being neglected right now. They already got several "somethings"/buffs in the last patch. despite being tier A. A proper rework would have been better but they at least got something.
Zero changes where made to improve the gameplay experience against them. If anything it would be selfish to complain about survivors being given some improvement as well.
So long as a point blank Victor pounce is so easy to hit it would not be balanced to give him high uptime.
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@Vindictus said:
There are already perks that counter adrenaline: No one escapes death that is nowhere as OP as adrenaline, you do not have to do anything for it to activate but reach end game, gives survivors exposd status and you receive extra speed boost UNTIL the hex totem is cleansed with the only counter is cleansing totems before endgame whilst most survivors don't even reach the end game. A hex totem that you can almost not counter unless you are a SWF.
Terminus is a perk that gives all survivors broken status in end game for 30 seconds, so you do not receive heals from adrenaline.
So I do not understand why it is being nerfed when there are already counter perks for it, yet we have to carry anti tunneling perks to not be tunneled? Solo survivors continue to get screwed over by dumb decisions that I have decided to quit the game until there are QOL improvements for solo survivors so in other words, permanently. I've never ever felt miserable playing a video game before. They only want people in premade groups to play this game, maybe should have advertised it as a party game, a waste of money.
Now I got my question officially answered this game is balanced around SWF!Solo queue does have issues. Your frustration is understandable but Adrenaline is still a top tier perk despite the nerfs.
And Terminus only partially counters it. Even if it was a good counter this game has no draft system. Its fine to have counters available in the game but being encouraged to take a sub optimal perk on the chance you get to counter a meta perk is bad design.
The same applies to Ultimate Weapon vs Calm Spirit. The main difference being that after UW gets its planned nerf (Area of effect tied to the locker rather than the terror radius) it will no longer be meta and will be countered by just leaving the area.
you do not have to do anything for it to activate but reach end game
True on paper. But for the killer to get good value from Noed he needs some setup and skill or heavy mistakes from the survivors. Bad killers don't win with Noed against survivors that play well.
A hex totem that you can almost not counter unless you are a SWF.
This is simply not true. Unless the Noed spawns next to a hooked survivor its easy to find it and cleanse safely while still having time to get a rescue. You even get to see the totem's aura.
Now I got my question officially answered this game is balanced around SWF!
If that was true Trapper and Pig would have gotten much bigger buffs than what they got.
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Its a shame that the rework missed the mark and that it needed to be reverted.
However most of those changes are not quality of life improvements. They are buffs to an A tier killer. With no compensation nerfs. (unlike the much weaker Pig)
I'm sure Twins players are happy but these changes do not Improve the gameplay flow from the survivors perspective. Being downed by a borderline unavoidable attack and then left to bleed on the ground is still going to happen a lot in Twins matches.
Also the recall timer is far too quick. After hitting a healthy survivor with Victor Charlotte can follow/track them and respawn Victor after only 10 seconds, and then proceed to get a very quick down. This is made extra frustrating by the fact that you don't really dodge Victor, its up to the killer to miss, but that is unlikely if the killer is skilled and playing seriously.
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Adrenaline is still a top tier perk. People are being way too dramatic about these nerfs.
The sort of Adrenaline plays that made the perk S tier are still possible. You can still go for the last gens while ignoring healing and erase all the killer's pressure. It still counters slugging and can still save a survivor being chased when the last gen pops. It still makes end game hit tanking safe and strong.
The perk is fine.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683944#Comment_3683944
No you cant
to heal fast you need an entire build dedicated to healing only
which means, no perks dedicated to gens, chase, etc
I don't think healing is op right now due to the limit of uses you get from medkits but you don't need a dedicated build for it either.
Surgical Suture + either the green or iri addon for charges and you can consistently get 2 fast self-heals per match. This requires no perks. If you are not confident with skill checks you can use Stake out. And you still have 3 perks left.
Another option is using botany. You get fast altruistic heals and with a syringe + Gauze Roll you can have 2 self heals. And you still have 3 perks left. Also using a medkit on another survivor with this build is ridiculously fast.
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@Blueberry said:
A neat perk that just isn't quite there and doesn't see enough use. How would y'all feel about adding hiding you and the other survivors auras while actively healing as well?
Bite the Bullet could use a buff but i would rather have it be something else. We already strong anti aura read perks. I also don't like how this buff would trivialize A Nurse's Calling while being ineffective against Ultimate Weapon.
Maybe stopping screaming would be better. Counters a meta perk that is currently only countered by a sub bar perk.
@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677704#Comment_3677704
Who is still running BBQ when ultimate weapon exists?
BBQ is still good on killers with teleports or ranged attacks. Being able to detect survivors without warning is also nice.
I have been getting good value from it on the Unknown.
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@FrostySeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674383#Comment_3674383
-Damaging over and or through walls is extremely rare, and very, very map dependant.
-His teleport has a large amount of stagger making using it for anti loop very difficult unless you have his brown addon, making him somewhat addon dependant like Knight.
-His teleports can be removed very quickly by survivors
-His projectile really isn't good when it comes to proxy camping. If your proxy camping ans you hit someone with it they can just hold W and out range you, looking at you behind a wall. Either that or even if you do hit then then they can still go for a hook trade while your power is on cooldown. Trickster is an infinitely better proxy camper and so is huntress because they can combo hits extremely quickly, Unknown can't.
-Losing LOS is extremely risky as Unknown and not really a good strategy most of the time. Losing LOS means potentially giving survivors more distance and time to hold W, and plus the reveal mechanic is *extremely* forgiving with how it works. Unlike ghostface, as long as the unknown has any small part of his hit box or body outside, you can get rid of your weakness easily. Plus, his reveal has a mechanic where if the survivor is looking at you but suddenly loses LOS the weakness will still go down for an extra 2 seconds despite the fact that the survivor isn't looking at you.
-Like I said earlier, he is extremely map dependant. Loops that are too big to shoot over or hit survivors through make him awful. Open maps make revealing him a breeze, and indoor maps make hitting your power very inconsistent.
He's A tier on paper but in practice the moment you start going up against good survivors who know how to counter his power he falls apart quickly.
Like i was saying in the other reply: got a chance to test the killer better and the slow after teleporting is not that strong. You can catch up to the survivor if you make the right read before the teleport. I did fine without the brown addon.
He can feel weak if you make mistakes tough. I can see why he feels bad to a lot of people. There is not a lot of margin for error and he is hard to play.
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@FrostySeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674383#Comment_3674383
-Damaging over and or through walls is extremely rare, and very, very map dependant.
-His teleport has a large amount of stagger making using it for anti loop very difficult unless you have his brown addon, making him somewhat addon dependant like Knight.
-His teleports can be removed very quickly by survivors
-His projectile really isn't good when it comes to proxy camping. If your proxy camping ans you hit someone with it they can just hold W and out range you, looking at you behind a wall. Either that or even if you do hit then then they can still go for a hook trade while your power is on cooldown. Trickster is an infinitely better proxy camper and so is huntress because they can combo hits extremely quickly, Unknown can't.
-Losing LOS is extremely risky as Unknown and not really a good strategy most of the time. Losing LOS means potentially giving survivors more distance and time to hold W, and plus the reveal mechanic is *extremely* forgiving with how it works. Unlike ghostface, as long as the unknown has any small part of his hit box or body outside, you can get rid of your weakness easily. Plus, his reveal has a mechanic where if the survivor is looking at you but suddenly loses LOS the weakness will still go down for an extra 2 seconds despite the fact that the survivor isn't looking at you.
-Like I said earlier, he is extremely map dependant. Loops that are too big to shoot over or hit survivors through make him awful. Open maps make revealing him a breeze, and indoor maps make hitting your power very inconsistent.
He's A tier on paper but in practice the moment you start going up against good survivors who know how to counter his power he falls apart quickly.
He's A tier on paper but in practice the moment you start going up against good survivors who know how to counter his power he falls apart quickly.
Hens and Otz already made an experiment with this killer and he did pretty well. And that was before the buffs he got on live. There where comp style restrictions. But he still won multiple matches against high level survivors. Against normal survivors he will be even better. People are sleeping on this killer just like with Singularity
-Damaging over and or through walls is extremely rare, and very, very map dependant.
Any thin wall works. Including shack. Its not that map dependent
-His teleport has a large amount of stagger making using it for anti loop very difficult unless you have his brown addon, making him somewhat addon dependant like Knight.
the basekit didn't feel that bad to me but i will test it better once i get home.
His teleports can be removed very quickly by survivors
True, if they spot the clone (the aura read they get is short range). Its also quick to summon more clones. And you can't get rid of them mid chase .
You can also leave a clone in a place the survivors have no reason to look and later use if for map traversal rather than chase.
His projectile really isn't good when it comes to proxy camping. If your proxy camping ans you hit someone with it they can just hold W and out range you, looking at you behind a wall. Either that or even if you do hit then then they can still go for a hook trade while your power is on cooldown. Trickster is an infinitely better proxy camper and so is huntress because they can combo hits extremely quickly, Unknown can't.
Not being able to proxy as good as Huntress/Trickster does not make him bad at it. I do think Huntress is stronger overall but having a power that enables proxying and playing territorial is still advantageous.
-Losing LOS is extremely risky as Unknown and not really a good strategy most of the time. Losing LOS means potentially giving survivors more distance and time to hold W, and plus the reveal mechanic is *extremely* forgiving with how it works. Unlike ghostface, as long as the unknown has any small part of his hit box or body outside, you can get rid of your weakness easily
You can still track survivors via sound/scratch marks/blood and game sense. Losing sight of them for a short while is not a big deal.
Plus, his reveal has a mechanic where if the survivor is looking at you but suddenly loses LOS the weakness will still go down for an extra 2 seconds despite the fact that the survivor isn't looking at you.
This mechanic is not enough to fully cleanse so my points stands. There is counter play to the cleansing.
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Too early to tell but to me he seems to be like Singularity. Really good in the hands of a dedicated player. But average for most.
Ranged attack (that damages over walls) + quick teleport with no stagger gives him map pressure and strong anti loop while also being good at playing in a territorial manner. His projectile is also very effective when proxy camping.
Cleansing the weaken is fast but he can counter that by breaking LOS. Perfectly doable in most maps.
Seems like an A tier killer to me.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669986#Comment_3669986
And yet you are happy about a thing about the unhealthy part of her kit. I dont care if the timer is 3 minutes or 2,5 minutes, it does not affect me either way.
But it is very clear that the Devs intend the Traps to see as Slowdown and not as Kill-Methods (in general, IMO abilities which can kill are terrible, because they are a pain to design). They changed it that they are not active after all Gens are done long ago. They changed that you dont see the Aura of Jigsaw Boxes anymore. And they attempted to change the timer.
I would have rather seen further Buffs to the rest of her Kit and not revert a Nerf to the most boring part of her Kit. Like, making her a bit faster while crouched (4,0 m/s instead of 3,8 m/s). Or reduce her Terror Radius back to 28 meters, which would make Whispers being really good to use while not having to use M&A.
Would have been way better changes, but people really wanted to make the RBTs LeThAl again.
Unhealthy? The timer for the bombs is very generous. It takes effort from the Pig player or survivor misplays for them to result in a kill. Its rarely down to Rng. The arguably unhealthy aspect of this killer are the scream builds. Basekit bombs are not a problem.
I dont care if the timer is 3 minutes or 2,5 minutes, it does not affect me either way.
The bombs slowdown requires lethality . If the bombs are not dangerous then good survivors will just do gens while trapped leading to less effective slowdown and faster matches.
I would have rather seen further Buffs to the rest of her Kit and not revert a Nerf to the most boring part of her Kit. Like, making her a bit faster while crouched (4,0 m/s instead of 3,8 m/s). Or reduce her Terror Radius back to 28 meters, which would make Whispers being really good to use while not having to use M&A.
The bombs are the only unique part of her kit. And the only one that ties to the source material. Of course fans of the killer want the traps to matter. You suggestions would make her more boring to play.
I mean, if you have to rely on cheap RNG-Kills, thats fine.
Would have been way better changes, but people really wanted to make the RBTs LeThAl again.
The person you where talking to was perfectly reasonable and polite and yet you insist on doing these childish snipes. Mockery is not a substitute for a lack of arguments.