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Archol123

Archol123

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Archol123
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  • @ChainsLogic said:

    Contrary to popular opinion I don't think Nurse is destined to either be a broken op killer or useless if nerfed. Her ability to go through objects is strong, but it's the distance you get and how fast you can recover your power that make her op imo. Here are my proposed changes:

    - Nurse is now a 4.2 m/s speed killer

    - Her first blink reaches 10 meters, the second one 6 meters, total of 16 meters of blink range

    - Can now blink through outer walls if she will end up on the inside of the map at the end of an blink

    - Plaid Flannel add-on (shows where you will blink) is made a basekit accessibility feature that you can turn on if you want

    Add-ons

    - Heavy Panting - Gives 10% longer lunge after more than 1 blink (was 30%)

    So you made her weaker but her counterplay is non existant anymore… As she can just follow you until she has clear line of sight and then blink on top of you…. I don't think this helps any of the issues, except for people will win more… And if that's all you want then you do you. But her chase interaction will be less engaging than currently.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716528#Comment_3716528

    with how strong billy is now they should and nurse is what 95%??

    96.25%.

    I don't think they should, because it would not really help people to play against the power of those killers and it would not do much against good Lights but make it harder for worse ones, which seems to be the opposite of what they intend to do.

  • @CaseTrain3322 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716570#Comment_3716570

    As he is now (without scamper), the counterplay is just turn right or left once he screams and keep pressed shift w :/

    He is a 4.4 with no map pressure, all he have is chase power and they're making it boring

    Scamper into m1 was terrible though... There was nothing to do about it...

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716481#Comment_3716481

    The definition of cheating is the following "Cheating in video games involves a video game player using various methods to create an advantage beyond normal gameplay, usually in order to make the game easier."

    ref:

    https://en.wikipedia.org/wiki/Cheating_in_video_games

    (There's others ofc, I just chose the first link)

    Filters make the game easier as I have described, and the example in the OP, no?

    It is also very easy for a game company to make mistakes as my example was just one of many game companies getting it wrong in the past.

    "That's also something that can do the same as filters?." - This is an argument for another time IF it is needed, which I really don't think it will be. The accessibility of filters should be looked at again.

    I wasn't specifically trying to start a Console VS PC war here btw, it was just perchance that it was included. Saying that, I do agree with you that we should get better graphical updates in game, specifically on the Console side I'd say a much needed 120fps upgrade to make the game feel smoother and keep it feeling over time.

    As for hardware.. It's virtually impossible to please everyone and I'd rather BHVR invest their time into other meaningful updates. This one is a never-ending spiral and I don't really see that being an issue tbh.

    OK so either cheating is something independant of the game rules, regardless of whether or not the game itself allows it or not or it is defined by what is allowed by the game rules... In the first case the word is meaningless, because it says nothing besides you get an advantage, now what, while in the second case it is Behaviour not tolerated within the rules of the game therefore having a clear definition and being a violation of the game rules also being sanctioned by the authority that judges over such violations.

    I don't see a reason to go by the first one, because in that case the response can always be "so what" because as long as it does not violate any rules you are allowed to do that, and the argument ends at that point. All you can do now is ask for the change of the rules and therefore sanction it... Which leads once again back to the other definition... Because otherwise there is just no consequence of something being cheating.

    My Hardware argument was to say that you cannot change the outcome anyway... Whether it is because there are certain programs that allow for it or hardware it does not matter, so spending resources there is just wasted effort.

  • @CaseTrain3322 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715881#Comment_3715881

    imo the middle ground will be having a little more turn rate on the dash even using an add-on. I played him less since that nerf

    The problem with that is the missing counterplay...

  • @Orthane said:

    Because he's the most mobile killer in the game, every other mobility Killer has a speed nerf. Spirit, Chucky, Nurse are all 110%. It's stupid that a Killer with a power as OP as Blight can still chase you like a normal M1 killer.

    Nurse is not 110%... And I would not say that Blight is the most mobile killer... With the new collision you get stuck on everything, probably Billy has better collision and is not 110%.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715995#Comment_3715995

    Chucky has a short dash thats not great and hes 110% why not blight

    Not great? The thing has an insane range and speed...

  • @Toaster427 said:

    a killer brought me to a corner of a map next to a bed and proceeded to imitate ######### me. As a ######### victim in real life this has left me seriously distraught and triggered my PTSD, it instantly reminded me of my experiences, I don't think I can play this game anymore, is this something i can report a player for?

    I don't think you can report people for that humping stuff..

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716195#Comment_3716195

    It's not that they can't be installed, but (at least for nvidia) the filters have to be activated through software that applies them on a game by game basis, and only if the developers of the game specifically allow the filters to be used can they be used. Idk how AMD works, my bf hasn't got his pc yet for me to try and play around with so I can only speak for Nvidia

    For mine it doesn't necessarily apply to a game, I can't just change those things in general, there is not really an activation it just changes everything in general. Ofc I can also activate it only on a game, but for the sake of the argument I would guess that that would be easier to detect...

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716309#Comment_3716309

    My point was exactly that, a point. It was an example.

    Here's another example to your point, if console players have someone who uses a XIM that's not classed as cheating either right? Wrong, that is an unfair advantage just like the shader. Another POV is that even in the video above the tint was slightly bigger than the base game currently shows. Wouldn't make a huge difference to the overall gameplay right? wrong, some killers can appear to hit you from incredible range (i.e Ghostface), but the real reason is because of the hit range appearing a lot smaller than it really is.

    If it has the ability to disrupt normal gameplay (which is does because it allows you to physically change the entire games visuals and colour pallets to stop players hiding in dark areas which is a natural aspect of a horror game) = cheating

    Let alone it ruins immersion.

    Counter arguments against this from this point onwards are just justifying why yet again a person needs another unfair advantage. Reinforcing your argument with "but the devs said it isn't cheating" doesn't back it up strongly either. Devs have been completely wrong in the past too (fortnite with vehicles for example and their countless changes throughout the years which they rolled back promptly).

    First of all cheating is define by going against the (game) rules, so if it is white listed it is not cheating. Second when stuff like that is unfair then what about hardware settings and such? That's also something that can do the same as filters?... Are we now going to prevent people from using specific monitors? There are just differences between console and pc and you cannot change them…If you want to complain about one side having an advantage then complain that the settings of the game are that rudimentary that 20 year old games have more stuff to change in there...

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/413661/if-you-think-reshade-doesnt-give-you-an-advantage

    This is the first I've seen of this but how is this not cheating when on console we get dark parts of the map (that you'd assume you can hide behind or in) but on PC as a killer you can instantly turn the map bright and see every survivor clearly trying to hide?

    Dev rollback needs to be done on this asap, it's a no brainer from a competitors' perspective.

    Because there are differences between console and pc and just because console does not offer certain things does not mean you should limit pc players to that degree instead of allowing them to use what their platform is capable of... Every game that is out on several platforms basically has the same issue... The only problem is that DBD is one of the few game with settings up to the standards of the early 2000s with that little things you can change.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716192#Comment_3716192

    Just a technical thing, it's the other way round - reshade is the program they can't really intercept without something very invasive a la Riot's anti-cheat, the ones that come on the graphics card (Nvidia Freestyle and whatever the Radeon equivalent is) are the ones that BHVR have actively accepted and whitelisted.

    Interesting... I would have assumed that those programs are basically a given... Because for example my AMD drivers have the whole pack installed basekit so if I want to update the drivers the "filter" package is already a given I cannot have the drivers without the options of filters... I can just decide to not use them. So not allowing to have them installed in my case would be equal to not allowing me to have drivers for my graphics card.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716112#Comment_3716112

    The filters are enabled by BHVR themselves, people have already stated so in the thread. If they removed those hooks in the game, then the filters would not work.

    Reshade yes, but filters provided by the graphics card company is something different I guess... I would not think it to be too far fetched to assume that if you block those programs then this might give problems to the game running on that graphics card so I would not be too sure about that... Besides that it is also something that can be reached by the hardware settings on your monitor... So we going to ban specific monitors as well? ^^

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715800#Comment_3715800

    If i were the developers i would not whitelist it. Simple. I would remove the filters that make it so these are possible, and i would take reports of people using this type of thing very seriously, and use easy anti-cheat to detect and ban people for using it.

    Gladly you are not a Dev because that is a horrible idea... Not only is it questionable to try to ban people for using filters provided by the graphics cards it also puts such things on the same level as cheats which is bonkers... That's something not even remotely comparable...

  • @Reinami said:

    I really did too.

    I don't use reshade out of principle. You are using a 3rd party program to gain an advantage, in my mind, that is hacking plain and simple. It is no different than me using "hacks" to increase my movement speed. It is using something that is not in the game, to give me an advantage over other players.

    I never really saw it as that big of a deal though, giving that much of an advantage, and it wasn't really a big deal to me. Then when i saw this experiment my jaw dropped. This thing gives SO much advantage that it may as well be a requirement to play the game at a high level.

    With the exception of those hacks being approved by BHVR ^^ The same as comma right?

  • @D0NN1ED4RK0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716028#Comment_3716028

    Having cages working like hooks will just ruin what’s unique about his kit and it won’t compensate having hook related perks work on the cages because all of that just destroys the fun of playing this killer

    Now he’s just another meme killer with a clunky anti loop

    and honorable mention

    ever since DH got nerfed into a hook related perk this killer became the most peaceful to play as

    So what's making him unique is being able to ignore hook related perks and therfore being better at tunneling? Even if that was what makes him unique that would be horrible... What makes him unique is that he is annoying to go against, that sounds like great design... I'd rather say his antiloop makes him unique because it his people through walls and can be flicked, but each to their own I guess.

  • @caligraph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715910#Comment_3715910

    you can outplay artist power, unlike knight. Both drop power and force you to leave but knight forces you to run in one direction since the guard will kill you if you guard while disabling looping for the hunt duration. Artist gets hits only if she predicts your movements etc.

    Not necessarily, you can just place it on the pallet and force you to move away... It is basically exactly the same, no prediction needed for this basic playstyle, it is just that artist is not limited to doing that.

  • @albertoplus said:

    I always find kinda interesting that people hate Knight while Artist does the same as him at loops but much better.

    Knight: Go into a loop - use power - survivor goes into next loop as soon as he sees you using it - you have no power in next loop

    Artist: Go into a loop - use power - survivor goes into next loop as soon as he sees you using it - use power again in next loop

    In both of them if you stay on the loop you get hit by the power anyways.

    Which is why man people hate artist as well and people compare those two on release and many called Knight a worse Artist, which is all quite fair.

  • It is not always possible to avoid that and in some situations it is either that or go down earlier... When you already did that on first you don't know yet how hard he will tunnel you.

  • @Hannacia said:

    Most people don't play with ridiculous filters like this. We just make the game look better and prettier than it looks normally. No color changing or enhancements.

    Why is it PC players fault anyways that console folks can't use filters. Its not our fault that many people prefer playing on their couch 10 meters away from tv that can't use filters. Life is about choices.

    It is kind of silly to blame the players of a certain Plattform for being able to customize settings outside of the game instead of blaming the game and it's creators for not offering those setting in the game to begin with.

  • It is not like he is weak now... He has his ability more often, but the scamper into m1 was quite stupid... So it is good that it is gone now.

  • @CaseTrain3322 said:

    it's not about the strenght of this character but he felt so clunky after the previous update, and now he will feel even worse. I litterally bought this killer, played him a few times and then left him. I have more fun playing as a Freddy lol

    I just want to know if there are other players that feel the same and what do you think about it

    At least is getting less frustrating to play against... Earlier his ability just felt like a guaranteed hit... I'm sure there is some middle ground to find there.

  • @PogbertChamperson said:

    Michael Myers is viewed by the community as one of the weaker killers in the game. A few minor buffs could definitely improve the game play experience both when playing as and against The Shape. Here is what should be changed:

    Tier 1

    Base movement speed should be increased to 4.4m/s. Tier 1 without add-ons is just not good. He is currently too slow to make use of the undetectable status. This increased movement speed will make staying in tier 1 a valid option on some maps while making his early game better overall. His lunge distance could also be increased to a normal lunge.

    Tier 3

    His current tier 3 isn't awful by any means but is a bit underwhelming. A 10% increase to break actions, such as pallet kicking, as well as a 10% reduction to pallet stuns should also be implemented. This would give Michael more reason to use tier 3 even when survivors are injured as it could lead to a quicker down. He would still keep his current lunge and vault speed.

    Stalking

    Michael has a limit to how much he can stalk each survivor which effectively means he can run out of his power. Survivors may not care to hide once they know they have been fully stalked. After a survivor has been fully stalked they should become stalk-able again after 60 seconds. This will still prevent 1 survivor from feeding Michael his power all at once, but punish survivors who decide to boldly show themselves to the big spooky man.

    Tombstone Piece

    Tombstone piece is Michael's best add-on. The biggest issue with this add-on is that it causes a lot of frustration on the survivor's side. Imagine a clueless dwight feeds The Shape a bunch of stalk and three stacks of Play With Your Food. This killer then sneaks up on a different survivor with his reduced terror radius and 15% haste and pops a 99'd tier 3 and takes you out of the match. To make this less frustrating tombstone piece should only allow Michael to mori survivors that have been fully stalked. This would mean that only the survivors who feed the Michael his power are vulnerable to being mori'd.

    Judith's Tombstone & Tombstone Piece

    I don't think the iridescent tombstone needs any major changes, but both tombstone add-ons should have a unique tier up sound effect. Experienced players cannot already predict if the killer has these add-ons by the way the killer plays. This would allow intermediate and new survivors to discern the add-on more easily.

    Scratched Mirror

    32m aura reading is really strong. The add on should work functionally the same as it is on live servers currently. It would reduce his movement speed from the new 4.4m/s to his current movement speed.

    These changes are minor but they should all come together to increase the strength of vanilla Michael while also keeping his best add-ons in check.

    Generally decent changes, but I'm not happy with the tombstone changes... It is still a majorly unfun experience to face off against them and maybe the insta kill of those addons just needs to be removed or maybe limited to after someone has been hooked... Ofc the achievement that is bound them would also need to be looked at.

    For the changes to stalking it should maybe just recharge after x amount of time that is not spend on hook or on the ground instead of just being back (fully) after 60 seconds.

    Further adjustments would be to make his stalk not dependant in distance but just like Ghostface stalk in that regard, same amount no matter the distance.

    I think his t1 could be removed entirely to be honest and just let him start in t2. His mirror addons could just stay similar but adjust movementspeed or undetectable.

    They should also reintroduce the sound that is heard when his t2 is close to t3 so you have some info that you might get insta downed soon.

    The number on the decreased pallet stun duration should be bumped up to 25% as that would be half of ensuring, just like the faster break is half of Brutal strength.

  • Sure, but both should be visible if the game was working properly xD But sometimes they appear on some random wall and go way too far into a room despite the survivor going there in what not... People using filters is only a result of DBD s poor optimization and lacking of I game options for brightness and what not.

  • @Neaxolotl said:

    It'd help killers I suppose

    And survivors, makes it easier to see the red stain through walls and such...

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/413661/if-you-think-reshade-doesnt-give-you-an-advantage

    Sidenote, but I really do not like Tru3's experiment.

    If Tru3 was really trying to test the difference it makes, ideally they would need a Control Group. The same Killer/Survivors, on the same map, with the same perks and everything, since it reduces variables that could affect the result. The issue is that Tru3 wants to do experiments that I do think are interesting to watch but ultimately fail to apply any form of scientific process or method to reduce outside influences from affecting the results.

    He only went back on this… like a week or so after starting this whole thing? After being called out for his experiment not really removing outside influences and not using a Control Group, and only after going on an entire rant on Twitter about how they were being unfairly cancelled when nobody was cancelling them. I think Tru3 DOES have some good points but he does not do a good job to really support them or put people in a position where they feel inclined to support him.

    And dont get me wrong, I do think filters provide an advantage, I use them to help with my colorblindness so they gotta be doing something, but overall it relies on if BHVR thinks they should/shouldnt be used, and we have basically heard little to nothing from their end.

    I think the devs said they won't ban people for using filters...

  • @Rawrbot5k said:

    None of you read the big ole OR in the original post. If his shock had a hinder, like you know getting hit with a stun gun, OR if he didn't slow down while charging, OR if his base move speed was slightly higher.

    I mean all of them said he is fine as he is currently... So I don't think they did not read that, it is just that they disagree... But sure let's go over it...

    Stun or slow on his shock is somewhat the same as no slowdown while shocking: his whole shock to prevent pallet/window and gain distance while going around the tile would go quite a lot faster while maybe incentivising people to overshock, depending on how big the stun/slow is, especially if there is not downside to spam the shock, so no reason to learn proper timing...

    His increased basemovementspeed would be lesser evil here but still not good because it messes with how you play against an m1 killer, as we can already see against chase Hag.

    Therefore no to all 3 of them, doctor is fine in that regard... I would not mind a teleporting to illusions thing for example or an addon pass but his shock interaction is good as it is.

  • And what would that change if it gave you an advantage? It is white listed to use just like Nvidia or AMD filters or using the options the monitor gives you...

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714924#Comment_3714924

    BVHR could nerf the pounce charge time from 0.75 to 1.25 seconds. that would nerf victor's 1vs1 but twin will not be top-tier 1vs1 killer anymore in my opinion. If it fixes twins hostage situation, I wouldn't mind.

    You think that half a second will give you a reasonable amount of distance? I would doubt that...

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714624#Comment_3714624

    Lynxi was never miss any pounces ever if this was true. skill-shot can be juked. In the end i do not understand why your asking to 1vs1 the killer consistently. that is major balance problem when your able 1vs1's the killer. current twins loses to 4vs1 gameplay or is forced to be m1 killer.

    I'm technically not asking for that, it would just be nice to also have a chase interaction that does not require your team, but as I said before I guess we just disagree on this.

  • @ABAEX said:

    It's weird that some survivor use anti-tunnel Endurance or perk like [Off the Record] [Decisive Strike] to force killer hit them then tunnel them, use it to aggression body block or tactics.

    But after they get Protection Hits, they still don't want killer tunnel them.

    even killer Knock down and don't want pick them up they call it slug.

    the issue is survivor not use it in scenarios that should be used.(tunnel)

    Let's say the killer tries to hard tunnel someone out, other survivors try to bodyblock for the guy, because they don't know whether or not he has OTR or something else at hand. They either took a hit during the unhook or even before that, they are willing to go down for their mate that is dead on hook, killer somehow manages to sneak past and hit the other survivor... And now his DS turns off?? That is ridiculous... How about we just remove collision for the recently unhooked survivor? So he cannot be bodyblocked in basement or some narrow corridor or bodyblock the killer into hitting them... Sounds way easier and more effective.

  • @ChainsLogic said:

    In this post I want to give some ideas on changing various killer/survivor perks that I think are either op/slightly stronger than needed/over-nerfed/super annoying, etc…

    Killer perks:

    1 - Knockout

    After downing a survivor for the next 20 seconds:

    - Reduces their field of view and causes them to be deafened

    - Reduces the crawling speed by 70%

    - Reduces the recovery speed by 70%

    - No longer hides the survivors aura

    2 - Scourge Hook: Hangman’s Trick

    In addition to seeing survivor auras 12 meters away from scourge hooks, while carrying a survivor, see survivor auras 4 meters away from normal hooks as well.

    3 – Pentimento

    No longer a hex perk. Now when a survivor is unhooked they gain a 20% debuff to all action speeds (gen repair, healing speed, etc…) for the next 60 seconds. Any survivors that are within 8 meters distance of the affected survivor also suffer the same debuffs. The debuff will linger for 5 seconds after leaving the area around the effected survivor. Activates maximum of 1 time for each unhooked survivor.

    4 – Insidious

    Standing still for 2 seconds activates undetectable. For every second you remain standing up to a maximum of 10 seconds retain the undetectable status effect when you start moving again.

    5 - Shattered Hope

    Ability to break totems without seeing any auras is basekit. The perk adds the aura read to totem breaking.

    6 – Franklin’s Demise

    Hitting the survivors with a basic attack makes them unable to use any items (toolbox, medkit, flashlight, map, key) for the next 20 seconds. (this is to prevent a survivor to swapping their item for another in that time) and lose 35 percent of its charges. Items affected by the perk can’t be recharged by perks like Built To Last, etc…

    3 hits will drain an item completely, while still allowing the survivor to keep their item (the purple offering wouldn’t keep your item if lost due to Franklin’s Demise)

    Survivor perks:

    1 - Calm Spirit

    Cleanse/open chests silently at normal speed.

    2 – Background Player

    Movement speed is reverted to 6 m/s for 5 seconds, gaining you 30 meters of distance instead of 40.

    3 – For The people/Buckle Up

    No longer activates endurance effect from Buckle Up if For the People is used at any point of healing. Individually the perks keep their same effect.

    4 - Plot Twist

    No longer have your aura revealed to other survivors by default, unless a killer picks you up. Pressing the ability button 1 gives you the option to reveal your aura if you want to.

    5 – Resilience

    No longer gives 9% repair speed bonus while injured.

    6 – Botany Knowledge

    Medkit efficiency debuff is removed, standard healing time for medkits applies now.

    7 – Wicked

    Disables the 100% chance to unhook yourself if put in the basement during the endgame.

    I think Hangmans Trick will still be underwhelming... Maybe if the range was increased to 6 8 or 10 m it would be good, but otherwise it just seems still too bad to use. An improvement for sure, but it won't become relevant because of that.

    Pentimento: I like this idea, because it basically rewards the killer for not going for that same person as this guy will have a debuff for the time being anyway, therefore it incentives you not to tunnel the guy.

    Shattered Hope should have been a basekit thing to begin with...

    Plot twist should just have an icon in the UI so other people know you used it and don't pick you up, I think the aura hiding is too much effort when it goes easier.

    I don't think Resilience needs a nerf.

    The rest is okayish I guess.

  • @Raptoraurz said:

    The killer downs a person, then slugs him and imitates sex like illegally having sexual actions by going towards and backwards.

    Is this considered and reportable and bannable thing?

    I mean... That is indeed a bit far fetched to treat it that way... In your ultra violent murder simulation game xD

    Stuff like that should not be bannable, besides it looks kind of funny when killers do that, some even nod slowly when they do it, looks hilarious to me.

  • @Nicholas said:

    In 2020, the devs promised Ray Tracing, haptics, improved lighting, realistic blood, and other visual upgrades. Have they talked about it since? I hope this isn't like the promised PS4 Pro/Xbox One X upgrades that never materialized.

    I mean they once talked about accidentally removing the option of anti aliasing and it took them like 5 years to bring it back... So I guess if you get lucky we have that option when the Playstation 6 releases ^^

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714451#Comment_3714451

    If you're right, you're right. And if BHVR's code is actually functioning so be it. When I went against a doctor running that build it felt entirely instantaneous.

    Thats the issue with this game ^^ How would you ever know that some addon like that is not bugged with numbers that small xD But technically it should be like that...

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714479#Comment_3714479

    the distance that you need to mindgame victor to make hit difficulty is like 4-5 meters. when i am playing survivor, half of the hits twins miss. my teammate on other hand almost always get hit. it is learn to play issue.

    Well guess s we disagree on that, it is indeed a learn to play issue, but fully on the twins side.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714446#Comment_3714446

    right… with this logic, a huntress missing hatchet is not survivor having good movement. it is that killer player has trash aim. having tricky movement for a killer is a skill for survivor. While it is favored for killer to hit you, this is intended because killer has *many chases to win and is not playing a 1vs1 contest. they're playing a 4vs1.

    If the huntress misses you point blank it is exactly the same, it changes over distance, but that is not the point... When you are 10 cm away from the target and you miss that is on you...

  • @Rogue11 said:

    The add ons that reduce detonation delay should be reworked since they already got included in his basekit. Running both of them now makes the delay nonexistent. Otherwise no complaints

    Thats factually wrong, the difference from before to now is very small.

    Currently we have 0.8 sec base shock delay, then we add the minus 20 % reduction from the purple addon, down to 0.64 seconds and now another 15% from the green addon and we end up on 0.544 seconds of shock delay.

    Before the changes the values were 30% and 20% and the basekit was 1 second, so take away 30% makes 0.7 seconds and now the 20% and we end up on 0.56 seconds.

    So you are telling me that the difference of 0.016 seconds is that much to go from fine to non existant?

  • @SignedUp4PTBFeedback said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714400#Comment_3714400

    Well, the first sentence was a reply to you, the rest was going in more detail why the hits are guaranteed, for any readers out there that don't know why.

    Also you were in discussion with 3 people disagreeing with you and as usual on the internet the casual quick reader would see 3 people voicing an opinion over 1 and think the majority is more often correct, so I wanted to chime in in support to your argument just in that case.

    Fair I guess.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714363#Comment_3714363

    I would some counterplay that requires me do to something skillfully and not him to be bad.

    making killer miss is doing something skillful.

    Generally yes, but not in this case... In Victor's case it is just him being bad for missing that pounce... It is not reliable to reproduce on the Survivors side, it has no skillfull part or something you need to learn or figure out. If Victor misses a point blank hit on you that is 100% on him, you didn't outplay him, he just missed.

  • @SignedUp4PTBFeedback said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714363#Comment_3714363

    I can't believe people are still making balance arguments around Victor missing a pounce. No, you cannot avoid a 150% killer walking up to your ankles and charging a pounce that can also hit over pallets and windows if needed. He sees you and you're not near a god window and they're not a newbie at the killer, you're getting hit.

    Isn't that already what I said?

  • @tyantlmumagjiaonuha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714081#Comment_3714081

    I think the recent trend of killers is that they either do too well in PTB and are nerfed in the main implementation, or they do not do well in PTB and are buffed in the main implementation but are nerfed in a few weeks because "survivors can't handle it". Especially Chucky. He was nerfed in the main implementation for some reason despite his terribly long ability cooldays and flaws against mobility.

    Isn't his cooldown like 18 seconds? And his dash + scamper is still almost a guaranteed hit on use?

    The main issue with Chucky is that you can do very little against his dash or scamper...

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714136#Comment_3714136

    a survivor that mainly pre-dropping/using strong loops takes too long to m1. Victor is only ticket to get hits. 4 man swf are not common but the strategy of keeping victor for +30 second is not fun for twins to play against. Your chances to win become greatly diminished especially if the team also has strong healing option with med-kits. M1 is not a solution.

    The cooldown for twins should be something like this:

    → Getting kicked on miss - 36 second cooldown(When victor is red)

    → Getting kicked on an endurance hit[Successful hit] → 10 seconds cooldown.

    → Victor being recalled/destroyed from environment/Locker/Idle → 6 second cooldown.

    I disagree @Blueberry that the main counter-play should be healing/grouping up. The main counter-play to victor should be outplaying the killer and making killer player miss with victor.

    To make counter-play a bit easier, i suggest two negative changes for Twins.

    → When victor charges up the pounce, the victor will glows in white signifying that victor has begun charging the pounce. This will look like Wesker's white-hand graphic for survivor

    → Missed cooldown increased from 3 seconds → 4 seconds. This gives survivor more time to kick victor when the killer player misses.

    —

    Victor should be possible recall immediately after 5 second of injuring a survivor. This time is equal to the time that victor shows his aura after pouncing a survivor.

    This how twin should be. I have zero clue how BVHR concluded that you should be having 10 second cooldown for kicking victor regularly but 36 second cooldown for healthy survivors. with how current twin functions, this version is unplayable vs 4 man swf with med-kits.

    How is it counterplay if it requires the killer to miss... If Victor misses a pounce that is basically 100% on him.... I would some counterplay that requires me do to something skillfully and not him to be bad.

    Recall after 5 seconds + the additional 6 from the recall... Isn't that basically what their bugged state was? When they were super busted because you could easily 4 men slug everyone?

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714254#Comment_3714254

    Ever since they nerf Thana it's not worth running on any killer. You get way more value from other slowdown perks than Thana. There is no reason to ever run that perk even on Legion or Plague when you have so many other better perks that also work on legion.

    I mean it has some positive aspects for those two killers... For Legion survivors need to group up for a heal every once in a while which generally benefits you, but ofc the perk is no meta for them... And on Plague it makes people cleanse more often... But ofc it is not the best choice... But at least not as God awful as on most other killers.

  • I d say it is okayish on plague or legion...

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714241#Comment_3714241

    Guess what those killers are played much either and some of the weakest in the game as well. So thanks for proving my point. ^^ Singu having low pick rate is because his hard and his power can be negated with just a button. I never said his pick rate was solo bc of the power thing, it's a combo of both. I like Singu believe it or not, I like him a lot more than Twins in fact but he suffers from the same thing as twins on top of being hard.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714242#Comment_3714242

    It wasnt a strawman but whatever dude. As for EMP being a slowdown that's a joke. EMPs print themselves and are always up for survivors to get. Either way, I only mention Singu bc he has the same issue as Twins on top of being hard to play and requiring effort.

    More on topic, I said many of times I get why holding Victor is considered "counterplay" but the issue here is that this counterplay leads to you playing a boring m1 killer for most of the match. I would be fine with it if Charlotte was more interesting to play. Victor is the real killer in this duo. I just don't want to be forced to play the boring part of a killer for most of the match, that is all. Again as you said I don't have to play them and I won't, that is why I wish I could refuse them bc they will NEVER be played. I only got them bc of the promise rework but it's whatever. Im happy for the 6 Twin mains, they can have their boring killer for all I care. I actually hopes they never waste time on this sorry killer anymore and move on to one who is actually fun to play.

    Either way, Im done chatting with both of you on this subject. I have stated my opinion over and over again and honestly Im tired. In fact I not even playing this sorry game anymore right anyway since overwatch 2 and hades 2 are way more fun and better design. At least they work right now unlike DBD.

    BTW. Trapper was the 8th most picked killer on the last set of data we got from like a month ago... 4% pick rate... So I don't know where you get the idea from that he gets barely played.

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714241#Comment_3714241

    Guess what those killers are played much either and some of the weakest in the game as well. So thanks for proving my point. ^^ Singu having low pick rate is because his hard and his power can be negated with just a button. I never said his pick rate was solo bc of the power thing, it's a combo of both. I like Singu believe it or not, I like him a lot more than Twins in fact but he suffers from the same thing as twins on top of being hard.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714242#Comment_3714242

    It wasnt a strawman but whatever dude. As for EMP being a slowdown that's a joke. EMPs print themselves and are always up for survivors to get. Either way, I only mention Singu bc he has the same issue as Twins on top of being hard to play and requiring effort.

    More on topic, I said many of times I get why holding Victor is considered "counterplay" but the issue here is that this counterplay leads to you playing a boring m1 killer for most of the match. I would be fine with it if Charlotte was more interesting to play. Victor is the real killer in this duo. I just don't want to be forced to play the boring part of a killer for most of the match, that is all. Again as you said I don't have to play them and I won't, that is why I wish I could refuse them bc they will NEVER be played. I only got them bc of the promise rework but it's whatever. Im happy for the 6 Twin mains, they can have their boring killer for all I care. I actually hopes they never waste time on this sorry killer anymore and move on to one who is actually fun to play.

    Either way, Im done chatting with both of you on this subject. I have stated my opinion over and over again and honestly Im tired. In fact I not even playing this sorry game anymore right anyway since overwatch 2 and hades 2 are way more fun and better design. At least they work right now unlike DBD.

    Freddy does not get played too much because he is weak... Technically even when he was strong his power could be negated...

    I don't think trapper has too low of a pick rate btw. So I didn't really prove your point...

  • @TriX3060 said:

    Hope they buff Legion !

    If his buffs require for the player to learn something new, giving him an additional layer of complexity, skill expression and counterplay then sure, otherwise I don't really see a reason to buff Legion.

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714189#Comment_3714189

    You're right, most will just play a different killer, and that kinda the whole point of this. Since Twins is so unfun to play for most bc you are forced to play m1-warrior at the will of the survivors. The other killers really don't have this issue other than Singu and guess what no one plays him either. At the end of the day Twin will continue to be the least-play twin killer never getting above its 1% pick rate. For me I just wish I never got them since I don't enjoy them and as you said I rather play killers who are better than chase since you know that's the best part of dbd. If could I would trade this boring lame killer in for shards.

    Singularity has a low pick rate because he is one of the hardest killers in the game, not whatever that reasoning is... Also there are quite a few killers that get their power negated, for example if you have a competent team you will feel similar on trapper or Freddy...

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