Archol123
Archol123
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@гришка said:
- getting pallet info on the whole map
- getting info where the chase is on the whole map(except nurse bc she kinda ignores pallets)
- being able to reset pallets
some killers interactions:
- wesker: tends not to break god-pallets but to jump over them + tends to fake breaking pallet animation
- chucky: never breaks any pallet but scampers under it getting hit with m2
- huntress + deathslinger + trickster: if they hit you over a pallet, in most cases they won’t break pallets(if not god-pallet)
- nemesis: zombie annoys you? just crash a shack pallet on it and then reset it
- spirit(+ all other killers while being chased with no visibility line): you can fake slow vaulting pallets due to slow vaulting sound is the same as resetting pallets one
- legion: usually it’s a bad thing to try to stun him while in frenzy, but since you can reset pallets it’s worth the risk
- doctor+clown: tend not to break pallet if not god-pallet
- twins(pre-rework): if you crash victor who missed an attack, you have plenty of time to reset any pallets that were gone during victor chase, so m1 charlotte’s life will get much complicated
so, why would you rather use windows of opportunity except for “it’s just easier” ?
Because it is way more convenient to not have to remember what pallets got broken... Besides the obvious point that windows helps you with finding loops nearby and learning new maps.
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@FriendlyKiller said:
You left one ranged killer off your list. Everyone always forgets about my poor Carmina. I wouldn't have it any other way, but still.
Unknown?
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@Zaika7182 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696509#Comment_3696509
he means that dead hard can only be used 2 times at best, after being unhooked it is activated but for example if pyramid head cages you it doesn't even activate.
Just like any other anti tunnel perk as well, because they are all hook related.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696824#Comment_3696824
It's actively monitored and checked.
Unfortunately there's no way for a system to tell a genuine DC from a player just manipulating their internet connection, they can just pull out the ethernet for example. So we have to treat disconnects with a blanket approach.
There are no plans to remove the DC penalty, when someone DC's it's still ruining the match for the 4 other players, a bot is not a full substitute, the bot is there to make it feel a little less bad for the players left in the match.
As harsh as it might sound, a stable internet connection is required to play online games.
What about removing the penalty for those who leave after the first DC? Because as you said the bit does not fully compensate... It is hard to abuse that, considering if the people play together their one friend that dced cannot play for a while or you could make it so they are not excluded from the penalty when they were in a group?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697216#Comment_3697216
the survivor positions himself and you try to lead them into making a mistake and getting a hit, how is this not counterplay.
I don't understand what your talking about. Chucky activating his ability then scampering a pallet immediately → Slice & Dice does not rely on survivor making a mistake. it relies on you making a mistake as Chucky.
When Chucky uses Slice & Dice, he can vault pallets within Slice & Dice window and reset the duration of Slice & Dice. the restricted turning angle made this functionality somewhat useless in many instances because you cannot turn enough after the vault to land the hit. In my opinion, it wasn't good change because it lowered skill-ceiling of the killer. there is less cool hits you can do at loops now. you can still get the hits at loops, but there is less options to do that.
That is unlike other 3 killers that completely rely on those tech to get the hits. Like Blight relies on hug tech to slide off-cars to get hits at loops. it is not something he can do innately.
I thought you meant in general that positioning is not supposed to be counterplay and not for chucky specifically.
I mean sure, it lowered his options, but it was somewhat stupid that you could get hits this easily, and I still find scamper too strong. At least against the other killers mentioned windows do more.
As Blight you can also use bump logic to try to get the hit, but it relies on other objects being around.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697139#Comment_3697139
I am saying that you as killer have no counter-play in those instances where survivor positions in a way you cannot angle the hit.
At same time, Chucky can always position himself in a way where he doesn't need to do 90 degrees to get hits. With chucky in particular, his tech only allowed him to do different type of hits.
In the case of these other tech's, they completely revolutionize how you play those killers and direct buff those killer powers. the killer that i am talking about are Oni, Blight and Wesker.
But you can just zone them out of the perfect spot... And then hit them from there on out... Just like you do as Billy with curves... That's the whole gameplay there, the survivor positions himself and you try to lead them into making a mistake and getting a hit, how is this not counterplay.
I dont know if that is true for chucky, when you made it around a corner and he started his dash before then maybe you can dodge it. But I agree somewhat that is power is almost guaranteed to be a hit.
They do become somewhat stronger, but they can still be outplayed even with those.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697190#Comment_3697190
Well, I'm not an expert on Blight hug tech, so I wasn't really taking a stance.
My actual point is that if there's a bug that facilitates something unintended, but the mechanic is good, it should be rolled in as proper feature, not left as a bug.
If I were to take a stance on Blight hug tech with my limited knowledge it would be, people understand Blights power to be rushing in mostly straight lines at high speed, and the survivor gameplay is to predict those rushes and be in a position where they can evade each angle of attack. Hug tech allows Blight to turn far more around corner than you would normally expect from this game play loop, and since he can rush so quickly, it comes across as unfair to players who don't understand what is happening.
So instead of it being a weird trick that doesn't make sense, make it a proper feature of the power with its own tell of some description. I don't think that's too controversial a take?
No, it is not that controversial, but such techs or nuances don't really get mentioned in the description.
I think this is a logical conclusion by knowing how his collision works, based on look angle. It is hardly arguable that they made the collision detection that way and did not take into account that it would lead to Blight sliding along walls and such.
I mean sure, that s the most basic description there is, but for other killers you could say the same.
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@MechWarrior3 said:
I can hear globally when a biopod gets nuked by an emp, I didn’t use to be able to.
I thought I saw that in the PTB patch notes or something like that? Not sure, but I remember seeing it in the background of a video made by Scott Jund.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697142#Comment_3697142
Having counterplay doesn't mean anything, hugtech was mostly counterable too
And hug tech is fine and I would not want it removed, especially with the current downside of deleting sliding.
Where is the issue with the mechanic if you can outplay it easily? Just adds another layer of skill expression?
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@UndeddJester said:
My personal opinion on things like this, is if the mechanic is genuinely fun, it should be analysed WHY it is fun, and rolled into the game properly as a logically consistent feature. Keeping in its bugged state is the wrong solution. All of the examples cited were rolled into the game as proper mechanics.
The problem with Hug techs, and why they are divisive, is it betrays the fundamental understanding of how the power works. It may well be fun for high levels of play who are aware of it and understand how the bug works, but as stated by numerous players, it is very tricky, and takes a LOT of time to master.
On Blight specifically, he is a very strong killer, even without Hug tech. Facing him is already hard, so if he also has a mechanic that doesn't make sense as feature of the power, thatbfurther requires hours of labbing and online investigation to even get a decent handle on what is even happening, it makes it very difficult for someone to learn against.
So if Hug tech should stay a thing, roll it as a proper feature that makes sense.
But it makes sense as part of his power... Hug tech/sliding is the logical consequence of his collision detection that is based on your view angle. Which is quite obvious now that both got removed.
This is the most basic thing about how his collision works... I remember a video made by Lilith Omen where he explains that Blight has two ways to detect collision and this one is the secondary, if I remember correctly.
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@JustAShadow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697142#Comment_3697142
Picked survivor can just emote tech to avoid backflipping.
I don't think you can do that fast enough tbh... But generally yes... It takes some time though between getting picked and being able to point.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697161#Comment_3697161
must be nice. In my 2.5k hours of play they don’t.
Tough luck buddy.
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And most often people don't fully heal anyway but for some reason stop midway... And then you can just pick up, it is just that most killers get impatient and hit the wrong guys.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697142#Comment_3697142
They don’t always backflip and that’s not a real counter to be fair.
They most often do... In my nearly 3k hours they backflipped in like 90% of cases..
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@FatAngryB said:
Hello, I wanted to give my feedback on probably something had has accrued attention before, but after years of playing since 2018, and having played multiple killers, I feel I can confidently say my five cents on this matter and bring this to the dev's consideration. I think it matters has to be reiterated as it's honestly a waste of gameplay pressure potential.
The Status effect, Deep Wound, does not work as intended. It is a very heavily abused by way of non-interaction "status effect". Per the description by the Wiki stated,
"Survivors suffering from Deep Wound are on borrowed time and will automatically enter the Dying State, after 20 seconds, unless they either Self-Mend or have other Survivors Mend them.
The Deep Wound timer is displayed to all Players as a special, yellow Health-bar displayed on the Survivor HUD.
The timer is paused whenever the affected Survivor is either running or in the process of Mending."Alright, let's review this effect, as it's rather illogical when you consider it. I'm not sure how exactly the effect in question has gotten past the DBD dev team, as it's rather glaringly obvious. It's paradoxical infact, to say the least.
1. A Survivor will NEVER stop moving. Unless:
They are hiding in a locker for longer than twenty seconds, which no one does that. Anyone in a Tier past Bronze, that is. So maybe someone who plays five matches in six months at a time. Two, they will stop to MEND, overcoming twenty seconds in agonizing ease.
They go AFK. That's literally it. A Survivor must never stop moving, nor do any actions like repairing generators or lockers, which does nothing to slow them down in prevention of removing deep wound because frankly they won't do anything else but run away, and heal. I do not understand why anyone thought this was a logical design choice.
2. This timer clear isn't benefitting from anything that affects healing in any regard. So you need to slow down Healing Progress via Hemorrhage, as having 25% of however long the healing process is, is clearly insufficient. That said? Unless you somehow apply Broken, which a vast majority of Killers can't do without specific perks, which apply circumstantial effects, it becomes a question not of, "How long can I outlast Deep Wound by being afflicted with Broken", but rather, "How long can I run around until Broken wears off by never stop running until I can remove Deep Wound and heal myself."
You can't honestly expect someone to expect a Survivor to standard around and wait to drop dead. They have twenty seconds to open that Gate, not heal and escape without removing DW while someone else baits the Killer to play Chicken with them.
That does not sound logical nor fair to those utilizing the effect. And speaking from experience, with over 200 hours in the game (I have a life after all and play other games), as a Iridescent tier Killer main, I have NEVER, EVER, downed someone with Deep Wound. On ANY KILLER. PERIOD. Not even Legion, who specifies in afflicting that debuff. At this point...it simply may as well not exist, because it doesn't serve a purpose. It just knocks down AFKer's who have given up. That's it.
I'd like to also suggest the Dev Team should talk to highly-well known streamers for feedback if the words of normal players isn't recognized as gospel by this point on the matter, because frankly I watch Otzdarva often as one primary, well renowned example of someone in the Dead By Daylight community. He has frequently said the same thing in more simple words." It's a useless effect. It doesn't do anything."
His words, not mine. You can ask him yourself if you'd like to.
My two personal suggestions on what should be done? It's rather simple, to be fair.
One. Flip a switch, remove the parameters of "The timer is paused when running or in the process of Mending." Just delete that line of code. That's literally it. It will change the meta and the entire danged system at the drop of a hat with new possibilities. The problem is fixed. The Status effect becomes relevant and I can actually use the over 100+ add-ons sitting in my Loadout Stash soaked in dust. Obviously it would need to be PTB'd but that's the way these things go.
Two. Create future perks for Killers that inflict Deep Wound, this would bring forward new gameplay and appreciation for Deep Wound. Obviously it wouldn't be needed on a char like Legion, but other characters would surely benefit.
Otherwise remove it entirely and stop taunting Killers with a premises that doesn't work. That's all there is left to be said at that point. Thanks for reading my post, I hope it will be considered.
So your idea is that people either mend in the killers face or get downed by the status effect automatically after 20 seconds? You might want to rethink that buddy.
The timer also ticks down while vaulting, dropping pallets or doing other actions of that sort.
The status effect is not supposed to give you a down, it is just slowdown or downside to certain strong mechanics... Not every status effect needs to lead to a down.
Deep wound is fine as it is, even though I have to say it is always super boring to get rid of of... Would not mind having a mini game.
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Exactly is fairly obvious to everyone else, but for some reason they are a bit too focused on the idea that players don't like to play together... Like even if, the info would still be nice and enable better teamwork.
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@LeFennecFox said:
I think mc lean mentioned it a while ago when scott made his fake patch notes. Basically they don't want to overwhelm players with that much info and something about having it as a choice you consciously bring and know will be active is why? It doesn't make much sense to actual players of the game.
Make it an option that can be disabled in the settings... Mcleans argument is not really viable... It is not like everybody needs to have everything enabled from the start... The game just needs a better tutorial and explanation for basekit perks and mechanics like aura reading and what not. And when players got comfortable with the mechanics they can still decide to enable it. And I don't really see how that would confuse people when they see auras while one person is on hook. People should realise fairly easy that it happens when someone is on hook after like 2 games.
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@PlatinumSerenity said:
I want to preface by saying that I'm open to having my mind changed! This is just where I stand on the issue currently.
The video shows a game I recently played in which 2 survivors used the healing feature in the game as an exploit to allow their downed teammate to escape unscathed. It feels very similar to the exploit also under debate where Killers can instant drop after pickup to cancel a DS deployment.
In my opinion, both of these should not be possible. If survivors want to heal, they should be able to heal. If they want to crawl out and escape, they should be able to. But they shouldn't be able to do both, abuse Killer cooldowns, and get free escapes.
As for my recommended solution, Killers should be able to pickup downed survivors no matter their current state. In this case, Killers should be able to bypass survivors' healing animations by instantly picking up the downed survivor, thereby avoiding the abuse of animation exploits and Killer cooldowns.
Thoughts on this?https://us.v-cdn.net/6030815/uploads/SBETAZX07LB1/exploit-evidence.gif
Thats a proper skill issue on the killer side... The counterplay is fairly easy.. You wait until they finish the heal and hit them, they backflip and get further away from the exit... And you repeat that until you can either down someone else and pick them up or get the pickup on the already downed survivor.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697123#Comment_3697123
With the 90° you can put yourself in positions where he cannot hit you when you round a corner... So that's definitely more counterplay.
but that is no counter-play for the killer. I am saying you can put yourself in positions where you don't need to 90 degree for chucky resulting in the same situation that you allege is no counter-play.
How is positioning not counterplay?
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@okaayletsgoo said:
Because one hatchet injures you and has unlimited range. Deathslinger has 15m range and trickster requires multiple hits to injure you. Her windup time was reduced, her movement speed while holding was increased and they gave her some haste add-ons when landing a hatchet. She's good and especially sinister on a seasoned player.
Slinger has 18m range.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693146#Comment_3693146
what about chucky's tech being removed makes him more have more counter-play than before? those two tech's are equivalent. Now question is, when is Wesker's hug tech and Oni's 180 flick tech being removed? That is clearly next target, right? Slushies says that is one of reasons/concerns why she taking a minor break from the game.
In my opinion, these tech are over-sights that killer are using to modify the balance of the killer. In chucky's case, it was negate his poor stearing in slice & dice. Blight hug tech is poor stearing, but also something else. it negates his self 1 second stun when he bumps into something. Like think about Lery's blight where fitting through doorways is tricky but if you look down then you can slide alongside the wall to change your bump logic pathing. Hug Tech for Wesker is like Billy's curving. Straight-line skill turned into jagged line skill. Oni 180 flick removes dead angles on his ability. It is a way to scapegoat his Scalp top knot add-on that got nerfed 2-3 years ago.
With the 90° you can put yourself in positions where he cannot hit you when you round a corner... So that's definitely more counterplay.
I dont think hug tech on Blight should get removed, I think Wesker techs should not get removed and I don't know about Oni, because it feels his 180° is more unreliable than for example chuckies was.
I mean it is adding depth to the killer, it solely depends on if they have counterplay + if the interaction is fun. Sure oversight can happen, but that does not mean that this stuff needs to get removed... Legion tech was probably an oversight but nobody should even want to remove it... So what is the difference? It has counterplay, is on a weak killer and is very situational.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696860#Comment_3696860
I never said Spirit was weak.
The options aren’t comp or solo queue. You can be in regular pub matches with your 3-4 mans on coms. That’s the most common matches at high mmr. While mmr does throw random potatoes here and there it is “generally” still giving you high tier players and mostly swf at high tiers.
How would you know it is like that? We don't have any data about it... That's just guessing. Nobody knows what's their mmr and with backfilling and so on you can never know the mmr of the people you have, especially with the soft cap.
Wishful thinking, but I don't think it works like that.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696861#Comment_3696861
They said they removed it, because of the mind game part, where you had to bait the killer into hitting you. I like this part, you could have waste a lot of time tho.
I‘m not a game developer, but I think I would make that the server checks the hits and whether they would be real hits. Like in every other game desync isn‘t really a problem.Have you seen hit validation when it existed? We had that and it was horrible, because on your screen you hit them and on their screen you didn't... So no, didn't work for hits, I doubt it worked better for grabs...
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696819#Comment_3696819
They should have just improved it. This didn‘t happen that often, at least for me it was mostly fair.
This happened constantly over years, which is why they removed the thing xD People complained about it a lot and it became basically a meme xD
Also how do you improve desync? It had nothing to do with the hook grab itself but with players not having the same thing on their screens.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696820#Comment_3696820
Except it’s not strangers, you pick your 4 man on coms, because remember you were talking top tier best vs best, not average solo queue games. That’s the balance metric you wanted.
But while even a top tier survivor playing solo will not get 3 other top tier survivors when queueing you as the killer have it in your hands to become a top tier pub stomped... Because matchmaking won't find people on your level… she is more than strong enough for pub games.
My argument was that if she performs that well under the comp circumstances she will perform even better in pub games, so none of those she is weak arguments fit. I didn't advocate for her in a comp setting... I just said she is strong enough that if you know what you are doing you can basically 4k almost every match, because a. She is a strong killer and b. Matchmaking is God awful. And will not give you players of equal or similar skill once you ve reached a certain level.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696724#Comment_3696724
I never said I’d buff Spirit..
Also just because the killer is solo and the survivors are four doesn’t change the fact that it’s a 1v4 game, not a 1v1v1v1v1. You can’t control your teammates but that’s irrelevant. The game is balanced around your team making mistakes. The survivors are able to recover from many more mistakes than killers are.
However it means when you play killer you play more consistently than with 3 strangers that can be all over the place from the perspective of skill.
I dont know about that recovery thing... Debatable at best.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696729#Comment_3696729
How was it broken and don‘t say ping? It was a fun little thing.
It was dumb and completely random whether or not you would get grabbed... Simply because killer and survivor did not see the same thing... On the killers screen you were still unhooking, on your screen you already stopped... It was horrid, there was nothing fun about it... There are even some videos where people managed to get the unhook and still get grabbed... The whole thing was broken.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696647#Comment_3696647
That‘s why I want hook grabs back and the anti camp gone. Hook grabs were also very important in endgame.
You want them back because they were a broken mechanic that almost never worked as intended? What kind of reason is that...
The unhook mini game was stupid and I am really glad it is gone...
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696639#Comment_3696639
That’s disingenuous as there’s “significantly” more restrictions placed on the survivors and wreckers yard “is” one of the most favorable killer maps in the roster. Saying it’s about chase and not map mobility is also inaccurate as map pressure plays a huge part in whether they’re good or not.
If we really wanna talk only maximum potential and getting better at the game then that’s opening a whole other can worms. If we’re gonna use that frame of reference then swf is completely imbalanced and 95% of the killer roster needs massive buffs. By this frame we wouldn’t be caring about solo queue nor the average player.
From that standpoint the restrictions are necessary to somewhat balance it out.
Wreckers is still an overall decent map... Debateable if it favors killers, it has great loops and some of them lead nicely into shack creating strong setups.
Spirits power is mostly about chase, especially basekit, sure you can run speed and recharge/duration to use it more for map mobility but then you suffer quite a big cooldown, which usually is not worth it unless used in short bursts.
You as killer player are the sole person on your side of the team, which makes it so you can get better, you are not relying on matchmaking to give you decent teammates... Spirit is the 3rd best killer in the game and if you want to buff her just because you don't want to put time in her then I see no reason for that... Even if you are not a comp level spirit, if you spend some time learning her with how bad matchmaking is you will win the majority of your games.
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@jonifire said:
I miss camping and hook grabs. Unhooking was so much more intense and trading wasn‘t as free. You also didn‘t feel like you couldn‘t do anything against someone running right passed you to the unhook. Then also there were a lot of fun things like Billy or buba sitting next to th hook with undetectable and waiting for the next person. Now the only way you can play killer literally is only tunneling or chasing someone. I liked that you could just wait for someone. I know many will disagree with me on that. I personally would like to get the anti camp removed or changed and hook grabs back.
Hook grabs were horrible, just because of how inconsistent they were, just like grabs in general. On your screen the unhook has finished, the survivor gets unhooked and then you get grabbed and other nonsense. The whole mechanic was infuriating for both sides, because it was just so random what will happen.
As for insidious stuff, that was rather unpleasant for the other side, so I'm fine with them gone, and so is probably the majority of people, but hey maybe you find other people that enjoy that stuff and you can make custom games or what not...
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696562#Comment_3696562
For me her traps should be strong and an alternative way to kill, we just disagree here. If I would want to play a dash killer, I would just play blight, Wesker, demo or chucky. They all have a way better dash. I don‘t like the whole thing about slowdown ONLY. Sadako now is just terrible, because of that philosophy. At least for pig, the traps always were slowdown, but not in sadakos case.
Well the Sadako changes just never hit the sweet spot, let's see if they will eventually.
I think those dash abilities are all really different, it is the nuance that makes the gameplay, just because they are somewhat similar does not mean they play the same. Each and everyone of those killers has different strengths and weaknesses to their dash and I find pigs dash very nice to use, especially now since it is more viable at some of the stronger tiles.
On a side note I think it is hard to say which dash is stronger, if you get round loops only Wesker and Demos dashes are not that usefully, where as Pig and Blight remain decent in outplaying them, when you have long straight ones that changes. It is all about the map oyu get which ability is better and especially with crouch tech demos shred oftentimes loses much of its otherwise good strength.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696534#Comment_3696534
So comp Spirit on an extremely killer favored map with survivor perk restrictions and just tunneling someone out asap is representative of most matches against Spirit or Spirits balance as a whole?
It indicates her maximum potential, it is more about what she does in chase and not about her map mobility.
Spirit is a killer with a lot of potential you just need to put in the effort to get good with her. And if you don't want to do that, that is kind of your choice, but don't complain that the killer is weak then when she clearly is not.
Also I would not call maps like Wreckers yard or so extremely killer favored... And restrictions limit both sides.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/406839/the-pig-vs-the-huntress
I agree the nerf to pig was dumb. No one plays pig mainly for her dash. Even tho the ambush buff was nice, her real power are her traps, which I think should have been buffed not nerfed. I would also like to see her getting a 24m terror radius like she used to, skill check perks working with the boxes, trap timer reduction and the giving the boxes a physical key instead of rng (+Box auras back).
Generalizations like that are almost never true... I play her solely for her dash and I picked up after years of not playing her and I think the direction they are going with her is great. Her traps should be mainly game delay and not some cheesy way to force a head pop.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696541#Comment_3696541
Can be, can also not be. I heard of some people that literally can't play against her despite having an ok headset.
It's not my intention to make her seem op in any way. It's just something that has never really been addressed as far as I know.
Sure I guess but sound is essential for every killer and survivor, that's a give, changing that would make the game more boring. But ofc I agree that it is not for everyone because of that, but that's fine I would say you simply cannot make it accessible for everyone.
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@radiantHero23 said:
Spirit is in an ok spot if you ask me. She really strong in chase but bad outside of chase.
Not many killers can down survivors in less than 20 seconds despite strong tiles being in play.
Shes extremely hard to play against due to the speed she moves when using the power. Being invisible is more of a strength for the spirit than for the survivor.
I have started an experiment yesterday, where I used knock out, Stbfl, surge and sloppy. I try to win the game with exactly 4 hooks. I know how unfun this is to go against. I want to try out how ineffective or effective hooking is compared to bleed out.
Until now I have lost one game. A game where I played really poorly. All the others where massacre with 3 gens still up.
Spirit can do this. Many killers can do this.
It's incredibly strong.
My take until now: pls rework knock out. It's extremely unhealthy as it encourages this playstyle.
Whats the point of me bringing this up? Spirits chase is one of the best in the game and leaves the survivor with severely less counterplay than against many other killers. This is balanced by her lack of mobility. That's fair.
Whats really problematic with her is, that she is a accessibility - problem on her own. She can't be played by people hard of hearing and is almost impossible to play against when you are hard of hearing. Not everyone has a 100$ headset laying around just to play against Spirit.
@radiantHero23 said:
Spirit is in an ok spot if you ask me. She really strong in chase but bad outside of chase.
Not many killers can down survivors in less than 20 seconds despite strong tiles being in play.
Shes extremely hard to play against due to the speed she moves when using the power. Being invisible is more of a strength for the spirit than for the survivor.
I have started an experiment yesterday, where I used knock out, Stbfl, surge and sloppy. I try to win the game with exactly 4 hooks. I know how unfun this is to go against. I want to try out how ineffective or effective hooking is compared to bleed out.
Until now I have lost one game. A game where I played really poorly. All the others where massacre with 3 gens still up.
Spirit can do this. Many killers can do this.
It's incredibly strong.
My take until now: pls rework knock out. It's extremely unhealthy as it encourages this playstyle.
Whats the point of me bringing this up? Spirits chase is one of the best in the game and leaves the survivor with severely less counterplay than against many other killers. This is balanced by her lack of mobility. That's fair.
Whats really problematic with her is, that she is a accessibility - problem on her own. She can't be played by people hard of hearing and is almost impossible to play against when you are hard of hearing. Not everyone has a 100$ headset laying around just to play against Spirit.
My headset is 10 years old and was 30 bucks, is completely fine for playing her and against her... So is this a bit of an overreaction.
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That would be busted as hell... If the spirit is good almost every power usage results in a hit...
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If you play against a good spirit you are not looping her, you can drop God pallets and loop those, but everything else will result in her getting the hit... We have seen this in many comp games. She is one of the strongest killers in the game and is completely fine as she is.
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677409#Comment_3677409
Yeah vs good survivors shes too slow and basically loopable.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677236#Comment_3677236
i think it came from the MDR+Purple amulet combo. I would make her kintsugi Teacup refresh the power cooldown on successful hits and increase her base m/s by 15% so that she is 7.1 in the ability. Spirit is too slow at downing survivors when she successfully lands her ability. She has chucky cooldown syndrome problem now.
If they wanted to make her good vs best players, remove her directional sound audio in addition would make her more difficult to loop.
She can 4k even in a comp setting and without addons, as we seen in an older spirit showcase and it is basically still up to date as there have not been changes to her basekit since then.
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@Gaminboi2864 said:
By Mobility, I mean a playstyle of Killer's that can catch up to Survivors during chase. While Nurse cannot traverse the map as well as Blight or Hillbilly, she can easily catch up to Survivors with her blink ability by going through obstacles, or even traverse through Maps with 2 floors like The Game or Hawkins. That's what I mean as a Mobility Killer. And overall, just because a Killer has a high kill rate doesn't mean they are overpowered or uncounterable. Huntress is better than Pig despite having a lower kill rate than Pig.
Then you should have called it a killer with a good chase power... Because that is not what mobility means.
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Enduring is great so you can teleport faster after getting stunned. Rapid Brutality is great because faster ms during your overclock is always nice. And then you can use x amount of regression perks.
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@Thavus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695261#Comment_3695261
I'm a killer main, what is crouch tech? If it's a bug that people are abusing, then they should be banned for it. Did BHVR confirm it was a bug like they did with "Hug Tech"?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695320#Comment_3695320
It's many times more cruel that players were abusing bugs and ruining the experience for everyone else.
How would you even decide what is intended and what not? When Blight was created McLean even talked about the hugtevh mechanic and based on how Blight worked mechanically the mechanic was intended to work as it did...
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@Thavus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695232#Comment_3695232
Mandy, a DBD representative, confirmed it was a bug three months after the Blight was released. So yes, anyone who abused the bug after that point should be retroactively banned, because they committed a ban-able offence.
The players abusing the bug can call it a "Tech" if they want, but that doesn't magically make it not a bug.
I mean as long as it didn't get added to the game rules? I don't think a post on the forums, that did not even call it bannable is public enough for every player to consider it part of the rules...
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@Thavus said:
So now that Blight's Hug Tech is finally fixed in this upcoming PTB, can we please ban everyone who was abusing it?
That would be like making the rule that you are not allowed to use flashlights now and then ban everyone who used them in the past... Sounds a bit silly doesn't it?
Besides that, aren't you praising the day before noon here? It might not make it live like it is currently... Given how bad the feedback was... Especially for twins... And also because of how his sliding got butchered...
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If we take into account the current PTB changes:
Twins, Nurse, Spirit/Blight, Plague, Artist, Oni, Billy, Chucky, Alien/Wesker.
Blight might even be lower if his sliding stays as it was...
Currently: Nurse, Blight, Spirit, Plague, Artist, Oni, Billy, Chucky, Alien/Wesker.
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695142#Comment_3695142
I get it. You think the issues survivors have with him are balanced out by his difficulty. I do not quite agree. I am also not going back to discussing his looping.
Not only... More like the skill you require to play Billy well is rather high, so it is only fair that it requires some skill to do well against him while looping. And as really good players tend to have little to no problems against Billy, as we see in 1v1s and stuff it leads me to the conclusion that people just need to learn how to play against him.
If both sides have no clue I don't really know who comes out on top though...
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@WolfyWood said:
With the recent Twins update can we all finally admit this is a dumb thing to say and admit that Wesker is a much healthier benchmark so BHVR stops with these reworks?
It would be better to say something like no killer that gets designed should be stronger than Nurse, because currently Twins is arguably the strongest killer, some people even say ever, as in "in the entire history of DBD".
The question is always for what group of players are we balancing? If we are balancing for the average player then there should probably not be a stronger killer than high B tier. If we balance for good players then maybe something like Wesker or mid to high A tier and if we balance for comp players then even Nurse Blight and Spirit are completely fine.
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694912#Comment_3694912
A spammable power means more opportunities. Sure, bad players are bad but good players do get a lot of if or can quickly find new opportunities thanks to his speed. Other killers have longer cooldowns with lesser payoffs and fewer options. Now you might say those are undertuned and that would be fine but your refute is void. Oni has to make hard decisions in similar gameplay, Billy can do whatever.
Onis power is, when active, way stronger than Billy's.. 180° flicks, no bumping and so on. I would argue that Oni is still stronger than Billy overall.
I think Billy's power gets balanced out by how hard it is to properly curve around loops, and the positioning against it is also not easy, you need to know what you are doing on both sides. Which is why I think it is kind of fair. I mean sure, you get more opportunities, but so what? Either you don't know what to do, then the other side can just do whatever or you do and then, if matchmaking worked the opponent should also know how to counter it by positioning themselves properly. It is not like every loop is just a 50 50 against Billy and eventually with enough opportunities you will get a hit. The repositioning can catch people off guard, but if you pay attention to your surrounding while sitting on a Gen it should be fine.
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694830#Comment_3694830
If Nurse does not know how to play she averages the lowest kill rate in the game. What is this kind of argument supposed to tell me?
She averages the lowest killrate anyway xD
My point was spammable is not an argument... Just because you can constantly use the power does not mean anything. Because in Billy's case it is loop able.
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694794#Comment_3694794
Ah, yes. I was referring to him showing up out of nowhere and fairly even tiles. Well, yes, strong loops are strong; just not always accessible. I agree though. The distance thing however is why I think he is overtuned. It is just way too little for how spammable his chainsaw his and how much mobility he has.
I don't think so, because the thing is even if it is spammable, if he does not know how to you can play the same loop for the entire game and not get chainsawed... Sure you need to take overcharge into account when deciding how to loop but other than that playable/medium loops are just Allright.