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BenihimeWrath

BenihimeWrath

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BenihimeWrath
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  • Preferably you shouldn't balance a game by nerfing, because that diminishes the overall capacity for fun players can have. The more ideal solution would probably be to buff things round robin style, where what gets buffed depends on the meta that rises from the previous buffing, until eventually, we come back around to the beginning and achieve circular imbalance. In this way, it creates an environment of very powerful options, but they are not powerful against everything and in turn have their own strong counters which keeps them in check. The problem with this is that it would also be a very chaotic, lawless, and turbulent time while its all hashed out.

  • Okay but here is the thing, assuming its not a latency problem, getting hit through a pallet means you dropped it slightly too late to be effective. As far as ways for a survivor to throw a game, I would say thats enormously minor.

    Objectively selfcare is the easiest/most reliable way to farm survival points.

    Now the fact that the game rewards 'bad' players more than 'good' ones is a design problem, but you aren't addressing it in the right way. There should be more actions that reward 'good' play. e.g.

    • Adding dodge bonuses to hatchets/victor/knives like deathslinger
    • Adding a 'perfect' pallet stun with no hit for bonus points. Same for window vaults.

    Thats just two examples, already better than what you proposed.

  • 1.) Devs have already said that they didn't like not having the initial infection sprint burst.

    2.) I would say that hitbox/latency needs to be tuned before considering this change.

    3.) Of these I like this one the most, it could be something to have to constantly keep working to get after you hit T3 by consuming zombies/re-infecting survivors, or perhaps something like Freddy's teleport where the cooldown of the ability is reduced by the amount of infected survivors if basekit. It would make the vaccine mechanic more interesting, do you use them early to prevent early downs, or do you use them later to prevent Nemesis from always having his dash up? Could also be nice to help deal with the 3 sprint bursts if used well, providing a new avenue of skill expression.

  • I think the most fair way is to make corrupt intervention baseline, the most healthy way I would say is by making totem-less Ruin baseline.

  • @DoomedMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2368401#Comment_2368401

    Tbh it's not my favourite combo, I never play with any recharge add-ons, they are making me dependant of these, I genuinely think the double range is far more powerful than double recharge.

    https://forum.deadbydaylight.com/en/discussion/comment/2368409#Comment_2368409

    Well, if the player is an actual beginner, he should never start with a "hard" killer, and Nurse is one of the killer's that are really hard to play. The game has to give to the players that are searching for some challenges perks, or killers that are very hard to play. I'm not a fan to make every gameplay kind of easy or beginner friendly (a thing Doom Eternal perfectly did). Nurse is hard, and a beginner shouldn't play her if he's not confident enough.

    Right, but my point was that by increasing accessibility, more people would play nurse - allowing survivors to get a better gradiation of skill between bad and good and have the opportunity to practice more. Thereby reducing complaints because hey, survivors know what to do now. As you've already pointed out in the main post, you can't loop Nurse normally, and the skills you learn to loop Nurse can't really be used to loop any other killers.

  • @DoomedMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2368375#Comment_2368375

    To be honest, this is why I played and play her, the challenge to master her you know. This is her power that makes her hard to play, the fatigue look down is "just" a little bit frustrating, but that's all.

    I agree in the grand scheme of things its not really a big deal, but you can only have that perspective from being skilled. Nurse is one of the few killers that people get for free, and from the perspective of a new player - tracking is one of the toughest things to learn at the beginning, which is harmed pretty heavily by the FOV rotation.

    So imagine being a new player as nurse, you successfully manage to use your power and then immediately lose the injured survivor because they ran off as far away as possible and you lost sight of them after the first .1 second of it because of the rotation.

  • Honestly I think what they need to do is reduce the forced downward FOV rotation during fatigue, lowering the burden of entry to nurse, thereby increasing the variance between bad and godly nurses. Its probably this mechanic that most obstructs new killers in general from practicing nurse.

  • The problem is that its a licensed map. BHVR probably have very little creative control over what they can change in it in order to adapt it to DBD. I assume they even had to get the entity corruption changes approved to it.

  • Okay, if killers can ban one perk they don't want to go against as well.

  • Not only should BBQ and chili not be a hex totem, it should be base kit at this point. Theres not a single killer I don't run it on now. The fact you have to pay real money for it is kind of pay to win, to be honest. If it weren't for the fact it was literally in the shrine back to back for like 8 days straight (Regular 7 day rotation + 1st day of every day rotation), I would probably be more upset about it.

  • Lets give her back 5 blinks, but in return, she can't go through walls anymore.

  • The irony is that undying was created to solve the 'problem' of poor totem spawns, but then they nerfed the solution before fixing the problem. Big brain time.

  • I would be okay with this, if a system could be implemented that if a survivor D/C'd early on into the match that the generator closest to being done, without someone on it, just finishes because as it stands if one survivor is out at 4-5 gens you basically have to throw the game as killer to lose.

    But you do realize if you make this change it would be easier to use keys to 4 man escape because hatch spawns when there is surviving survivors +1 gen done, which currently means all 5 gens have to be done for a 4man escape, but in this new model there would still be 1 gen left when its possible.


    @Kumakx said:

    Ah yes, because specific 3-gens are not hard enough already. with some killers you could just pick 2 gens that are extremely close to one another (which does happen somewhat often) and protect them all game. With perks like surge, overcharge, etc. you could take game hostage or force at least 3K for hatch spawn. 

    Also remember that game is not linear. The less gens there are left, the less patrolling you have to do as killer, the easier it gets to defend gens. Just play it smart and let survivors do gens far away, while pressuring gens easy to defend. Ignore shack gen, let them do it first. Defend those gens, where survivors have nothing to work with. 

    Maybe if base amount of gens were risen to 8 i could go with your idea, just maybe, otherwise its a big no from me.

    The 3 gen can only help you win if survivors are bad and don't know how to play the attrition game. Its almost a false equivalency to say that the rest of the map doesn't matter because survivors literally will just bounce back and forth as you try to chase them off gens and if you commit to one, they'll just run to the other side of the map where there is nothing while all remaining survivors pile onto the last gen and it pops before you can even get back from downing the first person.

  • Survival points, deathslinger also has a similar score event for breaking free of his harpoon within 3 meters of him.

  • @ObscurityDragon said:

    Zombies dont have that many.counters, flash light/palletstun/lead them somewhere and loose them

    So nah it shouldnt affect them, espexially in their current kinda buggy state

    Zombie AI is the biggest counter to zombies right now.

  • There is a conspiracy theory that if a map starts appearing often, the devs are gathering data on it.

  • Believe me, just because you can see things all the time doesn't mean you understand how to path them. Arguably it could be devastating in the hands of a skilled player, but literally what isn't?

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362636#Comment_2362636

    We had it without the infection boost during early testing. It was really unfun to play against, so it had to change. Having played both versions, honestly the live version is far better.

    I totally sympathize with feelings that it makes the tentacle less useful than it could be. But having seen what it's like in the more powerful state, we know it was too much.

    So the intended gameplay with Nemesis is man with raw fists, and his power is a time budget trap?

  • First of all, why are you punishing me more by ranking up? Everyone knows DBD becomes less fun the higher rank you are.

    Honestly BHVR needs to implement a marking system that allows players to communicate easily, and then knowing that all players have access to information sharing tools (Comms, marks) buff killers to compensate.

  • Just remove the cooldown like they did for zanshin tactics.

  • @[Deleted User] said:

    Mobile DbD has a visual heartbeat indicator when in the terror radius. A literal heart shows up inside your character.

    tbh mobile does a lot of stuff better

    Likely because it had a fresh slate code wise.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361551#Comment_2361551

    I'm always sorry as well, although it can be very frustrating if Survivors just get off your shoulder 1m in front of the hook.

    And some Killers are just... Let's say they only care about their fun.

    https://forum.deadbydaylight.com/en/discussion/comment/2361432#Comment_2361432

    I used Agitation, Iron Grasp and Mad Grit (if I had it) and tried multiple killers and maps. Usually I do it with Trapper, but I presiged him a while ago and basically don't have any of the necessary perks (only Agitation on Lv 1). I'm bad with Hag, so, nope. I used both of my mains (Myers and Freddy) to do it but I got bad maps and literally every time the survivor wiggled free 1m in front of the hook. I tried it with smaller maps like The Game with Spirit: nope.

    I somehow got it on Midwich, but it was still not a fun game.

    I think I needed 7 or 8 matches to get it. And I was so frustrated in the end that I almost dc'ed in one of the later matches.

    It took you that many matches? I think I did it in 2 as spirit, with a normal perk build.

  • To be honest, I got so many messages from survivors while trying to do this challenge because I was camping basement and forcing hook trades. Most of them were understanding when I told them it was for this challenge though.

  • @Gnarly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2358963#Comment_2358963

    Sounds like you're making excuses for spaghetti code they refuse to fix...

    The game doesn't run on pc without frames dropping constantly. The game needs to be REBUILT from the ground up. More DLC will only make more problems.

    I'm not making any excuses, it seems unfortunately pretty knotted together. I'm just pointing out that the delay to push out the update to everyone may not be because of BHVR.

  • The biggest way to counter trapper is to not path normally. Also I've noticed a visual bug with hag recently where survivors can see the AOE of her traps, kinda like being able to see your own scratch marks even without Fixated.

  • In fairness to BHVR, whenever they have an update for console they have to send the build to the individual company microsoft/sony/nintendo to make sure it doesn't break their operating system. That submitting and approval process takes time.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2357332#Comment_2357332

    I mean.....Learning a killer during an event isn't the best idea lol. I regularly bring in 180-230k per match when everyone brings cakes 🤷

    Thats a fair point, unfortunately it just feels suboptimal to put BP into a killer I don't need perks on, so I don't have many cakes on killers I'm 'good' at.

  • @WexlerWendigo said:

    Yeah, it’s totally only survivors being toxic during the event :) poor killers

    Honestly this whole event just shows me what a nice killer I am, and survivors still don't appreciate it. Even if I 'win', I'm still letting most people go. The last few days I've only killed people because of dailies or by accident miscounting hooks.

  • @C3Tooth said:

    Exactly, like I wasted mine

    https://us.v-cdn.net/6030815/uploads/5L28GIC0H52A/image.png

    I didnt even able to run for 220sec and 4 Gens done. Should other 3 just watch me die with 5 Gen remaining to slow down the game?

    Hey man thats great that you got that many points. I've been having 4k~ or less games while I learn billy.

  • @CakeDuty said:

    Survivors dont bother wasting your cakes during this event. All killers wanna do is camp and tunnel you

    Just for the record, if anyone sees me I'm just trying to learn billy while I put points into him.

  • @Zokenay said:

    Its absurd how many around corners hits she gets, its simply stupid.

    And no, this aint uncommon, this is like half her freaking shots every match.

    Thats visually whats happening, however whats actually happening is on your screen you've already turned the corner, but on the Huntress' screen you are likely just about to turn the corner. Thus on axe release she sees her hatchet down you at the corner. If you ever get downed and then see a killer struggle to find you for a few seconds, its probably because on their screen you were downed somewhere completely else.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2353928#Comment_2353928

    Not saying you're wrong, I was just giving you a theory on why the Devs are hesitant to give him all his traps at the start of the match.

    Thats fair, I was only asking for the worst case scenario. But the devs do budget killer powers with addons included, and I don't have enough hours on trapper to know at a glance which ones would become broken without the time investment of collecting his traps.

  • The problem is that these two perks are not the same class. Lethal pursuer is an education perk, similar to zanshin tactics for killers or windows of opportunity as survivor. It is not a perk you are supposed to run forever, its a perk that you run to learn a portion of game sense, in this case survivor spawn locations. Which are a set and finite possibility on each map.

    Corrupt Intervention is a game delay perk, built in such a way to promote the increased possibility of finding out of position survivors. Which is why its chief counter is to just wait it out, preventing all value from CI and forcing the killer to play 3 perks the rest of the match.

    With that said, since lethal pursuer is locked behind a killer you must pay cash for, I would say of the two I would prefer a slightly nerfed lethal pursuer, perhaps at only 3-4 seconds for one good look around the map for a general direction?

  • @MadLordJack said:

    The worst case scenario is him being able to completely and utterly lock down an area almost instantly. Which is a tool that would mostly be used for camping.

    Edit: you have to remember, his traps are stronger than Hag's when they go off

    @Huge_Bush said:

    I think the worst case scenario is his super camping potential when he has Bloody Coil equipped. If he hooks someone and blocks off every route to them with a trap, there is very little hope for that poor soul.

    Heck, I’m currently playing blood point farming with him and I’m only using Padded Jaws and brown bag and the second I get one person in the basement, it’s GG. I trap all routes to it, the moment I hear that they disarmed a trap, I zoom right back and reset it while the rescuer is unhooking. They literally have no chance to escape unless they’re both running Dead Hard. And even then, they won’t get far.

    This isn’t a complaint about camping, btw, it’s just trying to look at it from an angle the Devs would look at it. Rather than starting with all his traps, I would think buffing his setting speed, giving him yellow bag as basekit, and allowing him to be able to instantly pick up unset traps by just walking over or next to them would be enough. Oh, and a more consistent amount of traps on the maps. Some maps feel like I only have 5 traps to work with while others have 10. It’s so frustrating.


    Well I'm not saying that trapper wouldn't need changes in response to making his power more consistent. Perhaps disarming traps could be faster, perhaps trapper no longer gets a noise notification when they are disarmed so the player has to pay attention to which traps are active or deactivated? I'm not sure what the right answer would be.

    A lot of people have talked about his ability to camp, but don't a lot of killers end up camping a 3-gen or basement anyway since gens can fly quickly with even the slightest level of efficiency from survivors? Wouldn't this just make the trapper's strength the endgame as targets worth protecting drop, giving more traps for a smaller area, instead of other killers where they might excel in the 1v1, slowdown, or map pressure avenues?

    I would also argue that a lot of people would consider rusty shackles hag traps to be stronger than trapper's bear traps, and he cannot instantly teleport to them. They also have a more intensely strict hitbox. So assuming the survivor gets free, it does the same amount of damage as 1 hag teleport + M1. (Best case scenario, besides just not stepping in it.) But in both cases the hag and trapper player made the correct read of player pathing, the trapper vastly more accurately than the hag on top of that as well.

    Beyond this, however, there is also the discussion to be had that the camping strategy of trapper would likely be the first order optimal strategy, but that trapper players would end up growing out of it as it is both boring, and too easy.

    Ultimately my goal with this question is to promote diversity of gameplay by buffing killers into more competitive levels of strength.

  • Now I'm not really going to say anything about the characters with actual actors that may have to have their likenesses negotiated for. However with that said, the devs have spoken previously about how they'll sometimes get original data from the creators and it won't exactly fit in the DBD engine. In this specific example, they received Demogorgon's model, and he ended up being very tiny so they had to enlarge everything about him. With that said, without knowing the exact nature of their modeling software/access to 3rd party resources its hard to tell if they've had to import and make do, or had to completely make something of their own from scratch. If its the latter, I'm assuming they just took another survivors face and pushed it around a little to make it look 'similar', possibly of the next generation of survivor remakes for example?

  • I'm wildly curious what the thought process was behind this. Why not spawn 1 cake node and 1 tool node minimum per blood web? Like how hard could that possibly be?

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2351501#Comment_2351501

    I like this idea! I just see a lot of people also complain about purely guessing of her location while phasing so that would need some attention as well.

    For this I suggested going to the lore of phantoms and spirits where they cause cold spots. Gameplay wise it would be represented by a light fog (specific to the color of the map) so that aware survivors could generally see spirit in her phase similarly to wraith shimmer in his stealth.

  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2351497#Comment_2351497

    Again, the perks that non-negligibly affect unhooking speeds are painfully lackluster, buffing them in this way (to reduce the risk of getting grabbed by facecampers and for some other plays) is really not concerning.

    Likewise, Hag and Trapper have infinitely better add-ons than the setting speed ones, making the setting interaction take a second or so less is not oppressive from a time budget perspective. Yet it would allow them to actually effectively go for mid-chase trap sets without losing a lot of distance. It would actually make the setting speed add-ons worthwhile, whereas currently there's just no reason to ever use them over the actually good add-ons of these killers.

    All perks that affect anything are pretty lackluster in this game. You could make an argument for Ruin, but that could bust in 14 seconds and do nothing so, pretty terrible on average. I would honestly prefer that they buffed other perks up into the meta rather than trying to nerf the meta down into trash.

    This is an idealistic thought, but the devs have said that they balance a killer's power with the addons as apart of the power budget. So you can't say "oh well it won't have much effect because X addons are better/more useful" because they keep all the addons in scope. And again, what I said was more about hag than trapper, I think trapper is in a garbage place compared to other killers with how ancient, outdated, and archaically contrived his power is now.

  • My idea was that since hearing her phase rush is based on her husk's terror radius, that the husk would gain insidious; thereby having no terror radius, and forcing every survivor to hear the phase rush regardless of proximity, if the spirit stood still for too long before activating her power. I thought it would give spirit players a new avenue to mind game, while simultaneously nerfing the most annoying part of her 'kit'.

    Addon changes would include:

    • Drop Dried Cherry Blossoms to Rare tier.
    • Convert Prayer Bead Bracelet to be the very rare passive phasing addon, slightly buffing it over Dried Cherry Blossoms, increasing viability. Also light up the addon on the HUD when it activates, allowing players to more actively take advantage of passive phasing. (Must use any phasing addon to see this information.)
    • Raise Bloody Hair Brooch to very rare in accordance with its new power budget value.
  • The unhooking speed 'issue' is to enforce a window of time that the killer can punish greedy unhooks by grabbing the unhooker. This is why things that affect unhooking only affect this window of time, to reduce the 'risk' of unhooking safely for the unhooker. Thereby more effectively forcing a hook trade instead of a killer getting the grab/down for nothing gained.

    The trap setting speed is built into those killers time budget for their power, similarly to how deathslinger has to reload, or huntress' wind down animation after a thrown hatchet. If you start to tinker with the time efficiency of a killer's power it'll make them more oppressive. That second sentence is moreso for Hag than Trapper though, to be frank.

  • I'm guessing that means you haven't seen the hatch spawn thats on top of the library book stacks, effectively putting it on the '3rd' floor.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2349093#Comment_2349093

    Oh yes, like when a killer tunnels a single person, running right past everyone else to hook them then breathes in their face waiting for them to die, taking them out of the game within a minute after waiting in a lobby for god only knows how long to get in. Or the killers who down every player than tea bags them while they slowly bleed out on the ground, forced to wait for the death to hit or DC and get penalized because some jerk needed to stroke his ego. Or the killers who want to ruin this whole event by purposefully speed-running a 4K with as little fanfare as possible so no one gets any blood-points despite multiple cakes being put in.

    Don't act like survivors ruin this game buddy. Toxic behavior on both sides. I bet your a toxic killer too, based on your whining.

    Okay, what about the survivors that are going for the land speed record of 220~ seconds from beginning to end of the game?

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2349342#Comment_2349342

    Literally impossible. It takes 120 seconds to do a gen. Even if all 4 survivors are each on one. That's 4 gens in 2 minutes. Then you have to group up on one to finish the last. That's not including running time to get to the gens. Being chased, etc

    But again that's my point and you even said it. It's the killers job to slug,camp, tunnel of neccesary. Slugging is my preferred method. Since if you can slug and get in a chase with someone else. That's 3 people not on gens for a period of time. And that's the point I'm trying to make. Most maps are such ######### for killer. You can't even get your snowball rolling/apply the pressure neccesary to keep them off gens.

    Assuming 1 survivor in a chase, it takes the 3 remaining survivors 80 seconds to finish 3 gens. Assuming the 1 survivor lasts 80 seconds and 1 other survivor goes to unhook, that leaves the 2 remaining survivors on the last 2 gens for 80 seconds. Even accounting for 20-30 seconds of travel time to the new generators, thats still only 190~ seconds just barely more than 3 minutes in-game. Gen speeds/regression is the problem for sure. The value of downing one survivor just isn't anywhere near enough.

  • Honestly I've suggested a 2.5% instant damage to the kick a few times, as repair speed is 1.25%/s before bonuses so base kit it would force survivors to go even with the killer in the 2 second investment, so whatever regression the killer manages to secure on top of that is actually felt. This would also cause gen tapping to be more risk/reward as obviously if you are only tapping it you aren't taking the 2 seconds to recover the previous kick damage, but its also not so much regression to always be the right choice in every situation.

    @Rokku_Rorru said:

    https://forum.deadbydaylight.com/en/discussion/264601/gen-tapping

    Hard agree, gen regression meta is getting boring I want to be able to run fun perks.

    Unfortunately it takes 3 minutes for survivors to finish 5 generators, comfortably. BHVR has to increase the value of pressure on survivors for the gen regression meta to relax.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/265044/gen-speeds-are-too-fast

    Gen speeds are fine to be quite honest. Its YOUR job to create pressure by getting downs and make them get off of the gens.

    With that being said. MAPS are the things that are NOT fine. The problem is a LOT of the maps are survivor sided. And you cannot create the pressure needed to make them be off gens. If the survivors are at all competent in running tiles. Hell some maps are so big you don't even need that. You can just hold W..But again thats map issues. Not gen speed issues.

    It takes roughly 3 minutes for survivors to finish 5 generators, without breaking much of a sweat in all honesty. This sort of thing is what leads to the hyper intense slugging/camping/tunneling meta that most survivors are suffering in at the moment as there is no single strategy, perk, or mechanic that relieves survivor snowball than to immediately kill off a survivor as fast as possible.

  • There is no one single strategy, perk, or mechanic that reduces gen pressure like tunneling a survivor to death immediately. Survivors asked for this, in combination with failures by BHVR:

    • Ruin getting nerfed.
    • Undying getting nerfed.
    • Pop getting nerfed.
    • All other gen defense being rancid trash for one reason or another, most often their wild impracticality for no real purpose than to be frustrating, thereby diverting gen regression to the 'best' perks which have been nerfed.

    How do you expect competitive human beings to resolve this math in their head? It takes roughly 3 minutes to complete 5 generators currently, without survivors breaking much of a sweat, I'll be honest. I suspect what is happening, if you are dealing with being tunneled to death a lot right now, is that the killer you are facing has deemed you to be sufficiently below them in skill enough to be targeted. As you point out in your post indirectly, a killer does not win by 1v1'ing the best survivor on the team, they win by destroying the worst.

    BHVR must, in some way, increase the value of pressure on survivors to reduce the compulsory need to immediately subjugate the entire survivor team to halt the survivor's snowball.

  • @Rokku_Rorru said:

    Honestly her face looks like someone too the Grab tool in a sculpt program and distorted all her facial features last second...

    I'm not sure if this is the reason, but they did mention back with Demogorgon that sometimes they'll get data from the creating team and it just won't be quite right for the DBD engine, in the Demo example specifically he was much smaller than the average survivor and had to be upscaled.

  • @Mr_Madness said:

    https://forum.deadbydaylight.com/en/discussion/comment/2347404#Comment_2347404

    Very good points but still would be nice to have some sort of AI you can practice with if no one is available during that time but guess gotta wait while anyway for KYF since Blight is still bugged so doing KYF is pointless for now XD.

    Still KYF for practice is good but again would be nice to have practice against AI if no one is around to help, though your points are 100% right.

    Well specifically for a killer like Blight, there can be merit in just being able to practice your sliding terrain vs bump terrain which seems to be programmed differently from map to map. So in one map you'll have a bumpy killer shack, and in another you'll have a sliding killer shack. But beyond that, theres not much value to get because a bot just isn't going to react to Blight the same way a player is.

  • @Mr_Madness said:

    https://forum.deadbydaylight.com/en/discussion/comment/2346769#Comment_2346769

    That would be awesome since could make the bots braver in choice-making like working on gen in terror radius or doing a risky unhook. Killer not going to pick up downed survivor but instead chasing someone else or tries to hid red stain at large loops.

    https://forum.deadbydaylight.com/en/discussion/comment/2346773#Comment_2346773

    Hope means I can finally practice Blight and figure out what builds suit me.

    https://forum.deadbydaylight.com/en/discussion/comment/2347013#Comment_2347013

    Yeah true since AI might go wack like in tutorial some bots would just vault a window or pallet non stop and even drop pallets if I am not even near. Also I would go to the deep end if I plan to play Ghost face or Legion but some killers bit more difficult to practice like Blight since requires the player to figure out where to bounce off and where to try and land a hit because some Aim killers are hard to learn but that might just be me since takes me a while to get used to aiming. It is true with the being accustomed to bots if you relay on their exact movements too long but I just wanna learn how to use the power then the tracking mind game which cant mind game bots really.

    There is an argument to be made for killers like Blight, Nurse, Oni, or Billy that require a lot more accuracy in the use of their power, however I don't think bots will be good enough to even give a player a beginning level of understanding with them. This is simply because it is extremely difficult to program a bot with the complex behaviors of a player, if nigh on impossible. The, by far and away, best solution is to friend some survivors after a match that give you a hard time and see if they'll scrim with you for practice. I did that when playing huntress, got introduced to some nice comp team bros and now my hatchets are crazy accurate.

  • I would be intensely doubtful if they could program bots to do even 1/100th of the maneuvers players are capable of. I'd suggest that its for the best leaping into the deep end and having to fight for your success from the beginning. There is also the argument to consider that if you play too many bot games it will destroy your game sense for tracking players, as it'll become accustomed to tracking the bot movements.

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