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BlackRose89

BlackRose89

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  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758129#Comment_3758129

    some characters are simply more mechanically challenging bc of their powers specifics and it's part of their learning curve.

    devs should`ve kept autoaim as a high rarity addon with downsides and called it a day, imo, but i guess they didnt want to deal with the next step of people complaining about accessibility locked behind an addon.

    im personally glad they, hopefully, settled on not adding it. yeah, it sucks for some players, they still have many other killers they can learn and play. as M&K player I'd rather have something to express particular M&K skills.

    A killer for everyone, not every killer for everyone.

    I hate that mindset. You basically saying it's okay to gatekeep a killer for controller players just so K&M players can keep their so call "skill expression" That's one of the lamest excuses I have ever seen and reeks of PC master race mind set. No every single killer by default should be playable on both console and PC. At the bare minimum killers should play smoothly on all versions of the game. It's pretty clear to me you never once played on controller.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757761#Comment_3757761

    I play on console and I think it would be better if you could shoot yourself without targeting a survivor for 0,6s. This could allow to hit people like with a huntress hatchet behind stuff or to aim at a hand that you see sticking out behind a box.

    Shure it is disorienting to go into cams, but it‘s not that big of a problem, you get used to it by playing him more. I just don‘t think automatic looking at someone is the solution, when they would have added this they could have made the killer player an AI as well.

    Ideally they have a different solution for this; I would prefer having something where you see survivors highlighted like dredge does during nightfall or infra red. The targeting in my opinion is not that hard, my problem is more people instantly being behind stuff.

    Here the thing tho… just because you don't have a issue aiming with controller don't mean other don't either. I seen alot more people talk about their experience on controller when it comes to aiming and seems the major of console players find aiming in DBD with a controller especially on sing. The best solution honestly is to add sensitivity bars to the console or finally add K&M support but it doesn't seem the devs are interested in these types of solutions. At end of the day I think it sucks and sad they removed a QoL that could helped a lot of console players without adding something else or even hint to plans of continuing to look into it. I'm a PC player personally but I'm ######### tired of BHVR overlooking console players.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757191#Comment_3757191

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757196#Comment_3757196

    Do you mean the auto-aim when you enter cameras, which automatically looked at survivors or do you mean the auto-aim for shooting survivors while walking to tp?

    I think the automatic looking at the survivor in the cameras was ridiculous, but the aiming while walking to shoot survivors needs a auto-assist for controller.

    Tho I agree that the snapping to a survivor was too much but I do think they should had added a small amount of aim assist to the pods to help those who have to play on console.

  • I know it isn't really helpful but I honestly believe SM at this point will always be hated either by survivors or by killers. Even with those changes her power still doesn't seem fun to me. Like I personally like SM character design mostly because lore wise she isn't some female turn into a victim that makes her into a killer. Plus she has some of the best cosmetics imo but gameplay wise I grown to hate her. She just never going to be fun for most ppl and honestly her reputation is so damage right now that even a full rework imo will make ppl like her. I think survivors will continue to DC again her just because of her reputation.

  • It was complete disaster so instead of reworking them they just gave twins some small QoL changes to make the 3 twin mains happy. Nothing else has really changed, they still one of the most unfun killers to play especially when one survivor decides to make you a m1 killer for 30 secs. Hey at least the 3 twin mains are happy right? 2 years of waiting and excitement completely wasted. Honestly I don't want the devs to do reworks ever again bc imo they end up being disasters. I bet the Freddy one will be one also.

  • Hillbilly (I hate how he controls), Nurse(I'm just not interested in her power), SM(don't feel like playing against bots), Twins(I hate having my power being held hostage), and Trapper/Hag(I hate trap killers).

  • @Aven_Fallen said:

    Why should a mode be permanent before it is even tested? I still doubt that it will be popular for a long time. I think the only people playing it will most likely be 4man SWFs or even bigger SWFs on the Survivor Side. And I also dont think that Solo-Killers will really play it. I at least won play with 7 Solo-Survivors when I already pull my hair out with up to 3 Solos.

    And while I will certainly test the mode as Killer, but we have yet to see how popular it is. I think it is a waste of time to implement it, so I cannot see them making the mode permanent. And if they do, I think it will be dead and nearly nobody plays it.

    As a solo killer myself since I don't have a single friend who likes DBD, I most likely never going to touch the mode. In fact I'm always been confused why the idea of a 2v8 mode was wanted by most of the community. Just seems like a headache if you a killer who has to play with a stranger. We see how it performs but my guess is that it popularity will fall off fairly quickly.

  • Meh I'm not super excited mostly bc I would need to play with a pug player. I'm not looking forward to having to deal with potential toxicity when you make a mistake.

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755002#Comment_3755002

    Can we stop pretending that literal aimbot is necessary for console players btw as opposed to idk, just better sensitivity settings? Obviously? Also you keep saying it does no harm but personally whenever I play surv I would appreciate it if the killer wasn't given literal aimbot to tag me just because they're not a good enough player to aim or to limit their thoughts to "maybe controller should have better camera control in general" because again, aimbot is not necessary for controller players at all

    Honestly at this point I'm just going to say we can agree to disagree. I have made my point pretty damn clear that all I want is for the devs to show some interest in helping controller users. I honestly don't care how they do it as long as they do it. Also aim assisting isn't aim botting and this game isn't apex or ow2. It's not some ultra competitive game.

    Either way I'm honest done talking to you and going to politely ask we end this here. This discussion will not go anywhere. Have a nice day.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755144#Comment_3755144

    Adding aim assist to console only, might create the opposite problem, where some players perform much better on console than PC, because aim assist is that game changing to them. The scanning aim assist isn't like FPS console aim assist, where it can slightly nudge the projectile to the correct place. This is full instant 360 degrees aim assist.

    Also, this isn't the first time console aim assist went way too far. Apex Legends was well known for having aim assist that went way too far, and some tournament players were even purposely playing tournaments on a controller because the aim assist was that powerful.

    Once again I honestly don't care what they do as long they do something. It's not fair to console players that they have to deal with this while PC players don't. Also DBD and Apex are too different games. DbD isn't as comparative or has a ranked mode like FPS games. So I don't see the issue of giving help to ppl who need it even if it does make things little unbalanced console vs PC. ######### just turn off cross play if it's that much a issue but once again the game was never designed to be a ultra competitive game.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755002#Comment_3755002

    Or BHVR could just add preset flicks (i.e. 45 degree flick left) to the killer while in camera mode, to bridge the gap between console and PC.

    The scanning window in camera mode is huge, so preset flicks are a good solution for console players. This isn’t like Trickster, who his tiny knife hitboxes that need to be aimed carefully.

    Auto aim does way more than “just help console players”. It also super boosted many PC players, that weren’t fast with aiming even though they had a mouse and keyboard.

    Again, there are ways to help console players, that don’t involve auto aim, and BHVR should look into that.

    Honestly, I don't care what they do as long they do something to help console players. I even said I would be happy if they just added the aim assist to the console version of the game like other games do. Like I personally don't need it bc I play on K&M but I do feel for those who have to play this game with a controller. They deserve the help.

  • @lettuchia said:

    hell lets just give huntress aim assist/aimbot while we're at it right? since skill expression is just a concept for elitists who want casual players to suffer, give me a break lmao

    btw Im not talking about casual players here. Im purely talking about PC players vs Console players. Unlike PC players console players do not have the choice on what input they use to play the game since console dbd doesn't support K&M. Now you the one who put words in my mouth since I never said anything about elitist vs casual players. That said Im sure casual pc players don't mind if console players have an easier time playing the game with a controller. It does seem the only ppl who complained about the aim assist were those who came off as elitists and are PC players. It's the same song and dance in every game, pc players always look down at console players in pvp games. Honestly, I believe they should just add aim assist just to the console version of the game and turn off cross-play so it playing field is more even. To me that the only real way to fix this problem. That or do what other said and make a addon that allow aim assist that why ppl who dont want it can just not use the addon.

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754992#Comment_3754992

    good to know you put words in my mouth and thinking giving singularity aimbot is "qol." you dont have to be a lifeless nobody to think something as blatant and unarguable as worse players losing more games believe it or not, take your ridiculous attitude elsewhere

    sorry I got heated but Im tired of console player getting the shot end of the stick all the time. This coming from someone who plays on PC.

    Edit: I wanted to add more but was busy in a dun in ff14. Either way I dont think there was no harm giving the pods some aim assist just make the lives of console players easier. They have to play with a controller and its a known fact aimming in dbd with a controller is really bad and makes some killers super bad to play. They deseve to be able to play and enjoy a killer just as much as the K&M players out there. Yeah the auto snapping when entering a pod was to much but having some kinda of aim assist is a good thing bc it helps them be able to enjoy the killer. As I said Im sorry I got heated, I just think its dumb when ppl only care about thier exp with a killer and no one elses. Its selfish and not fair to those who dont have the chooce to play with a K&M.

  • @lettuchia said:

    Even if the longer lock on time isn't reverted this is still an overall buff and a hard pander to bad players, you've got multiple buffs that make him so much easier to play and then one slight nerf, you cant have your cake and it eat too

    Aim assist didn't hurt anyone and didn't take that much skill expression away from the killer. It only made it so ppl who are forced to player with a controller lives easier.

    Edited: I cool off and remove my first part. I still think tho that aim assist doesnt hurt anyone and is needed to make the lives of console players easier when playing singu.

  • I honestly greatly disappointed that they removing the aim assist. I don't think keeping skill expression is good enough excuse to make the killer feel bad for those who has to play the game with a controller. I can't help to feel that this change was made just to make those who cry about it(the p100 singu who have huge egos and want to hold their skill over ppl head).

  • @Deathslinger1of2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747966#Comment_3747966

    How do you counter? I try to get the banner but the knight is always blocking it for me. Genuinely asking, idk what to do

    Yeah right now that's what usually happens but with the changes the knight isn't going to be able to stay near his guard. In the update if he 8m near a hurting guard the hunt meter will go down 3x faster. This tells me the devs want you to use guards in a way where you chase two survivors at the same time. On paper that sounds amazing right? But guard are way too inconsistent when left alone. Their patching is necrosis, they can trick into thinking a survivor vaulted when they didn't, and the banner spawns pretty quickly and can easily be grabbed in the survivor is left alone with the guard. Meanwhile the knight is left as a weak m1 killer with no anti loop when his guard is out hunting. So who ever the person the knight is chasing just has to deal with a m1 killer which is pretty easy for most experienced survivors.

    The only anti loop power knight really has going forward with this update is the Carnflex where he can have him break a pallet immediately after it drop to get a guaranteed hit. The issue with this is that it really completely gets nerfed eventually since we already seen two killer with similar powers get some kinda nerf to this type of power (Lich's Mage Hand and Old Chucky).

  • @Deathslinger1of2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747846#Comment_3747846

    True, it’s just that Nurse and Blight FEEL like they require skill even if they actually don’t. I get your point about not nerfing him since he’s low tier. There’s very little counter play against knight, which makes him frustrating to play against. Can’t mind game an AI I guess is what I’m trying to get across.

    So that's not completely true. Yeah you can't mind game AI but the knights guards have some of the worst patching and AI in general. For example if you touch a vault spot but don't vault the guard will go that that vault and act like you did vault before it continue to chasing you. This buys so much time and distance that any of the three guards will not catch you. One top of that there's always the banner that most ppl can easily double back for and get. Of. This is assuming the knight isn't working with his guards which is where this change is pushing for since chasing with your guard in the PTB tomorrow will make the hunt timer go down faster.

    The issue is that guards as a power overall sucks bc by themselves they will not do much if anything and the AI patching is so bad. Imagine if zombies was nemmy's only power, that is what knight is. His power is dependent on ######### AI and you the player has no agency over it. Knight is a M1 killer who power is held back by ######### coding and bugs.

  • @Deathslinger1of2 said:

    DESERVED nerf. I’ve played Knight. He’s fun. Have you played against one? It’s the most miserable experience ever second only to Skull Merchant. Tunnels across the board.

    @NODD3RS said:

    thank god he was nerfed. Guess the knight players will have to develope another strat that isnt just dropping a guard at loop, yipeee!

    I'm fine with the unfun parts being nerfed but a low tier killer shouldn't be nerfed as a whole. I truly believe that knight going to be a even wrost killer than he is now. Right now he barely a C tier killer and if these changes go through he definitely will drop down to D tier. This isn't something that should be celebrated by anyone. It's not like knight is a nurse, Wesker, or blight.

  • @Tzimiscelord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747137#Comment_3747137

    If you depended entirely on doubletapping to down survivors and cant foresee a future without it, knight is not a weak ass killer, you are.

    I can forsee a future where knight is a d tier killer and that is from someone who has played DBD over 1500 hours. You can insult my skill all you want. I honestly don't give a flying rats ass. I'm at my limit with you and before I get ban for being uncivil with you I'm ending this conversation here. Please leave me alone from now on.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747167#Comment_3747167

    Nemesis in my opinion was always worst version of Knight. Knight even when taking away his guards still has 2 second pallet break with Carnifex. The primary function of nemesis whip is to break pallets. Hitting survivor over loops doesn't work because survivor can crouch his whip. Nemesis zombies are worse version of knight's guards.

    Nemesis will still likely be worse version of Knight. Knight just does what nemesis does but better, in every metric.

    Imo nemmy is much better. The worst thing about nemmy is his God awful add-ons but his whip is fine. I get alots of hits with it and I prefer breaking pallets with it. Meanwhile breaking pallets with carnflex has always been hit or miss for me. Especially with the bug where you get stun when a pallet is drop on your summoning orb.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747114#Comment_3747114

    Nemesis plays 2vs1 game with his zombies but his zombies are trash-tier bad. He needs full on rework/huge amount of buffs to be relevant.

    Knight will still be pet killer but the % of pincer hits on knight will be less. He might still have some pincer attack moments but not as much as before.

    The different between knight and nemmy is that nemmy has a actually chase power. If you remove the zombies from nemmy he would still be decent bc his whip is his true power. The zombies are just there to be pest and you can completely ignore them.

    Meanwhile the guards are the the thing knight has and they make up all his power. When the guards are weak then the knight is weak. I don't think the comparison between nemmy's zombies and knight's guards is a fair one.

  • @AggressiveFTW said:

    This community is so dramatic. It's a test server for a reason. Stop crying and instead make a thread in the PTB Feedback section after testing the PTB and share your opinion. These type of threads needs to stop.

    Guess what ppl said the same thing about the twins rework before it hit the PTB, "this will make twins broken" or "this rework will make twins more powerful than nurse." Guess what happened when the twins rework hit PTB? Ppl was right and the whole rework had to be thrown out of the window. You may think ppl may be dramatic but a lot of times we can tell a rework isn't going to work without having to actually play it.

  • @Tzimiscelord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747012#Comment_3747012

    Left alone, i have seen plenty of assasins get hits on survivors, and you can work with the guard, they can chase you through a border leaving it into a great position to dawn, they can chase they away from gens. They can guard an area or prevent a rescue….

    True, you cannot loop the exact same loop anymore (well you can, but then you have to get the hit quicky) but honestly those double taps were unhealthy for the game, and im telling you this as a killer main.

    Its more of a rework in how the guards work than a clear buff or a clear nerf. Deep down, you know this too.

    Deep down I know Knight is going to be a D tier killer after this. I'm confident in saying that he will be one of the worst killers in the game and I'm ending this conversation there. You have a good day and have fun with your weak ass killer.

  • @Tzimiscelord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746676#Comment_3746676

    Sure, sure……. how often do survivors grab your banners? Especially if you use assasin for the chase?

    Because unless a third survivor commit to it, i hardly ever happens.

    And if a third survivor commit to it, you are effectively chasing/keeping 3 survivors busy.

    All 4 of them if theres a background player or a player waiting for a save.

    Which is also good in itself.

    For me? Rare but that because I don't let the survivors grab the banners. I chase them with my guard and make sure that they don't get anywhere near the banner. However with the nerf of making the hurt timer go down 3x faster when you near your guard, you not going to be able to work together with your guards anymore and you have to leave them along to chase a survivor. Left along the guard does nothing and the survivor has free rein to go grab the banner whenever they want.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746694#Comment_3746694

    Just to point this out your wrong Peanits confirmed you don't need to draw a 10 meter path to summon Carnifix or a guard to break a pallet you have to draw a 10 meter path to get guards to hunt only breaking stuff does not follow this rule.

    Which is why im saying Carnifix pallet break will be meta now that double chase is gone you summon Carnifix when they drop pallet Carnifix breaks it in 1.3 seconds Survs cant make it to another loop in 1 sec i get a guaranteed hit Repeat

    Yeah, in fact it going to be better than mage hand or old chucky bc not only will it get you a hit every time but also get rid of the pallet. At least with old chunky and mage hand, the pallet is left intact to be used later.

  • @Tzimiscelord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746597#Comment_3746597

    I dont think they are fixing any knights bugs. The guards sometimes gets hits, sometimes they dont. But They have incorporated map of the real into the basekit, and increased chase time by 50% for long patrols, that, on itself, is also huge. Not to mention you can spam assasin if you need to spam assasin, or carnifex if you need carnifex.

    If you can be in 2 places at one, doing several actions on different places and pressuring different points, you are not "just a m1 killer"

    Every killer is "just a boring m1 killer" if you completely disregard their power and pretend it doesnt exist.

    I want to point out that the 50% longer chase time means nothing if the banner spawn timing is the same now. Most good survivor will easily be able to double back and grabbing the banner making that 50% longer chase time means absolutely nothing.

  • @Pulsar said:

    I am hoping this is setting up a larger bugfix.

    If they get rid of his bugs, he's not in a bad spot. Being able to cycle Guards is extremely strong. Having CTA basekit, partially, is good.

    Personally Im not holding my breath on that. Even if the bug fixes are done I firmly believe they are back after a few patches. That said I agree with you that most of his problems come from the buggy AI the guards have.

  • @Tzimiscelord said:

    The guards allow you to pressure 2-3 survivors at the same time, and now you can manually select the guard instead of being locked in a rotation.

    Its different, but i wouldnt necessarily say worse. At least until i play it.

    Here is the issue tho, you have nothing to help you in chase while a guard is pressing another survivor. While your guard is chasing someone you are left as a boring m1 killer with nothing to help you in your own chase. On top of that the chances of your guard actually hurting the survivor it's chasing is slim to none since there is so much survivors can do to counter them esp if you include the bugs that knight guards have. Also before you say something we still dont know if those bugs are going to get fix or not since there was nothing in the blog saying they are looking into knight bugs. If you think bugs are getting fix then I think you are getting your hopes way to high.

  • @jesterkind said:

    To the point about the new 10m restriction on patrol paths - the thing you're describing where Knight spawns a guard in a tile and survivors leave to hold W to another one is the entire thing they're trying to fix.

    It's not something that harms Knight in his capacity to use his power as intended, it's a nerf to an extremely obnoxious cheese strategy. I have my issues with a few of these changes, especially the change regarding hunt time shortening if the Knight is close by, but that particular change is a good one specifically because it's aiming to address the loop-zoning issue that a few characters share and Knight is the uncontested king of.

    That's not to say I'm of the opinion these changes adequately buff him in compensation, or to say that I don't think that - I'm agnostic until I can test it. Just that Knight has historically had a big problem: Flattening gameplay down to "he's knelt down, hold W, rinse and repeat". This update is pretty clearly attempting to both address that problem and encourage Knight to use his guards in alternate ways, it's not a bad update because it successfully addresses the problem.

    Thought I agree with you but none of the changes imo will make him better. The way you are supposed to use his guards tends to be the weakest way to use his power bc his guards are just really weak I think. Knight is a killer who power greatly depends on bad AI. We all know the AI in dbd is #########, look at nemmy zombies. ######### could you picture nemmy if his power was just zombies, he would probably be the worst killer in the game imo. Lucky nemmy has a chase power but knight I dont think the Gurads will even be a good chase power and if left alone they are barely a threat to survivors bc of bugs, and the banners.

    I think alot of yall who looking forward to testing changes have this idea that they also fixing the bugs with the AI but Im sorry I really dont think these bugs are going to be fixed. Look at twins, they are still buggy even after they were supposed to be "reworked". DBD has a history of taking forever to fix bugs in the game and even when they do the bugs usually come back after two or three patches.

    Personally I think Knight needs a new power that doesn't relay on ######### AI but that never going to happen. I think he will always be bad bc he going to be held back by something you cant control yourself. But hell that just my opinion but I really dont have faith that these changes is going to make knight any more fun for the person who playing him.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745905#Comment_3745905

    Yeah they said Console DBD has no MnK support and there are no plans to add such a thing.

    Which sucks, honestly.

    That's what I thought. So yeah even if you did plug in a K&M you still cant play dbd with them. You have to play on controller.

  • @Steakdabait said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745462#Comment_3745462

    it's not elitism. If your prefered form of input is so unbelievably bad that it requires the game to be trivialized for everyone else it shouldn't be considered for game design in anyways. You can plug in a MnK into modern consoles. Your refusal to not handicap yourself shouldn't force devs into removing all mechanical skill from games.

    Im pretty sure even if you plug in m&k in a console you still cant play dbd with them. I think console dbd has no support for K&M. Here is a site that confirms it. It was written last year but Im pretty sure the devs have not added that support yet on console. Maybe a dev can come in and confirm this since I think it's really uncool of you to speak on this subject when you have no clue if the console version of dbd has K&M support or not.

    https://primagames.com/tips/does-dead-by-daylight-support-keyboard-and-mouse-on-console

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745772#Comment_3745772

    Yes, I am in fact aware that Singularity pods do not deal direct damage. Yes, obviously making Hatchets autoaim would be busted. That's not what I'm talking about here.

    I used Hatchets because ranged killers like that are a somewhat close analogue in terms of having to aim. I'm specifically talking about how fun it would make the killer. Mechanical skill is part of the fun for a lot of killers. Please do not misconstrue my point.

    The problem is that sometimes that mechanical skill is close to impossible for some ppl like controller players and only leads to frustration. Its not fun when you're held back just bc you play with a different input than some other ppl.

  • I read most of the sing main feedback post about the autoaim and it really shows that none of these ppl are thinking about the controller players. The devs even said in the blog that the autoaim isn't going to affect those who master him so why do so many of these ppl care that much that controller players will have a little more help when aiming? Honestly, it comes off as gatekeeping imo, I feel y'all want him to stay hard to play bc it gives you some kind of ego boost and holds your skill at the killer over ppl heads. All killers should be at least playable at all skill levels no matter if they using a K&M or controller.

  • @Steakdabait said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745198#Comment_3745198

    Play on a real input instead of holding back the entire game industry.

    Lol take this PC master race bs out here man.

  • @ReverseVelocity said:

    I mean, yeah, I think that's kinda the point. Carnifex will still be able to obliterate pallets. The fact that you can freely swap between Guards will make this a non-issue. You're not meant to use him for Hunting anymore, and that's fine.

    He'll still have in-chase use. Just not for Hunts.

    Just wait they nerf his breaking ability bc ppl will only use him in that way and we have a situation similar to old Chucky and mage hand, where you get free hits at pallets. I totally see this getting completely gutted since survivors hate when killers get free hits like this.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/418067/remove-end-game-chat

    But I find it funny to be completely "destroyed" by the poor ace thinking he's god after he tbagged me and died xD

    Jokes aside (well kind of, I really find it funny xD), I really enjoy to talk to people at the end. Sure there are a lot of people just completely throwing tantrums, but there are also people you can talk to and have a nice chat.

    That's why I think it should stay and you can just minimize it

    Lol I never once seen this rare moment of a "nice chat" 99% the end game chat is either gg or some toxic #########. Personally when someone says gg they never mean it. It something ppl say bc they feel like they have to, it not like they actually mean it. Actually I find gg pretty insulting when the game was in fact not a good game. The last thing I want to see is a group of survivors who clearly beat my ass say "ggs" at the end of a match. This is why I never say ggs. I just hit the next button and go into the next match.

    Either way I do agree I don't think end chat should be removed but I also think it adds absolutely no value to the game. Console players don't even have it after all they doing just fine.

  • Yeah I totally see knights just using Carnifix to get easy hits at pallets like old Chucky. Going to be only real way to use his power in chase till it gets nerfed as well bc you know every survivor and their grandma will complain about that. Knight going to end up as a killer who has no power whatsoever.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744972#Comment_3744972

    Some of us are still upset about the Twins changes, where they got so many complaints that BHVR overnerfed Twins and made them weaker than they were before the rework.

    Yes, Twins would have been better off if the rework had never happened. Survivors can now hold Victor hostage for even longer than before, which means it's just miserable to play as this killer now. And now we might get a whole bunch of Singularity nerfs that will leave him worse off than if this update never happened. We're better of if BHVR never tries to update killers, because the killers often lose out in the end.

    God the Twins so call rework was a disaster... Like I hate playing that killer even more now..I still think Twins are the most unfun and wrost killer in DBD. Even with the so call QoL changes they end up doing.

  • Personally I rather them add a opinion where you can turn it on and off. That way ppl who wants the autoaim can still use it without having to dedicate a addon slot and the ppl who don't want the help can simply turn it off.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744983#Comment_3744983

    Yeah, that's why I wanna see the findings in the PTB... I think the direction is good, but he may need more put into his kit to shine.

    My hope is along with the rework, he'd also get a slew of bug fixes to make the guards more functional/dangerous.

    I think the changes are interesting, will likely need buffs, but as with anything on the PTB, its the concept, not the numbers that is important, and its sn intriguing heading.

    We see but I really not keeping my hopes up on the bug fixes. Since bugs are one the major reason he feels so bad to play(at least imo) I feel they would had said something in the dev blog. Something along the lines "We also looking at fixing some of the most problematic bugs knight has" Maybe these changes will make him better but on paper, I still think this a net nerf at best.

  • @Kaethela said:

    Double chase is awful on the survivor side and I'm glad to see it gone.

    So you rather him be completely powerless bc that's what this change is doing. Guard by themselves are not a threat at all and are piss easy to loop esp since you have some many ways to counter them. You can double back and grab the banner, you can just shift w, and you can even make them waste time by touching a window or pallet and making them think you vault it when you didn't. Guess you rather see knights just using their guards to camp 3 gens or break pallets the sec you drop them to get free hits.

  • @UndeddJester said:

    I think the direction is good. The guards being easily exploitable is a thing, and we'll hopefully see a slew of bug fixes and AI improvememts to the guards... but what I see in this update is the Knight needs to actually think about how he's gonna cut survivors off.

    The 8m change is a clever value to use... it means the Knight can't just stick a guard on a survivor and zone them by forcing them to run in a straight line while he hovers along side waiting for the survivor to run out of map. He actually has to make the guard go one way while he goes another and actually cut of survivors, preferably by overshooting his guard and having them push survivors into him.

    I would like like full Map of the Realm, though I think in conjunction with the half MotR basekit change, the detection ranges being increased for all guards should mean they amount to roughly the same? I hope so, cause it seems like it'll be more important than ever with these changes.

    The option to cycle guards is very nice. Though one concern is that if the pathing of the guards if up to 1.5 times longer, that means I have longer before I can use another guard... If the jailor is out hunting for 24s, that mean he takes even longer to end? Maybe a feature I can cancel, wait the 3s and bring out a new guard if I want would be nice?

    Will be interesting to see what happens on the PTB

    I get where you coming from about having to think about how to cut survivors off but I feel they don't want you to chase the same survivor as your guard/work together with your guard anymore since being near a hunting guard going makes their chase time go down 3x faster. To me it seem they want you to use guards to chase a survivor while you chase another but since guards are so easy to loop and outplay you really never see any value in doing this. I feel most really just choose to use Carnifex all the time to break pallets super fast and get hits that way. I don't see any other meaningful way of using your guards since they still going to be bad at chasing survivors. Maybe Im wrong but on paper all this seems to be a pretty big net nerf for Knight.

  • I don't see nothing wrong making a killer little easier to play and more enjoyable. As others said I feel you want him to stay super hard bc it gives you an ego boost and have something to hold over others heads. Some ppl dont have 1000s of hours to master one single killer, they want to play all the killers and have fun on them. Take me, I dont main one single killer bc I think that would make the game super boring and unfun. If I wanted to be a master of a single killer I would never buy the other killers to play. In games like this its imporant to have a good balance between the skill floor and skill celing esp when dbd has one the worst mmr systems in gaming. All Im see in this update is them lowing the skill floor but keeping the skill ceiling close the same, so ppl have an easier time picking him up and learning him at thier own pace without feeling like they losing all the time.

  • How did they make him more fun to play? Maybe play against but I don't see how these changes make him more fun to play. There was no say about fixing the chunkiness of his kit or the bugs with the AI. Also, you can't use your power in chase anymore so when you chasing someone you're just a powerless m1 killer and those are hardly ever fun to play. Survivors will still easily outrun a gruad bc they no more faster than what they are now. The only thing you really can do is just quickly break pallets with Carnifex to get easy hits and then that will most like change bc it be like old Chucky again since you can now use Carnifex all the time if you choice to. I just don't see how Knight with these changes is going to be more fun to play.

  • @solarjin1 said:

    knight changes are great as a survivor. Dropping guards to zone was mindless and two killers chasing was extremely hard to avoid. As a knight player tho....that boi got cook🤣. He kinda don't have anti loop anymore. what u gonna do place a guard on a 10m path mid chase? so the survivor can be long gone with a guard on there tail who won't get a hit. His sandwich Survivor style chasing need a nerf but the guards need more lethality. His time to down will be much longer now as a m1 killer and he wasn't exactly that fast at downing before this. Pallet breaking knight might be his go to build now idk.

    Pallet breaking is the only thing I see that will be useful on Knight now. Because of this, I see no real reason to ever use jailer or assassin over the Carnifex. Carnifex will be the only used Gurad I feel going forward just to break pallets in mid chase after the survivor drops it. Then when that happens ppl complain about it since it similar to Mage Hand and old chucky where it will always get you a hit.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744741#Comment_3744741

    Well, considering its just the PTB, i want to try it out to test as it will become.

    We only got half of MotR and "Pillaged Mead were fan favorites???" What? Pillaged Mead is trash and no one uses that addon at all. We need Call to Arms base kit as well. Now that is STILL a required addon…killing me here.

    Yes, i wish they added full map of the realm and reworked the addon, but lets test in on the PTB to see how it will go.

    About the short range and long range patrols: i still think it will be a buff overall, as you can create long range patrols circling objects and loops, maybe they change the faster deplete rate when the Knight is near a guard - i don't think that is necessary.

    What we needed was a scalable increase to guard chase speed with a skill
    requirement to allow guards to reliably get hits if we played well

    The devs said many times that the Knight is meant to get a hit working together with his guards, not the guards by themselves. Although i understand that some player want the guards to get hits, i still think that this can lead to some Skull Merchant situations where a Knight holds a trigen by sending guards to get them injure and send survivors away.

    The problem is he was supposed to get significantly buffed in his healthier game play in return, which didn't happen.

    Lets wait the PTB and give the proper feedback to the devs in what is needed to put the Knight in a better spot.

    "The devs said many times that the Knight is meant to get a hit working together with his guards, not the guards by themselves. Although i understand that some player want the guards to get hits, i still think that this can lead to some Skull Merchant situations where a Knight holds a trigen by sending guards to get them injure and send survivors away."

    This is my issue with this update. With the nerf of making a guard's hunt go down 3x faster when you near them that makes it where you can't work together with your guard to get hits. To me, it seems the devs now want you to use the guards to guard spots on the map and chase a different survivor than you currently chasing. The issue with this is that the guards are so easy to outplay and outrun meaning Knight really doesn't have power now. Meanwhile, you become a weak M1 killer while your guard is chasing someone else.

    Though I agree these changes need to be tested but at first look it seems to me that this is just a huge nerf to Knight and doesnt make him any better. He will still feel very chunky and underpowered to play.

  • @Jacknalls_Paw said:

    Knight update is perfect, dropping a guard to deny a loop and getting a free hit was one of the most brainded things ever.

    Tho I do agree with you but this update doesn't give Knight any new gameplay opinions. Now knight really is just a M1 killer with really no power. Sure the boring gameplay was deleted but nothing fun was place to replace it.

  • I need to play it to see but on paper I think this just makes knight even worst. It seems like they want him to be a chase two survivors at the same time like killer but the issue with that is A) the guards are still really slow and can easily be countered but shift w away, B) Im guessing survivors will still be able to bait guards into vault locations causing the guard to lose even more ground, and C) ppl still can loop around and grab the banner making the guard go away. Meanwhile, while your gurad is chasing someone else you become a M1 killer with no real power. Imo there is no real reason to even use gurads to chase ppl, just use them to break pallets.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734636#Comment_3734636

    This is just so wrong. "They have no other options", there are plenty of Perks which are no Slowdown-Perks but worth running. Granted, a huge amount of Perks on both sides is not good, but it is better for Killer IMO. They at least have Perks which can be good on specific Killers (e.g. Iron Maidene on Huntress).

    At least stacking Slowdowns is now weaker than before, this is something I guess. But the Perks are far from ruined or anything.

    I just greatly disagree with you. Killer perk variety is just as bad if not worst then survivors. A lot of perks you just never get consistent value from and are not worth running. Slowdown is the only perks where you see consistent value no matter the match you go in. Even aura perks you might not get any value from if you unlucky enough to run into a survivors who running distortion which I personally do all the time. Chase perks like Dissolution, Hubris, or Unbound you rarely get any value that they not worth running. I could sit here for over a hour listing every weak killer perk and why they not worth running over slowdown perks. This is coming from someone who never runs four slowdown and try to use perks other than slowdown. From my experience alot of perks are just not worth equipping and you just better off running slowdown.

    Either way my main point of my original reply that is of course you not going see meta change because right now there still no real good reason to run anything other than regression perks.

  • @GeneralSkien said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734636#Comment_3734636

    I mostly play killer, and I used to be a meta slave running 4 slowdowns to get the most optimal results, but trying Aura perks are so damn good, it’s insane it’s like I am better at looping just for seeing their aura for 2 seconds across the map. That being said Distortion is quickly rising up to being my most hated perk to go against


    Tangent aside great point is made, there really is no real reason to run any non slowdown perks, you are actively hindering yourself by not running it and it is kinda sad honestly cause you miss out on some insanely fun perks to use. I have been preaching this for a while and every day I feel more comfortable saying it, slightly buff all slowdowns, and then limit the amount you can run, 2 max. Also buff a ton of killer perks, the weaker ones.

    I never run 4 slowdown. At most I run two slowdown, one info, and a flex perk(depending on the killer in playing) I would love more fun perks other than slowdown but there really isn't. The fun perks we have see so little value from that it's almost handicapping yourself of you decide to run them. Plz devs buff the weaker non slowdown perks so killers have more options for builds.

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