ChainsLogic
ChainsLogic
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@slipttees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707933#Comment_3707933
The ability is disabled throughout the match and if you reach the end of the 5 generators you gain a health status. Do you think this is strong? The killer should be punished for allowing the 5 gen to be done and not the survivor.
I mean, sure, but if you are hooked before Adrenaline procs, you too shouldn't be rewarded with a full heal. The perk is still strong, just without of an annoyance of a survivor getting of the hook fully healed.
Like you said you should be "punished", in this case for failing to not get hooked before the last generator pops.
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You can close the chat, so bhvr gives you an option to deal with it. They can't do much else, what do you want them to do, go into every toxic dbd player's home and teach them how not to be awful people?
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@Emeal said:
So you want bHVR to sabotage one of their main methods of gaining cash in hopes that spending an extra 3 months will fix all issues. And if that isnt possible, then what? they have lost money and gained some bug fixes. Ill remind you said bug fixes might become unstuck as this game is ever evolving and nothing is stuck in stone. I think this is a terrible idea because its a shot at fate which isnt a path that is secure.
The recent patch is an upgrade in engine and that never comes easy and the reason they canned all the twins update was because the backlash was great to it, so they canned most of it. You may not see good things in that, but it is, its called listening to feedback.
This latest patch may have failed and some work was lost, but it failed successfully and the process is still ongoing.Bhvr is a multi-million company, they won't fall into disarray if they lower their yearly chapter release schedule to 3 chapters.
Benefits of making one chapter solely focused of bug fixes, small buffs/nerfs, some bigger killer reworks, perk changes, map changes, etc… would be much more profitable in the long term, even if not as much short term. A more balanced and smoother gameplay will both attract more new players and make the veterans more likely to recommend the game to others.
It's ridiculous that so many people still think that multi-million companies are barely scraping by and are on verge of bankruptcy or something.
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Playing Jill is an actual detriment when playing survivor lol.
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@Liozio said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708008#Comment_3708008
Recoil was very integral to balancing the absolutely ballistic rof pre 7.4 Trickster had but most people don't seem to realise this and just want to spray everywhere and be rewarded for it which is a very large reduction in his skill ceiling imo.
Even with no recoil you have to be accurate more often than not if you want good results with Trickster. If you genuinely think you can just spam knives now, then it seems you barely play Trickster, if at all.
No recoil just makes him more fun, especially because irl small knives won't have recoil when thrown, so it was an unrealistic gameplay design that also made him less fun.
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Hug tech allowed you to bypass the intended counter to Blight in many tiles. The survivor might think "Oh, if I position myself here, he'll have a harder time getting a hit on me" but surprise surprise Blight just slides around the loop and gets a hit anyways (not always ofc, but very often)
Swf does give you more info at a faster rate, but it doesn't make the survivor run faster, jump over pallets, clip through solid walls or make you repair gens 2x faster when alone. So with devs endorsing it, definitely not an exploit like hug tech.
Also as someone who only plays solo q, there are many times where I'll get teammates that play like they're blindfolded the whole time, but also times where the whole team has a certain harmony, making plays that would definitively have many killers shouting "Swf!!!".
It's really not a magic strategy to outplay killers, all in all. Info is only part of the equation, if you're bad at relaying said info in a useful way, and if you're bad at everything else, swf won't help you win.
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@caligraph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707303#Comment_3707303
comms are not an in game option
No, but outside voice comms are endorsed by bhvr, while hug tech was always considered a bug. It just took them time to fix, doesn't mean they silently changed their mind in the meantime like some Blight mains kept insisting.
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@TheGriffinDore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706398#Comment_3706398
Just because something is a bug doesn't always mean it's bad. That arguement never makes any sense.
It gave the character's gameplay depth, and skill expression while still being counterable since the player has to sacrifice line of sight to look down and hug the wall.
These "bugs" often get hard coded into the character in other games because it's a part of what makes the character feel unique. But this game over-coddles babies and people who are too lazy to learn the counter-play. Because complaining online is easier.
Sure, in relatively rare cases a bug should be made an official game mechanic, hug tech wasn't that type of bug though.
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@slipttees said:
Adrenaline is a Joke now!
No, it's fair now. The effect being 5 seconds didn't bother me really, but full heal off the hook and Freddy who is more on the weak side being the only killer directly affected by it needed to go.
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Yeah, you lost me once you wrote you wanted recoil to come back.
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@MarbleThrone said:
I agree, but sadly it's not likely to ever return to the store. In their Reddit AMA of September 7, it was confirmed that only Very Rare and above Rift cosmetics will eventually return to store. And Claudette's Montreal Chill outfit is unfortunately of lower rarity than that.
It is why Rift cosmetics are now always Very Rare, so there is a guarantee they will come back eventually.
Link to the AMA:https://forums.bhvr.com/dead-by-daylight/kb/articles/407-reddit-ama-september-7-2023
I want 2 very rare Nea outfits (their head part to be precise) so while I personally am not affected with the "only very rare and up" outfits coming back, what I don't get why?
Like you have 2 options, bring back all outfits and earn a certain amount of money, depending on how good/wanted a cosmetic is, or don't and earn nothing. It's like they don't want money sometimes.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705610#Comment_3705610
Well that's a little bit less drastic I guess, but still. Do you think something changed since the last time they did that? In case you don't know in patch 2.2.0 they already did "rework the hitbox of hunting hatchet to more closely resemble the props actual shape to allow for more accurate shots" and then in patch 2.2.1 they reversed it because "the resulting changes were unsatisfactory".... So I don't really assume your changes would be better than what they already did... So the question, why are your changes different than those they already did?
Bhvr made it match the hatchets model, or very close to it at least. I believe survivor hitboxes were made more realistic as well. So yes, I believe my change is small enough it would nerf the Huntress without destroying her, since it's just a slightly smaller hitbox which is very different from what bhvr did back in the day.
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More consistent collision feels very nice when playing as Blight, no longer having my rushes ruined because I slid of something. Now that there's less room to cheese hits, and Blight actually has to be good at bump logic, going against him will feel better as well.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705607#Comment_3705607
You phrased it as 10-15% on both sides so 20-30% in total?
No, I meant in total, so it would be about 5% or 7.5% reduction on both sides depending on if it's 10% or 15% in total.
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I proposed a decrease of anywhere from 10-15% not 20-30%. That would indeed be a bit too much of a nerf to the hitbox most likely but again, I proposed smaller number changes.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705576#Comment_3705576
lmao they were estimates. Don’t act like you knew that without looking it up lol. This game doesn’t tell anyone anything about their power. Besides she just got her windup buff as it was 1 second and the cool down is 1.25 so that is still 3.25 instead of 4 seconds in total if you throw it instantly. And in the majority of situations you hold hatchets for SEVERAL seconds because clutter, learning survivor movement, watching for patterns, and so on. So the point still stands that she is consistently the slowest killer in the game.
You don't present estimates as facts though. Also the wiki is one search away, so no excuse to spread misinformation in order to portray Huntress as a weak killer. "I think" is used when not sure of something, yet you stated incorrect things acting like they're facts. Phrasing is very important when discussing things.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705203#Comment_3705203
Basically to the first paragraph.
I don't know about the traps hitboxes being realistic ^^
I mean it is still muscle memory and takes a lot of effort to get it right again. Those two things relate to each other because the reasoning behind your idea and behind aim dressing was to make it look like the hit connects, not to make balance changes...
Irl hinges don't activate bear traps, the game's trap hitbox is the same way, that's why survivors are able to squeeze past them due to their smaller hitbox.
Hatchet hitboxes are the opposite being bigger than the actual hatchet, which is fine, just how much bigger is not fine imo. It would be both a minor balance change and minor visual improvement because ridiculous looking shots would be less frequent because the Huntress would need to be slightly more accurate with her hatchets.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705266#Comment_3705266
Then you just unhook from the other side of the hook. She can't hit you without getting closer and it's considerably easier to juke hatchets from distance.
Exactly, the Huntress has to be at a distance, and wouldn't be able to facecamp with iri head in endgame because of the distance requirement.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705267#Comment_3705267
Again she moves at 77% most of the time when interacting with survivors because she has to wind up the hatchet,(which takes 1.75 seconds) aim the hatchet, reach full power (which takes 3 seconds.) throw it and then recover from it (which takes 2.35 seconds) All while moving at 77%
Meters in Tier one moves at 105% (and never slower) and Nurse moves at 86% (and never slower) on top of her being able to travel 40 meters in a few seconds. I have her P100 and have been playing her for years. She’s not bad but she is definitely not nerf worthy. If anything she needed the movement speed buff because of how bad maps are for her and how often she is forced to M1. There is a reason why Shiny Pin has an insanely high pick rate.
Do you actually play this game? Huntress's wind up is 0.9 seconds and it takes her 1 second to fully charge a hatchet. So both together take 1.9 seconds.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705265#Comment_3705265
bad wording. your encouraged to hold a hatchet from exactly 23 meters away. that is one of tips to doing that skilled huntress achievement. People already do this with deathslinger iri-coin. it is not a good change.
I am just slightly proposing a little bit of a buff to make it a little bit more usable outside of camping.
Well, I said 25 meters minimum, I'm not sure why you keep writing 23 meters. If you can hit a survivor coming for an unhook with all the obstructions many of the maps have, more power to you. Iri coin is one of the rare exposed addons I don't have a problem with because of the distance requirement. And if the Huntress proxy camps she risks losing a lot of pressure.
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Huntress is 4.4 m/s killer. She's faster than Nurse and tier 1 Myers. Most of the killers are same/slower speed than the survivors when charging up their power. She's stronger than Trickster and Deathslinger honestly, not that they are bad killers, even if many think so. I would say you maybe just aren't that good with her.
I do like your idea for iri head rework, sounds interesting and useful, and hardly busted with the gen regression limit.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705090#Comment_3705090
the add-on would be useless for anything other than proxy-camping/face-camping hooks from 23 meters away. I'd say the add-on could use a small buff. maybe +1 extra hatchet capacity.
There's a reason it's limited to 1. My idea gives more options for both Huntress and the survivors. Also you can't facecamp from 25+ meters, it's literally a paradox.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705090#Comment_3705090
I meant more like you keep your hatchet amount, or maybe lose some, but the one hit only comes into account in super long range so you don't need worry about it when actually looping the huntress.
So your reason for the change is not the balance but the visuals? And that's why you want to basically make it so every good huntress has to relearn hitboxes, just to get to the same goal as aim dressing? Nah man, how about we fix the survivors posture or hotbox instead of huntress hitbox if it is only about the "bizarre looking shots"? Reaches the same goal doesn't it?
As far as I am aware trapper can get caught and survivors can't in this situation is because killers hitbox is bigger than the survivor ones... So ofc he cannot squeeze through such a tiny spot...
So you have pretty much the same idea as me, except for the meters where the hatchet is an instadown being 30 or more meters vs my 25 or more meters, and I guess hatchets stay regardless if the shot was an instadown or not vs my losing hatchets and having to reload on instadown?
I am aware of Trapper's and killer's hitbox being bigger than survivors. The reason I mentioned him is that the traps hitbox is realistic to avoid survivor frustration and affects Trapper badly, but Huntress's hatchets are unrealistic and easily lead to frustrating shots on the survivor side for the easier convenience of the Huntress. Both are bad design choices imo, just for different reasons.
Again, it's a very minor reduction, so all that good Huntress players would have to "learn" is to aim their hatchets slightly more to the left and slightly more to the right if they want to hit the survivor at the edge of their hitbox. Also aim dressing is meant to make your m1 attacks make more sense visually (while ironically bugging out at times and robbing you of a hit) but I fail to see how it relates at all to hatchet hitboxes.
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Freddy's rework is more underbaked than truly bad imo.
Basekit changes:
- 8 dream tokens with swapable dream snares and dream pallets
- 30 second teleport cooldown (was 45 seconds)
- Each asleep survivor lowers the teleport cooldown by 3 seconds (all 4 survivors asleep would decrease your teleport cooldown down to 18 seconds)
- Survivors fall asleep passively after 50 seconds (was 60 seconds)
- You can teleport to finished gens as well (their aura would be white to distinguish them from incomplete generators)
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@adam1233467 said:
They already tried to do that
And the result was causing her hatchets to go through survivors, it was a horrible change for huntress and that's why she will never have a good looking hitboxNot really? They made hatchets acurate to the model, and I believe survivors hitboxes were made realsitic to their body as well. My change is only slight reduction to the hatchet hitbox, it would still be bigger than the actual model (which is what bhvr did, made it match its model) and the survivors hitboxes would be unchanged (unlike in their test)
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/411634/huntress-changes
No to all of that... What could be done about iri head however, would be to make hatchets only instadown when thrown from 30+ away or so, to make orbitals more effective, but other than that I think Huntress is fine, at least in consideration of those changes.
The hit box of her hatchet is Allright, some hits that seem very far off only look like that because either a. There is some form of ping issue or b. The hitbox does not match with the survivors model, it should be very obvious to everyone after that many years that the survivor model is not congruent with the hit box, the hitbox is a bit behind the actual model.
So you would keep Huntress with 1 iri head and 30 meters of minimum distance for an exposed hit? That's bad, would make iri head borderline pointless to have in game. My idea makes it less frustrating for survivors, because they are more likely to dodge the hatchet at longer distances, but also not super punishing for the Huntress player, who'll still be able to deal normal damage if not that great at long distance shots.
As for the hatchet size hitbox, I'm not sure why you think I don't know how survivor hitboxes work. The 10-15% reduction of the sides of the hitbox is mostly to slightly decrease the frustration of bizzare looking shots you can get playing vs Huntress especially when ping comes into play. It would require slightly more accuracy when playing Huntress, cause slightly less frustration and make those strange looking hits slightly less common on the survivor side.
The fact that Trapper's traps don't have a hitbox on the hinges because of realism, often causing him to be unable to squeeze by his own trap, while the survivors can, while the Huntress throws a volleyball at you (there is a picture of hatchets hitbox online) is almost funny.