ChiTenshi
ChiTenshi
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- ChiTenshi
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Comments
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Perks that work on under-used mechanics:
- Survivors: Totems, Chests, Negative Status Effects, etc
- Killers: Chests, Pallets, Crows, etc
Allow for some more interesting builds and potential strats.
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The only issue I have with NOED is that it can punish you for having lazy team-mates.
You might cleanse 3 or 4 totems but if no-one else does a totem, you can be on the receiving end of that insta-down.
A simple fix would be implementing a totem counter in the UI.
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I agree but only during the early game.
It's frustrating to see a Survivor hook-suicide before the first minute simply because they got caught early. Punishes the rest of the Survivors for toxic reasons.
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When I have a key and I see my toxic team-mate die on the hook
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Things I appreciate about BHVR:
- Their focus to work on the game despite the negative comments that get thrown at them on a daily basis (similar vibes to No Man's Sky)
- The balls to go through with certain decisions knowing they will receive heavy backlash (Self-care, DS, Ruin, etc)
- Their efforts to explain changes/goals to the community (regardless of their comments being good or bad)
- The licensing hoops they jump through to add licensed Killers and appeal to the horror/thriller fans
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@Peanits said:
It's not reportable, no. Any reports for it will be discarded. We'll have it fixed before long, in any case.
You make it sound like exploits are non-punishable if they're being fixed soon. That gives the wrong message altogether.
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That's why the system escalates the penalty the more frequent a player DCs.
Those who crash may get a small punishment but will remain mostly unaffected, those who DC on a regular basis will get banned.
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Survivors: Object of Obsession - Abused by SWF groups and pro players, to create an unfun match for the Killer. You either don’t find the player or don’t even hit them.
Killers: Sloppy Butcher - Makes healing more laborious and turns the match into heal simulator or ‘groan and find’.
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@The_Daydreamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1046596#Comment_1046596
Just don't heal. Like really. Good survivors just heal if they need to. The antiheal meta is imo fine and we have enough counters. Just because you don't accept it, doesn't mean they weren't there.
That’s like saying don’t M1 when using Huntress. Possible and those skilled enough will have no issue, but you drastically hinder yourself for no reason.
Obviously, there are times where you don’t need to heal and you can do something else like repairing gens or cleansing a totem, but there are times where you need to heal or risk a short chase with your next encounter with the Killer.
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There are many factors that cause this healing issue where a Survivor feels penalised for attempting a self-heal or knowingly seeing their allies do it at crucial moments.
One factor that should be addressed is the current anti-heal Perks + Add-ons Killers have easy access to. They painfully amplify the issue mentioned above and Survivors have weak options to counter this.
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Inner Strength - A common suggestion as a counter to anti-heal builds, but has a limited resource that increasingly becomes harder to find and introduces competition between Survivors. With only 5 totems present in each match, you feel restricted option-wise and penalised when more than 1 Survivor takes in that Perk.
Autodidact - It's effectiveness is small and too random. You can be lucky and get multiple skill-checks in a few seconds or you can get a single skill-check through an entire heal and be punished for it, either way it's reliance on skill-checks hinders it usefulness.
Vigil - Although it counters the Mangled status effect, it doesn't help against standard healing times and you still need to take Self-heal to use this.
Botany Knowledge - Same as Vigil but works 24/7 and does not work against the 1 status effect. The most realistic option to help against the healing issue but again, forces you to take Self-heal.
Solidarity - No.
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Set-up:
- NOED
- Blood Warden
- Iron Grasp
- Deerstalker
Strategy:
- Find a Dull Totem and camp it (preferably one the Survivors are less likely to find)
- When NOED is about to trigger find a Survivor. A few Survivors will probably be looking for you, thinking you're trolling
- Down 1 Survivor with NOED
- Wait until half of the EGC timer has passed before hooking the downed Survivor (Deerstalker and Iron Grasp will be helpful here)
- Have a BBQ (don't down or hook anymore Survivors, that will stall the timer and possibly free the Survivors)
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Killers from non-horror franchises would be interesting and can help to build the malice/cynical nature of that character (show their true colours).
That said, Killers added should be Killers that have the show revolve around them. Adding something like the 'Pale Man' from Pan's Labyrinth wouldn't work because they have no lore, little scene-time and little-no fans to appeal too.
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In what sense?
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Not for a year now.
It allows you to see other Survivors in a certain radius but the amount of times I found that information useful is low.
Worked on Gens, Injured Survivors, etc, give off enough indicators to find them (sound, visuals, etc), and you usually have enough information provided when a Survivor is being chased.
The only use I see in it is avoiding other Survivors when the Killer is chasing you, but I've encountered more players using it for the opposite intention.
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When I hear a Michael Myers tier up (you gotta love Survivors that give him free stalk).
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I recommend an egg-timer for other Killers.
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"Killers are better on PC. That mouse and keyboard man, really makes a difference."
This causes so many divides on Killer performance is gives BHVR headaches.
Best example is the most recent Spirit changes (removed her collision whilst phasing). She was Over-performing on PC but not on Console, and many players did not know this when trying to debate with one another in the forums.
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BHVR mentioned they have a list of Perks they are looking to address but are doing so 1 at a time as to not create more problems. Sole Survivor may be on the back burner due to it needing more of a rework (stat changes won't fix it).
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That's a bannable offence.
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@Peanits said:
Thanatapabia. Got it.
No no, it's thonotopoblio
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I consider Rancor more of a Support Perk, a Perk to enhance the Killer's Power or other Perks.
Rancor is rather weak on it's own but combined with an Obsession Perk such as Dying Light or STBFL, it will helps the other Perk in application and enhance play-style oriented around it.
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I have to admire how you create these so quickly yet accurately.
Thank you.
(RIP my compound question for the Q&A XD)
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Have you considered taking Blood Warden?
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Untitled.jpg
Do devs think that surviving is not a challenge anymore?
WhAt NeXt, DeVs WiLl AdD a SkIlL cHeCk To VaUlT sUrViVoRs On ToTeM :D
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If you see anyone doing this, report them. It's an exploit.
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That's very narrow-sighted, there are points before and after stating that changes to other aspects of the map were done but people are ignoring those and focusing on the one change.
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Enters match with Knock-out, Deerstalker, Franklin's Demise, Infectious Fright.
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Several interesting suggestions.
The QoL changes that orient around FF should be added regardless, it removes several hiccoughs that interrupt a smooth play-style.
However, I believe you've gone a bit to overboard with these changes (similar to how BHVR went overboard with theirs). When trying to balance a Killer, it's better to address the main issues separately and then follow-up with minor tweaks later so the Killer isn't jumping between OP and UP.
Legions has a few big issues so addressing those first without stat changes would be the best course of action.
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*Runs around in squares*
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The issue with Clown is that he has a zoning tool that mildly helps him in a chase, nothing else.
His anti-loop power is okay but not the best and too add-on reliant. Killers such as Nurse, Hillbilly, Huntress, etc can do a better job by ignoring the loop or forcing Survivors to use the pallet early.
I do agree his reload speed should be altered, it should be based on how many bottles he has left.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/998013#Comment_998013
True about Hag. Also true that Pig is a mix, but she IS better than everyone else. ;)
I prefer Huntress' pallet drop frustrations over Pigs' pallet drop squeak, I find Huntress more endearing :3
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Will you guys be looking to change other anti-gen perks for Killers subsequent to the Hex:Ruin changes? Will anti-gen perks that have less influence and a lower pick-rate (Hex: Huntress Lullaby, Surge, etc) be changed to provide Killers more options?
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/997950#Comment_997950
You're forgetting Pig and Hag. ;)
Hag is complicated.
And Pig is a mix of everything making it difficult to say whether or not she is better or worse than another Killer.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/997962#Comment_997962
It's definitely a factor. Any time you make something that affects generator speeds, you need to think "But what about Ruin?" Being able to balance around a single constant speed is much easier to do, and that way you don't have to worry about leaving the people who don't use it behind while making it excessive for those who do. It's the same philosophy we apply to the solo vs. SWF gap, where we're gradually bringing the two closer together so we can better balance around everyone without leaving people behind.
It's good to hear (I have more faith now in the upcoming changes you guys may deliver now), but I feel this detail would have been better included in the initial announcement or earlier responses.
Without this detail, BHVR appear to be doing changes for the wrong reason.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/997927#Comment_997927
Again, I don't mean to say that nothing should be done, but you can't know how much needs to be done when the supposed issue is being hidden by a perk. It's hard to say for sure. While yes, a lot of people use it, there's also killers out there who don't use it and still do just fine. Adding extra time to objectives would only stand to be a massive buff to them.
I've seen the gas suggestion a few times. I'm a bit of a fan, personally, but my only concern is that it removes points of contention from the game. Right now, if I'm not chasing a survivor, I know I can go between generators until I find someone. If I instead have to search every inch of the map looking for people who might be scavenging for gas as well, suddenly I lose my best way to find survivors.
Just to ask, is that one of the reasons why BHVR are changing Hex:Ruin?
BHVR acknowledges an issue with the gen times but can't create a sufficient solution without removing Ruin from the equation because it covers the issue up too much?
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Huntress is good but not the best.
Although she has range, she does not have a strong loop counter or good map mobility, and her mind-games are limited.
- Hillbilly, Nurse and Freddy have better map mobility.
- Hillbilly, Nurse and Spirit can counter loops better.
- Freddy and Spirit have better mind-games.
Those 4 Killers can outperform a Huntress.
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I don't see why people are saying the Killer shouldn't have slugged the Survivors. If the Ace didn't DC, this situation wouldn't have occurred.
I understand the frustrations against a Killer that actively slugs the whole group, but when the situation is caused by a Survivor you can only really blame the Survivor.
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Discordance works well as a standalone perk
Mad Grit is situational and more suitable for concept builds
Iron Maiden is situational but has a strong synergy with BBQ & Chilli
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It depends on what other data they have, unfortunately they have not provided additional data on the situation that would provide a clearer picture so this single statistic can be exaggerated and interpreted incorrectly.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/975479#Comment_975479
Maybe they will?
If they're planning too, they're doing a poor job at communicating it.
They should have not revealed the Ruin changes or revealed the Ruin changes with any other perk changes they're considering.
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I dislike the Ruin changes because there no additional changes being done to other perks.
Ruin is the only perk that hinders the whole team without a requirement early-mid game. You can chase a Survivor and not worry too much about gens being rushed in the background.
With these new Ruin changes, there is no perk that hinders the whole team without a sizeable requirement.
- Thanatophobia needs 2+ injured Survivors, but it's effects can be removed via healing / dying (makes sense...)
- PGTW requires hooking Survivors and is only really valid of Killers that can end chases quickly (RIP Nurse)
- Corrupt Intervention holds 3 gens hostage for 120 seconds but normally equates to 1 player being chased and punished whilst the remainder of the team do the free gens
- Dying Light is Mid-Late Game (what the new Ruin wishes is could be)
- Surge is only viable for the Late Game 3-Gen Strat
- Huntress Lullaby is only viable at Brown Ranks
The effects of the other potential perks are either poor in influence, have a high requirement, late game only, or all of those combined.
I would have loved to have seen changes to Surge, Thanatophobia and Huntress Lullaby to make them more viable and offer more game-play options.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/969395#Comment_969395
Yeah, they removed Exhaustion in exchange for reverse spinning - Seems like a buff.
Que?
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Still got add-on changes to go, plus he no longer needs to change form when chasing.
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I find bringing an Iridescent Hatchet will quickly end the game against a SWF.
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Game-hack: Put a lil' bit of blue-tack in the middle of your screen.
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Yes, the Nurse (without add-ons) can't catch-up to a Survivor running in a straight line, but that's rather hard to execute on most maps due to obstacles in the way and the map size.
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Black Incense, because I love to choose whether I want to be 24/7 visible or die via machine gun.
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I think the issue is more with the lack of animation from cancelling his chainsaw than the actual mechanic. It can be annoying when there is no transition from revving a chainsaw to suddenly hitting you in the face with a mallet.
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I do suffer from the same problem in-game. 50% of the time, the 99% tech either kills the hooked person quicker or rewards the Killer with additional kills.
