Avatar

Devil_hit11

Devil_hit11

About

Username
Devil_hit11
Joined
Visits
0
Last Active
—

Comments

  • @Archol123 said:

    Even Survivors have a fairly high skill ceiling when we consider chaining tiles, aligning your position for a fast vault and all the other stuff around proper positioning... When you look at how comp or 1v1 players loop you cannot compare that to most people... Even people with higher amount of hours above 2-3 k hours play comparibly worse in huge way... Just because you survive easily many times does not mean you've reached the skill ceiling... You can have many thousands of hours in this game and still not be close to have reached the skill ceiling.

    high skill-ceiling? you mean low skill-ceiling. survivor have high skill-floor. they have to learn how to play against all 30 killers in the chase and learn the maps but once they learn the maps and how to approach the killer powers, their gameplay is just rush gens and perform well in chases. The stuff your describing is compare to killer following scratch marks, seeing the birds fly, knowing their max distance for an m1 attack, knowing what positions to reverse moonwalk their red glow. your describing basic survivor gameplay.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276535#Comment_3276535

    Also @not_requested49

    You missed the part right above that, where i said they massively buff the guards to actually be a threat. So instead of his power being a boring: "go to a loop, plop it down, then the survivor runs away from the loop" gameplay. It at least is somewhat interesting because his "power" is that he can chase 2 people at once. It was one of my suggested fixes to the knight to make him more interesting.

    Alternatively, they can do:

    Do away with the orb thing entirely and make them work on command. You tap your ability button at a thing to summon a guard to do a thing. You can basically do this:

    • If you are highlighting a survivor, the guard chases that survivor.
    • If you are highlighting a gen/wall/pallet, the guard breaks that thing (make the gen kicking at least apply the 2.5%, maybe consider perks too if its the carnifex)
    • If you hold the button, it creates a circle zone, when you let go, the guard patrols that circle zone, and works like they do now.
    • If you tap the button, the guard stands there, and works like they do now.

    the assassin is 110% m/s. It does not matter that he is 110% m/s because the survivor can still make it to the flag every single time by rotating any loop. Changing the flag from 2 second to 5 second spawn makes zero difference for the knight in term of using his power for two 1vs1 chases.

    The flag banner mechanic removes any ability for knight to 4vs1 split pressure any survivor like period. Until flag banner mechanic is entirely removed from his kit, The guards are completely useless if the knight is not chasing the survivor. Removing the ability for the knight to hit the survivor during the guard chase is 100% free banner endurance banner and 100% free speed boost. Its strange because survivor are still not using this mechanic properly to instantly destroy the guard. This is just something that survivor will learn over-time and master instantly destroying the guard when not being chased by the knight.

    I think guard order action would better be reworked to use Freddy generator teleport control scheme. It would be better if you just look at a pallet, you get red icon and then you just press secondary ability(Control(CTRL) on Keyboard) button which order the guard to break the pallet. It would also be better if you could do same with generators, you could look at a generator from 75 meter away and press secondary button to order the guard to kick a generator. The killer player would be more time efficient at deploying the order action.

    The current smart-casting order guard action on orb forces the killer to kick pallets they do not want to kick it and removes control from the player using the ability. It is not time efficient either.

    In term of orb summoning the guard location, that part is ok but there is currently no reward for guard to place their power "correctly" because there is no correct way to place it because guards physically have poor m/s statistic, large summoning cast times, detection cast times and chase activation times. The survivor's counter-play towards shift-W the guards and the main killer is too strong. This is why I said that best way for knight's power to have counter-play toward shift-W is to make his orb remove all cast times and buff movement speed of guards if the knight places the orb on top of the survivor's location(Let us say 2-3 meters in area of effect(AoE). This would allow the guards to reliably hit the survivor if the knight places his guards correctly. He would be rewarded for accurate long distance guard placements. The survivor would need be more mindful of their movement such that they avoid the visible green orb when the knight uses his ability to avoid empowered version of his guard summoning ability. The knight would have counter-play to shift-W, but the survivor can avoid his ability through clever movement as the knight is blind when using his orb ability.

    Anyhow, changing his order action and how his guard summoning reward scheme works is something you would do in the design phase of the killer. The knight has already been released. If they were going change him between PTB & live. He needs mini-rework. Its unlikely they will change the knight. Right now, they need hotfix bugs like losing your power for the entire game and these graphical errors such as having all these green energy beams all over the place.

  • congratulation, you just made the perk useless at single functionality perk synergy that the perk is good for. The killer relying on the survivor playing bad to get value out of the perk is dumb design.

    @greed23 said:

    I mean, the thing about Hubris is that a 4 man team only needs to stun the killer once to know its there. So, best case scenario its 4 solo queues so you get 4 procs of the perk. Worst case scenario its a 4 man SWF, and the person who stuns the killer calls it out, so it only procs once, and never gets used again. (I guess worstEST case scenerio would be a group of solo baby survivors who pre drop pallets consistently but I dont think thatd be too much of a problem then lol).

    Now, you know what IS a broken perk? No where to hide. You basically get 50 meters of aura reading for the simple act of kicking a gen.

    a single instant down automatically tells entire team that you have enduring spirit fury hubris on non-instant down killer. the 3 totem perks that have exposed activate expose on the entire team. If no one is saved from the hook, its unlikely to be make your choice. Nobody runs dragon grip. Hubris is somewhat auto-given just based off other possible perks having narrow trigger conditions.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276697#Comment_3276697

    THIS

    It's so annoying. I've broken so many walls that I never want to break. And the power isn't responsive at all. Like you said, you can't be standing in the collision box of anything, but there's so much damn clutter on so many maps. Trolling is a good word for it.

    I do not remember this problem in PTB. it was more enjoyable to play him in PTB then live. maybe they do not want you to play him. too oppressive for survivor -shrug-

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276644#Comment_3276644

    I wasn’t referring to their information being undertoned but undertuned in the sense of how much value you actually end up getting from that information. Ie not what killers need that much or that actually lead to much increase in time efficiency.

    i just think information perks are largely pointless when you have experience as killer because you already know where survivors are. I think they're just really safe with anti-shift w perks, anti-pallet perks(dissolution(?)) and instant down type perks because those are the type of perks that could compete with gen defence in term of time efficiency but do not compete because of how safe those perks are. The result is that it promotes defensive killer gameplay and punishes aggressive hooking killer gameplay(minus the whole tunnel/camping gameplay).

  • @GeneralV said:

    I remember Ghostface's PTB. It was really pathetic how weak he was.

    Twins on the other hand were just a miasma of bugs on their release.

    I don't know much about the Knight, but is he really that bad?

    they invented this really silly automatic smart-casting pallet break where if you summon guard near breakable pallet, it automatically breaks the pallet instead of patrolling which is dumb, but sometimes instead of automatically breaking the pallet. the guard just disappears and you lose your power for entire game with large ocean noise for entire match.

    its also annoying how a lot of objects just cancel your power/grey out your power for no reason. Standing next to an object? can't use it. Standing next to a generator? Can't use it. Standing next to a hook? Can't use it. Standing near a window, Can't use it. Standing near a pallet, Can't use it. this mechanic of unable to use your power is borderline trolling for the killer.

  • @Witchubtet said:

    It seems we get an allotment of perks that are similar to other perks. What would you like to see added that is unique? I personally would like a killer perk that puts Killer Instinct on a Survivor that saves another from a hook. Of course only if they are a distance away. 25 meters or so.

    scourge hook: flood of rage.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275783#Comment_3275783

    But what when nobody takes the guard? What is the appropriate play for the survivor then? Generally speaking you should have some sort of chase interaction that does not rely on your teammates taking aggro... Because otherwise there is just no proper chase interaction if it is just either someone helps you or you get hit basically all the time.

    how is it killer's problem that the game is getting balanced for survivor to 1vs1 the killer?

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276644#Comment_3276644

    Without the BP bonus, BBQ kinda sucks. It only tells you about people far away, who A) might move anyway, and B) are, y'know, far away. It's not repeatable without more downs, and often gives no real useful info.

    that is why people use it only on mobility killers... like blight with his blighted rushes but those killer work with 4 slowdown perks as well.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275560#Comment_3275560

    Yeah that's basically what I'm saying. All the chase or information perks for killer are mostly all bad or way undertuned to be relevant bar some small exceptions.

    information perks? I mean nowhere to hide is 24 meter aura reading for 5 seconds after damaging a generator. BBQ is global aura reading after hooking. SC: Flood of rage is global wallhacks on unhook. Discordance triggers when 2 survivors on a generator. Whispers can help find the last survivor in the trial, though no way out does what whispers does but better. Surveillance highlight a generator in yellow when a survivor touches a regressing generator. Infectious fright makes survivor scream in terror radius. I would not say the info perks are under-tuned in the sense they do not find people.

    it is more that finding survivor is not main struggle of killer. its just base-line to be good at killer in my opinion.

  • @Archol123 said:

    The point is not about him being weak, but boring to go against, as he creates the same loose loose situation that Artist creates where you either can reach a connected tile or you get hit/downed... And that's just bad gameplay design... But yeah sure he is also weaker than Artist and more in the middle when it comes to strenght.

    he is weak though. artist gameplay is not effective vs fast gens. you can do same thing with brutal strength perk on the corner of maps. he is super fun to 1vs1 as survivor, but is completely pointless to play as the killer himself. you get to bully the m1 killer in chase and win every game without much effort. I think this is how every survivor main would design killers powers. The power only works in very very niche situations and does nothing/misses for 90% of the match regardless for how good the killer is at using the ability.

    This is why I do not agree with Artist being 4th best killer in the game(Otz tier-list). Knight by this logic would be 5th best....

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275549#Comment_3275549

    Yes, that's why i said "make it so that not only do you have no collision with the survivor, but you also can't hit them"

    So in addition to having no collision, you can't actually damage them.

    that makes banner a 100% endurance+haste effect every time. that is like old freddy that cannot hit the survivor. that would be worse then current knight.

  • @Obelt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276238#Comment_3276238

    His yellow and browns are the better add-on meanwhile green purple and iri addons are complete garbage

    i mean his iridescent instant down is insidious bubba facecamping at hooks with monstrous shrine. I played 5 games of that and I am still cannot believe the effectiveness of this gameplay.

    his guards are so bad at chasing that blacksmith hammer purple add-on triggers every single time and just grants free exhaust and free hindered. I would say he has 4 ok add-on and 1 meme add-on. map of realm, double jailer, call of arms and blacksmith hammer seem ok while iri instant down is kinda memes facecamping effectiveness.

  • currently the starting of guard chase is mostly detriment to distance. supposing a guard detects you in the center of the map, the survivor can still hold forward and the guard physically cannot hit the survivor before the chase expires. Jailer currently has largest distance variations where he get furthest distances.

    @DredgeyEdgey Like you said, you can just drop off at correct time then guard teleport on 2nd floors will be going all the way around.

  • that is why you make guards a skillshot so that knight has to predict where to place the guard without having any vision to get bonus movement speed, so that the guard gains a conditional movement speed increase. The survivor should be all about avoiding to be tagged by the orb and tricky movement that is difficult to predict for the guard to tag you with the orb. There is so much potential in the killer.

    I do not think removing green orb is good idea because it makes his power obsecure and too effective at -stealth- guard summons at generators. I think people are only looking at it from making the guard easier to place, while not looking at the fact that he has so many cast times after placing the guard that the shift-w gameplay will still hold same effectiveness because the guard physically has no potency(movement speed) to catch the survivor moving in a straight line.

    it’s a corral method. When entering a chase, you need to be aware of the possible outcomes, and make a plan the same way survivors do when they first enter a chase.

    When you see a pallet that a survivor is running towards, block off the pallet. He’s very good for those that are patient.

    His area denial is good, but its situational. Its too slow as form of downing the survivor. Too slow chases, not enough gameplay in the center loops of the map, between the pallet loops. Too much of one dimensional power that has too much counter-play and not enough flexibility to be used in skill expression way.

    Change the guards into more of skillshot phase-walk guard summon and his power will have a lot more versatility in all situations while still having counter-play(gameplay) for the survivor to outsmart.

  • @DBDVulture said:

    The guard rotating system is arbitrary and stupid.

    If you summon the spirit to kick a gen or pallet you should get the brute.

    If you summon a spirit to chase a survivor you should get the assassin.

    to me, it seems like rotating guard system only existed to make fabricate add-on's to match corresponding guard to make unique powerful add-on's that were located in purple rarity add-on section. they just nuked half of purple add-on's rendering entire rotation guard system pointless, almost actively detrimental.

  • @AmpersandUnderscore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275560#Comment_3275560

    I agree there are a number of lackluster chase perks, but there are good ones as well. STBFL, lethal pursuer, bamboozle, superior anatomy, I'm all ears, and blood favor are anywhere from decent to great in just about any match. All focused on shortening chases, or getting into chase quickly.

    I'm all ears, bamboozle and superior anatomy are all perks for windows. the more experienced you become at killer, the more you will avoid bs windows like garden of joy, autohaven fun-bus, haddonfield windows while learning to mindgame T-L type windows without needing the perk. Hex: blood favor is a hex perk. Hex perks do not last very long though effect is alright. Speaking of perks that do not last very long, Lethal pursuer is arguably worst hex perk because this aura perk lasts for 9 seconds and then disappears for entire game. whats more annoying about the recent buff to this perk is that they use this perk as justification to making other perks have low linger-aura numbers such as new Knight Hex:Face the darkness perk that has whopping 2 seconds of aura reading and then the perk sucks anyway with its -buffed- 4 second aura reading.

    Lastly, STBFL feels like a perk that should just be base-kit to every killer without using a perk slot. Weakens boring second-chance endurance & Health-state shift-w gameplay. This is like only chase-perk that killer use that has mild semblance of being useful. I just wish more chase-oriented perks were more effective rather then these more boring gen-defence type perks.

  • @Blueberry said:

    Instead of asking if 4 slow down perks is too much, we should be asking why they run them.

    The answer is an unbalanced game.

    With how overtuned gen speed is you essentially need multiple gen slow down perks to make the game last as long as it should be lasting at base without any perks.

    Is 4 gen slow down perks too much on a few of the top tier killers? Sure, I could see that. Is it too much on the other 90% of the killer roster? Absolutely not.

    Also DBD is all about time efficiency. IE you bring the perks that save you the most time. Currently that happens to be mostly gen slow down because most of the information or chase perks that exist quite frankly aren't good enough to save you as much time in chase or search as you would save just throwing another slow down on. Meaning we should be buffing most the chase/information perks to be on par.

    And even better yet slow the games down enough to make them less necessary. On most killers you feel forced into slow down perks rather than getting to have fun and choose a unique build that fits your play style.

    Currently that happens to be mostly gen slow down because most of the information or chase perks that exist quite frankly aren't good enough to save you as much time in chase or search as you would save just throwing another slow down on. Meaning we should be buffing most the chase/information perks to be on par.

    What chase perks do killer have that are relevant? Enduring spirit fury is too slow. PWYF has cooldown for gaining stacks and 3 stack limit. Coup the grace is too safe of chasing perk. Fire-up action speed is 4%, too small numbers for non-existent benefit. Most of instant down non-hex perks are highly conditional. Hubris is newest perk and it has 20 second of exposed.... Dragon grip has too long of cooldown. Make your choice becomes too obvious to be consistent. Trail of torment grants undetectable, but shows aura of the generator, defeating the purpose of the perk. Hysteria grants 30 seconds of oblivious but only on healthy to injured survivors, not every hit. Deathbound is another meme-tier oblivious perk.

    Most of the misc-type perks are just not very good. dev are too safe with all the killer perks. Too scared of Merciless storm becoming too strong.

  • @BillsHere101 said:

    I don't know why Peanits is silent about it. This is a topic that has to be discussed about.

    Peanits already discussed i think. The statistics for a killer are not relevant until large amount of games have been played. In general, it takes 2-3 months for any statistic to be relevant. Knight's statistic will be weird until jan-feb of 2023. They will figure out he is weak killer after 3 months. By the time they figure out that he is weak killer, they are lazy to do any changes, so the killer sits there for eternity.

    Most killer player just move on by that point to play their mains/favourite killers. Now a days though, I usually get to play vs knight for like 5-10 times for 1st week and then the killer just never get played after that because many killer players just skip trying to play a weak killer to avoid the stress.The killer only get leveled for this perks and if the perk is not good enough to compete with meta, the perk does not get selected.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275300#Comment_3275300

    It wasn't claimed to be a flat 15% escape rate difference. It was worded along the lines of "a difference of as much as 15% for some players". They went on to say that SWF escape rates are usually comparable to solo escape rates for most players.

    15% difference for some players is refering to high mmr SWF. Of course they're comparable to solo escape rates for most solo players. Bad players that play survivor ineffectively will lose to stronger killer players regardless if their SWF or not. Being a SWF does not automatically make you a good survivor. I mean this is the same for killers. A killer could be wildly powerful, but a bad killer player will not be able to take advantage of the killer's strengths. Part of being strong killer player is making a weak killer look like a good killer. Its same for survivor. Being a strong survivor can make bad teams look better then they are.

  • @ProfessorDunwich said:

    The Knight gives an incredible amount of information in regards to when and how he is using his power. I have converted this concept to other Killers.

    Trapper: When a trap is placed, it's aura is revealed to Survivors for 30 seconds

    Wraith: His aura is revealed for 5 seconds upon uncloaking

    Hillbilly: The trajectory of his sprint is visible to Survivors when revving his chainsaw

    Nurse: Survivors can see Nurse's blink location

    Huntress: Survivors can see the trajectory of winded up hatchets

    Myers: Survivors can see his aura for 30 seconds upon Tier changes

    Hag: Traps are shown in a bright green aura to Survivors

    Doctor: Upon a successful shock, his aura is visible to all Survivors for 10 seconds

    Bubba: While swinging his chainsaw, his aura is visible to Survivors

    Freddy: When he starts teleporting to a gen, that gen is showed to Survivors as a green aura

    Pig: Survivors with RBT can see her aura

    Clown: Aura is shown to Survivors for 5 seconds when he switches his bottle type

    Spirit: Her aura is shown while phasing

    Legion: After each Frenzy strike, their aura is shown to Survivors for 10 seconds

    Plague: Her aura is visible when she has Corrupt Purge

    Ghostface: He is shown in a green aura for 10 seconds when a Survivor is marked

    Demogorgon: Aura is shown to the Survivors while traversing the Upside Down

    Oni: His aura is visible while his power is activated

    Deathslinger: Trajectory of spear visible to Survivors when aiming down sights

    Pyramid Head: Aura of Trails or Torment shown to Survivors

    Blight: Trajectory of rushes are shown to Survivors

    Wesker: The Green aura is shown when charging his dash and trajectory is shown when Virulent bound is fully charged.

    Pinhead: Gateway location is shown when holding his ability.

    Dredge: Teleportation highlight teleported lockers in green aura.

    Trickster: Reveals the knife trajectory when holding his knifes

    Twins: Reveals trajectory of victor pounce when fully charged.

    Sadako: Reveals the aura when emerging out of a television.

    Nemesis: Reveals the trajectory when holding tentacle strike.

    these dev's. big ouch.

  • @[Deleted User] said:

    I think this can be a function of the softcap being too low. Once you get near the 1600 softcap, you might be around 500-700 hours. That's within matchmaking range of every softcap player but still complete baby hours compared to most of the vets. I play against killers and survivors ranging from 500 hours to 5000+ hours, and I have 4000. A 500 hour killer typically can't down me unless I mess up, but a killer at my skill level can.

    If you're 1500 MMR, you might get a softcap lobby, and they might be closer to you or they might be 1800+. That's not a balance issue, that's a matchmaking issue. You shouldn't be able to compete with those players and it's fine if you lose. It's a non-issue. But it's still going to feel frustrating because you can't see the matchmaking problem, you just see the result of the game.

    The game wouldn't be balanced at all if anyone could compete with anyone. But the matchmaking is often so loose that it does in fact throw everyone in with everyone else for the most part. So a lot of players who are mid to upper mid in skill level on killer see those huge degrees of variance in their match quality. And on survivor it's a complete crapshoot at all times if you're solo.

    i think its just swf. dev released statistics where SWF escape 15% at the highest mmr compare to soloq. Long time ago, they also released statistic for the ratio between soloq players and SWF. The number were like 55% of player are soloq, 35% were duo q, ~10% were 3 man swf and 4 man was like 2-3%. if I look at the difficult of my games, I would say 60% my games are really easy and 40% of my games are challenging. It lines up with their player-ratio. most of the difficult with killer is gens speed as a result of slow chases(weaker killer).

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273546#Comment_3273546

    This doesn't solve the problem, because he also heavily telegraphs that he is using his power, so during that 1.5 seconds, the survivor just holds w in the opposite direction to the next loop. The problem is they need to do one of 2 things.

    1.

    The guards need to actually be a threat and able to catch a survivor on their own, even the assassin, the survivor just outruns them for the duration because the assassin only move at 110% movement speed and chase for 12 seconds. The others are even slower at 102.5% People never think what that actually means when looking at movement, they just thing "oh a 110 killer like huntress"

    What this means is, if for the 12 seconds, the survivor just holds "w", the assassin will gain 0.4 meters of distance on the survivor per second, which over the course of 12 seconds, is 4.8 meters of distance. A killer lunge range ins 6 meters. This is ridiculous. The guards will never catch the survivor. This means that all you have to do is hold w to run away even from the one that is supposedly the good one at chasing.

    This is fundamentally the problem, because the only good way to use his power, is to go to a loop and "#########" out the guard, and hope the survivor doesn't have a connected tile to run to. They need to encourage the gameplay that actually makes the guards a threat so that survivors don't hold w, while discouraging the quick use at a loop.

    OR

    2.

    Do away with the orb thing entirely and make them work on command. You tap your ability button at a thing to summon a guard to do a thing. You can basically do this:

    • If you are highlighting a survivor, the guard chases that survivor.
    • If you are highlighting a gen/wall/pallet, the guard breaks that thing (make the gen kicking at least apply the 2.5%, maybe consider perks too if its the carnifex)
    • If you hold the button, it creates a circle zone, when you let go, the guard patrols that circle zone, and works like they do now.
    • If you tap the button, the guard stands there, and works like they do now.

    This would allow the knight to do multiple things at once, the power can remain "weak" by itself and be used either as anti loop to strengthen it. Or it can be used as map control, by sending a guard somewhere else to delay the survivors while you do something else.

    its not just telegraph, its fact that his power has 3 cast times.

    1) He has cast time for placing guard for drawing path's(Losing distance with main killer).

    2) He has cast time for guards to make detection radius.

    3) He has cast time for guards to begin the chase after detecting the survivor.

    With so many cast times, its obvious to why shift-W is strong vs his power.

    image.png

    The blue survivor can be detected, run the opposite direction and the guard will be like 14+ meters behind the survivor. Its statistically impossible for guard to hit the survivor running forward with current guard movement speed and current guard activation system. Its also why drawing long path makes no sense for knight because he's just slowing himself down for doing so.

    image.png

    The way knight needs to be like is how spirit phase-walks. you should need to place green orb hitting the survivor or place the guard on top of the survivor. When the guard is placed this way, The guard should have no cast time for spawning in, Skip the entire green circle detection procedure, Skip entire 2.5 second of starting guard chase and instead, All the guard movement speed are increased by 10% and the guard chase begins right away with corresponding survivor that knight spawned the guard on. This is how his power should work.

    Your suppose get low rewards for using the default patrol gameplay but bigger rewards for placing guard properly so that there is skill-cap to using his power.

    @ad19970 said:

    In my opinion the Knight needs 2 key changes:

    1. After he activates his power, he can not deactivate it for 1,5 seconds or so. This would weaken his loop trapping playstyle a lot, because survivors would have a lot of time to just run away.
    2. Survivors can no longer see the green orb while the Knight is creating a patrol path. This is the biggest issue with Knight right now in my opinion. The fact that survivors can see where you are creating your path makes it way too easy for them to just run away from that path.

    He might need a few additional buffs as well, hard to say. But in my opinion these are the two main changes he needs.

    Your changes still nerf knight's only redeeming gimmick and add nothing to fix his problems for why his guards are trash. Your making him an F-tier killer. Not seeing orb or seeing orb makes no difference to power-level of the guard.

    The only difference between seeing orb or not seeing orb as survivor is whether you want to knight's orb to be mindgame or to be something that survivor can react to. In general, The game is suppose to be about mindgames... but any time killer do have mindgames, Survivor complain about the mindgames. Current issue is reward system for guards.


  • @Emeal said:

    Otz says it in the last 30sec of the video. These ideas do not work against the most common complaint about the Knight.

    We really ought to address the biggest problem with Knight first. Hold w works because:

    1. knight is stationary when using his power (so he misses out on movement)
    2. when power is deployed its easy to see and run away from.

    The only way I see this solved is with is making the Knight's Power more dangerous at long range.

    • Make the Guards time to spawn and get ready to chase decrease depending on how far away it spawns from the Knight.
    • That way it can be used to block off areas alot faster than before and be used more effectively as an denial of area tool
    • and have a chance to do some damage or confusion while the knight catches up.

    well now your starting understand why I said in PTB, he should get bonus movement guard speed(10% m/s) for connecting the green orb with the survivor. It would encourage the knight to draw long trails and attempt to hit the survivor with the green orb. if the orb is invisible, it would be more of mindgame for survivor to side-step green orb but survivor complained that spirit was invisible and that the power had no tells, so knight has all the tells.

    BVHR has no real obligation to make killers challenging to face. I mean trapper has been bad since his release with 0k-1k results. nothing has really changed. Unlikely that knight will change. As I said, he has zoning-type playstyle that is effective vs weaker players, so he will have nominal kill-rate for killer player that understand how to utilize it effectively. its something close to playing artist or dredge remnant anti-loop. Bad survivor will lose to him. Good survivors will defeat him. The classic killer dynamic for most average-below average killers.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272648#Comment_3272648

    You are ignoring the fact that playtesters exist, most of them having many, many, many more hours than the average veteran.

    So yeah, the 0.25 part was tested, they added 0.15 to prevent laggy killers from picking up survivors and having no counter(because laggy killers would finish the animation before the server recieves it, making them immune to it), and it gives laggy survivors the ability to readjust their beam as it otherwise would need to be frame perfect.

    So you have a situation where one side basically gets a free perk, and the other side has to be absolutely frame perfect every single time or they cant use an item. For those players, 0.15 was added to compensate, making everyone vulnerable and give every survivor a relatively equal chance.

    And thats not even talking about the fact that flashlights only really have 5 useful addons, 6 if you count the halloween bulb too, out of 14 total, and out of those 5 usefull addons, only 3 are used because they do the same thing as the others, but better. Thats only 20% of the addons. Its objectively the item/power with the least variety because of that.

    Not a single killer ability has only 5 useful addons, most of them have at least 10 useful ones. A lot of killers tend to stick with the same 3-5 addons because they are simply the best, but they can run out and there would be enough back up.

    So as of now, yeah, enough testing has been done with the flashlight blinding. Since there were basically 3-4 frames where you could blind the killer before they could look away before, we basically went from 0.08 to 0.4. Thats from 4 frames to 20 frames, out of an animation that lasts 180 frames.

    Remember that originally, the pick up animation lasted 5 seconds, you could use instablinds to the point that you had to look up/down permanently because a single beam being able to hit your face was a save, and brightness actually could give you a variety in how late you could be for a blind save. Then they removed brightness having effect on the blinding speed(its now a static time), and they nearly doubled the speed for a pickup. Making the blind nearly frame perfect.

    Since Lightborn was changed from decreasing the blinding speed(giving you even less room) to fully disabling the blindness effect for killers, and dedicated servers sometimes making blinds impossible, flashlight needed some extra wiggleroom as compensation.

    Because while yeah, it sounds unfair, look at it from a gameplay perspective. You have an item that can only be effective while the killer is in an animation, and even then they can just use a perk to deny you that, and having only 6 killers who have an ability that can somewhat be countered by flashlights, but even then not really because Nurse can blink before you get the lightburn, Artist can send the crows 2 seconds before you get rid of them, Myers and Ghostface dont need to look at you specifically, leaving only Wraith and Hag, where Hag has addons that can make her instantly respawn to her traps being removed meaning the only killer that gets countered by it is Wraith.

    Would you use that item over, lets say, a key that can show you the killer's aura? Or a medkit that can self heal you up more than once? Or a toolbox that can reduce a single generator from 90 seconds to 70 seconds? Or even a map that allows you to find that one pesky totem for the sake of a boon, hex or a totem perk?

    I dont think flashlights are done either btw, I feel like by the time they are done, lightburning Nurse and disabling crows is going to be faster, while Wraith finally gets less punishment from being stunned from a lightburn.

    Not a single killer ability has only 5 useful addons, most of them have at least 10 useful ones. A lot of killers tend to stick with the same 3-5 addons because they are simply the best, but they can run out and there would be enough back up.

    10 useful add-on? you mean 1-2 at best. some killer add-on lists are so bad that it is laughable.

  • @Blueberry said:

    I tried making Face the Darkness work with some builds playing around it and it’s interruption from screaming but it’s honestly just terrible. The screams don’t happen often enough and the auras aren’t revealed long enough to warrant it being a hex perk that can be removed. And it also shows the other survivors the survivor that is cursed for some silly reason as if it wasn’t bad enough already.

    I made a build with pig and freddy to use the perk. lethal pursuer+sloppy butcher+franklin demise+hex:face the darkness on freddy with red paint brush and green dress is pretty memes. Pig with tamper timer +crate of gears can meme with the perk to get random head-pop from interrupt jigsaw searches. I wonder if the perk was specifically designed to buff head-pop pig. Other then that, its pretty joke-level perk.

  • @Clockwork_Enigma said:

    Today, the new chapter, Forged in Fog, released and with it came the new hex perk, Hex: Face the Darkness. This perk on its own is a really fun and interesting one, but unfortunately it has given rise to a new set of builds for The Cenobite that have been discovered to be completely unbearable and can potentially make the game unplayable for the Survivors.

    For the sake of not making this problem worsen, I'm not going to reveal what these builds are. However, what I've noticed from watching other players and content creators using it, is that it's causing players to disconnect mid-match over how frustrating and/or tedious playing the match has become. And soon enough, it will cause more players to instantly disconnect upon hearing the chime of the Lament Configuration at the start of the match.

    This is because due to the combination of a variety of perks and add-ons, The Cenobite can make it impossible to cleanse the totems, bless the totems, heal each other, and possibly even complete generators. This could even make it so that Cenobite players can hold the games hostage.

    So before this becomes a problem, I'm urging that the following change is made to The Cenobite in order to remove this strategy while keeping the add-ons and perks from being (mostly) nerfed:

    • Nerf: The Lament Configuration will now teleport to the furthest location from The Cenobite whenever he is within 16 meters of its location for a cumulative 10 seconds.
      • This does not reset upon leaving the range of the Lament Configuration.
      • This also disables the aura reading effect of the Chatterer's Tooth add-on.

    this post makes no sense. Chatterer's Tooth is meme pinhead add-on. I'm surprise it does not give 100% bonus bloodpoints to all categories for how garbage it is. If their problem with Hex:Face the darkness, they will modify the perk. I am not entirely sure why this perk makes you scream. just make it give 2 seconds of aura reading every 25 seconds. Solving lament only takes 6 seconds, so its still possible to solve it.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218913#Comment_3218913

    All they did was fix the incentive and they messed up the menu optimization lol

    https://forum.deadbydaylight.com/en/discussion/comment/3219138#Comment_3219138

    Yeah kinda stupid, I can load bigger and more complex games faster, think DBD is the slowest I own

    one thing that they did not fix from ptb is graphical memory leaks from knight's power. His power still has all these green energy beams all over the place. maybe your game is running slowly due to the knight's graphic memory leaks. kinda surprised that they did not fix that. the 300% m/s speed bug is also not fixed.

  • Michael Myers bot please for easy mode. Dredge for intermediate AI. Spirit for hard AI. I think these 3 killers should be easy AI to make. their power is not very complex for AI to do much decision making.

  • @Adjatha said:

    Wouldn't it be nice if survivors had a real Exhaustion meter that depleted and recharged, so they couldn't just hold W all the time, non-stop, and out-run every non-ranged/dash mechanic in the game? So that they had to hide and sneak and use the environment tactically to give themselves a breather mid-chase?

    main problem with that is you cannot hide vs good killers in the chase because of scratchmarks, blood marks and grunts of pain. too much of the game is based off aggressive looping instead of hide & seek. normally killer power's should have some anti-shift w play that makes shift-w a skillful interaction between killer and survivor. Unfordunately, knight has no skill expression in making shift-w difficult. Too slow time to down.

  • @[Deleted User] said:

    I need to play him more, but my initial impressions are that he has deep, deep issues in his kit that push into rework territory. This isn't merely a numbers issue like Trickster.

    its number issue. the guards are too slow to be universally useful in every situation. increase m/s of guards such that using guards skillfully does something, then he could be an ok killer. also revert add-on nerfs, those do not help either.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272444#Comment_3272444

    Thing is, he kinda needs to be. Not because survivors are 4x as many as killers in general, but because he is very good at camping and tunneling.

    He barely needs to stand still to activate his power and he can get a double hit off 1 survivor before they can unhook. If his power is like it was promoted to be, he will need to be gutted around hooked survivors. Not even talking about window drops and pallets being absolutely useless to use against his AI. So if you're hooked next to a drop, get unhooked and the knight is close? He just gives you the AI to chase you and he goes the shortest route himself.

    Personally, I rather have the opposite. Especially considering the devs didnt want killers to be able to easily camp someone out

    what. he is worst camper in the entire game. you realize that performing unhooking action cancels the guard chase. You can hook-bomb hooks with a guard chasing you and the guard will not hit you. somewhat silly that the guard does not at least injure you for rushing unhooks.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272319#Comment_3272319

    Na, the killer is definitely bad. He'll destroy terrible survivors but even decent survivors will just hold w and he does nothing.

    Knight is similar to the ptb. they really needed to increase his guard movement speed by 10% and have guard trigger the chase automatically if the guard is spawned on top of the survivor. what would make knight a lot more mindgame heavy is removing green orb so that survivor cannot see where the knight places the unit.

    Overall, just another free shift-w auto-win killer for good survivors. it is possible to get hits with his power, but its too slow for the game tempo of the game.

  • @JustWhimsical said:

    Though obviously, if you miss greats all the time, it will suck, like it's actually good if you can hit greats. I might add it to all my builds going forward such a great information perk. All I have to say is I hope they make a distortion for killers soon, or I guess you could use undetectable perks, but half of them aren't even that good. I wonder if Pyramid Heads' undetectable perk would be a good counter against fogwise.

    mindbreaker counters fogwise. trail of torment is still garbage and has been since its conception due to the yellow-generator aura mechanic. I hope yellow aura-generator mechanic is pending for removal at some point.

  • @bleblablu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271638#Comment_3271638

    Yes, several changes do revert some perks because many members of the community, including me, think that the changes made to these perks were more harmful rather than helpful. For example, Decisive Strike's nerf to 3 seconds greatly hindered the perk and it's effects. While it could still be fairly helpful against some killers, other killers could easily down the survivor before they could have a chance to get to a pallet or window such as nurse, blight, wesker, huntress, deathslinger, and demogorgon.

    if you already next to a pallet but not on the pallet, decisive strike still allows you to get to the pallet. The extra-stun duration only prevents survivors from running 24 meters away from the killer(I.e Hold-w). It still grants 11 meters of distance. I just do not see much reason to use it because main two reasons to why I used this perk was to 1) reset distance when getting unhooked in front of the killer but base-kit borrow time exists and 2) to have free-end escape, a late game insurance policy but the perk does not work end game anymore.

    Adrenaline took its place because BT covers its 1st functionality while Adrenaline covers its 2nd functionality. I still think DS is usable as a perk to some extent as insurgence to playing the chase poorly off hook. Its just not free game-losing reward for weak killers. Its as strong now vs weak killer as it was vs strong killers.

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271536#Comment_3271536

    The benefit far, far, far outweighs the effort put in. It is troubling that so many people don't understand this.

    It would be like if Decisive Strike was given a 30 second stun, and also no deactivation timer.

    Right now Eruption is absolutely hard-carrying killers who use it (especially when paired with call of Brine, which gives the survivors such a lose-lose choice in how to play if the killer closely guards 3 gens).

    This is just my opinion, but i do not think that eruption is that bad by itself as a perk. I would say its strength is somewhat comparable to old pop goes weasel. it is less regression, but more repair blocking. I would say incapacitated and gen-blocking are around ~1/2 value of normal regression though I do not think I want to explain why. By itself, eruption is fine.

    I think problems where eruption starts to not become fine is overcharge and call of brine. OC and CoB are really toxic perks in the game currently because they effectively abuse map design and generator placement design. Raw regression is somewhat of toxic statistic similar to -action speed where if the numbers are big enough, it becomes too powerful but lower numbers become too inconsequential outside of 3 generator situation because of how much faster survivor can repair generator compare to how slow killer regress them in real-time of the game. When I say real-time game, I mean the general gameplay flow of the killer finding looking a survivor, kicking a gen, pursuit the chase with the survivor, chasing, them putting them on a hook. in this context, these perk are ok. When it comes to OC & CoB, these perks are really not fine. In my opinion, OC & CoB are over-tuned in 3 gens right now and I personally think that both perks need a rework. Eruption is somewhat compounding the problem but it is not the problem itself. Was old pop goes weasel good in 3 gens? Yes. Was it creating unwinnable games by itself in 3 gens? No. I have an idea for how to rework these two perks, but I am not convinced at my idea to rework these perks. I want to make a post about it at around december 15-25 in part due to their new chapter.

    Currently, their upcoming chapter is attempting to release a perk called Potencial Energy.that is supposedly trying to fix 3 gens, but just based off my gut feeling, I have feeling that nobody in soloq is going to use the perk and the 3 gen problem will still remain. SWF might use it but I guess we will just have to see. I could be wrong and the perk becomes like top meta with like 30% pick-rate but judging from my ptb experience, the perk did not impress me.

  • interesting post. A lot of changes reverts to the old perks. Decisive strike 5 seconds stun.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270918#Comment_3270918

    It works the other way as well. If the last few gens are next to jungle gyms, the killer has to waste an arbitrary amount of time to get them there to push them off gens. If the killer notices the survivors luring them to areas where gens have already been done and the loops are strong, they don't have to go there.

    bingo. your post is exactly my problem with safe tiles and safe pallets in the game. they waste arbitrary amount of time such that your near guaranteed to lose 2-3 generators at the start of the game. If the entire map is full of pallets like that, you cannot outplay survivors at these tiles. All you can do is cut your losses by accepting an arbitrary loss of generators for the loss of breaking pallets. survivors decide what generators they do, as a result, they decide what pallets are traded for what generators at the start of the game. this is what some players refer to 3 generator being the survivor fault, but this is only true if the killer does not camp the objective. Its only taking perceptive when the killer is playing for hooks and is not using any macro strategy in consideration. Assuming no macro strategy into consideration, If you do not commit to chases, then you lose generator passively for not committing to any particular chase.

    The player in your clip in tru3 video does get hit on the window.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271220#Comment_3271220

    How is ~34 seconds of gen stall out of a single perk that procs on multiple gens *not* carrying a killer? Chases don't happen in a vacuum. And the problem with Eruption is that survivors can run exactly to where they should run in a situation and it just doesn't matter. Unless the killer is flat out horrible relative to the opponent or the survivors have comms, Eruption erases the killer's mistakes. Perks like that shouldn't exist on either side.

    what mistake is the killer making when using eruption? Downing survivors? Kicking generators? Furthermore, how is the killer less skilled then their opponent when his opponent is losing chases? The killer perks are suppose to be carrying the killer to victory when their opponent is not successful at the chases.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270337#Comment_3270337

    What aura reading perk consistently shows when a teammate is about to be put into the dying state?

    there used to be a perk like that. It used to be calling object of obsession.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270340#Comment_3270340

    Well that's kind of the point. If something is too strong and it's carrying players (in the case of Eruption), it should be nerfed. You try to break the 3 gen early, and those gens get kicked/Eruption'd. You try to work on the gens that aren't kicked after that, and you 3 gen yourself. Trying to play around the perk forces survivors into a terrible position, and it's next to impossible to brute force through the perk because of the massive amount of stall and lack of counterplay around the Incapacitated effect. The whole point is that it's too strong.

    how is 10% regression and 25 second incapacitated carrying killer players? If i am losing to eruption, its because my team has consistently bad chases and is consistently bad at optimizing the objective.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270738#Comment_3270738

    I think their idea is to make the illusion that Nemesis getting stronger (from short range tentacle 3 hits, to better range 2 hits & break pallets).

    i think his design is suppose to be that as you level up, his zombies become stronger. pallet break and tier 1-3 ranges should just be base-kit.

    @Archvile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270738#Comment_3270738

    I really love Nemesis' tentacle, but every single other part of his power is so badly designed. Even ignoring the zombies, the infection mechanic exists as a middle finger towards big trashbag man.

    Compare it to Wesker's and the problems are obvious. Both Wesker's and Nemesis' power can be split in two pieces:

    • Nemesis' power can be used to damage or to break pallets.
    • Wesker's power can be used to damage or to move around the map.

    However, while Wesker's power starts out at 100% power, Nemesis' starts at 50% power. Wesker does not begin the trial with reduced bound range or unable to slam survivors into walls until he's infected enough survivors. He just has his power. Nemesis' tentacle strike instead doesn't begin breaking pallets until he's infected at least two people (or hit the same person three times).

    You can counterplay Nemesis in the same way you can counterplay Oni, by predopping pallets and trying to keep your distance as much as you want. However, while Oni's reward for eventually hurting somebody is immense mobility and instadown capability, Nemesis' reward is... getting to hit the same survivor two more times!

    Now the pallet-breaking capabilities of the tentacle strike are pretty amazing, but while Wesker's power may be less directly useful in chases (although it's not like it isn't very good for entirely different reasons) the fact that it also lets him apply pressure all over the map for little cost makes it leagues better. Nemesis, for contrast, falls into the camp of very good chase, zero pressure killers just like Deathslinger or Trickster.

    But wait! You could make the argument that Nemesis, just like Wesker, does have a little of map pressure in the form of vaccines. I think this is the most insulting part of his kit, really. If it were for everything else, Nemesis would be a firmly mid-tier killer. But the vaccines just make him infinitely worse than he should be, because... they're free survivor pressure. Unlike Wesker, there's no imminent existential threat caused by the infection. Even if Nemmy catches you with your pants down, you still go down in two hits like any other killer. This means that you don't really need to vaccinate unless the position of the vaccine is convenient. Which means... well, you don't actually waste much time by vaccinating. And even if you do, you get your time refunded because the next time Nemesis wants to chase you, he'll have to hit you three times all over again.

    The infection mechanic ends up working more for the survivors than the killer most of the time. Especially considering that, for some reasons, infections caused by your zombies don't count towards your leveling up, which means survivors can strategically choose to get infected by zombies during chase to gain a free sprint boost. And if they do that while you're in Tier 1, f**k you, not only they've gained huge amounts of distance, but they've also denied your power further!

    Nemmy doesn't need much. He doesn't need to be an S tier. But he does need his power to work for him and not against him. I'm not going to go as far as to say that his tentacle shouldn't give any sort of speedbost, but that should be reduced. Hits by zombies should help him tier up and should not give survivors a speedboost when infecting. The number of vaccine cases should be reduced and/or it should take a much longer time to vaccinate (at the very least it should take as much time to use the vaccine as it would take for Nemmy to catch up when running at you in a straight line after he's given you a speedboost).

    shrug. I mean I like playing nemesis, but I would like to not lose 3 gens at the start of each trial from dealing with 3 health-states. the zombies are pretty weak. not enough movement speed and bad detection range. All nemesis add-on are complete pointless. you could all of them entire add-on list base-kit and it would barely change anything. As a result, I do not bother with add-on's. I just play him for bloodpoint's and endure his bad mechanics. nemesis power design just reminds me of a survivor main designing killers. it just makes chuckle every time.

  • @Blueberry said:

    Like 90% of hex perks are terrible and way undertuned for having the downside of them being removed so fast. Most of them need significant buffs to be worth their risk. Also, they need to just not have any of the hexes lit on totems for the first like 3 minutes of the game to guarantee at least some value. Oh and we didn’t even get into how trash totem spawns have been and still are for like 5 years now. A completely ignored problem despite being said that’s it’s always being improved on. Hex perks are supposed to be high risk/high reward, instead the vast majority of them are high risk/low-average reward.

    I wish we had old undying for hex totems, it helped fix totem spawns. if you get 2 crap totem spawns, the undying could sometimes save those crap spawns and put it in a decent spot. I would love to have old undying back for totems. Its too hard to fix totem spawns for 5 years, so just let the perk fix it.

  • @Blueberry said:

    I was until I saw the changes from PTB. Barely any buffs worth mentioning and none of the core design issues fixed.

    I am sad that his add-on got nerfed on not strong base-kit killer.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270665#Comment_3270665

    The counter is called doing gens, and having the awareness to see his shimmer/hear his snarling/hear the extremely distinct bing bong that is only hidden with specific addons. The hell kind of take is this?

    While I think some of the reasoning and examples are a bit of a stretch, I do agree with the concept that a killer's power shouldn't inherently come with a counterintuitive flaw. Its one thing to give counterplay, but another to make a power actively work against the killer, especially one that relies on things outside of the players agency (such as AI pathing and logic.)

    Getting the banner should just remove the chase. Giving buffs for doing so is extremely bad design, and actively discourages use of the power.

    Still waiting for them to remove nemesis's infection 3 hit mechanic. a mechanic that has zero advantage for killer and only helps the survivor. I like playing nemesis, but I dislike having long chases because of dumb drawbacks.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270695#Comment_3270695

    Have Flashlights ever deafened the killer?

    I know they added a sound effect that plays when you get blinded but I don't recall ever being deafened by it. Flashbangs are the only exception at one point they had a slight deafen sound effect they don't know

    they deafen you but sometimes bvhr spaghetti code breaks flashlight blinds in some patches and they become useless at pallets(against good killers that use sound).

  • @Brokenbones said:

    Blinding at pallets is always a bad idea

    You lose distance doing it

    It's good for points/challenges though or if you're not the one being chased.

    in some instances when the killer corners you in a pallet break, a flashlight blind can get you out of the corner especially if the killer let's you chain-blind them. the flashlight blind at pallets only works because killer is deaf during the blind, but some of the updates break flashlights and then blind no longer deafen the killer so the flashlight becomes useless at pallets.

  • @AnnoyingNarrator said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268200#Comment_3268200

    DBD is a game with two different sides, each appealing to a different fantasy.

    The killer is about the power fantasy, while the survivor is about, well, the survivor fantasy. One side is about feeling like you in control, a dominating force that shapes the game, while the other side is about close calls and narrow escapes, outsmarting a superior foe. In other words, in order for survivors to feel like survivors, killers need to feel like killers and vice versa.

    You don't feel powerful crushing a team of noobs, you feel powerful when you beat a team of skilled survivors. You don't feel like a badass survivor for beating someone who is new, but a killer that knows what he is doing. Enjoyment is not a finite resource that has to be taken from the other side. DBD is at its best when both sides feel like they are facing an equal opponent, because that is when it is the most fun.

    The killer having more fun does not mean that survivors are having less, and in many cases can actually mean that survivors have more fun as well. Most of my changes add more opportunities for survivor-killer interactions, more ways for killers to create plans which means more variety for Survivors.

    Also, even if that last bit about me hating survivors is sarcasm, did you miss the next line? About me wanting survivors to also have fun? Because the whole point of that section was about how I don't want to make playing survivor unfun?

    You did the videogamedunkey thing, the classic:

    *insert person here* is nitpicking and biased, I win.

    About me wanting survivors to also have fun? Because the whole point of that section was about how I don't want to make playing survivor unfun?

    I am just going take a guess, but a lot of survivor dislike losing, so the killer having fun is the survivor not having fun. that is unfortunate reality of video games. Survivors like being super powerful. When they are super powerful, your not very powerful and vice versa.

  • @LiveBritishReaction said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270381#Comment_3270381

    The difference between survivors being broken against Plague and being fully infected against Wesker is that Plague is an M1 killer who has to hit you with a basic attack, whereas Wesker gets to use his power—a power that is very strong in a chase—to get the instadown. That is a HUGE difference which are you are just completely ignoring.

    But again, nerfing the hindered isn’t the point I’m trying to make with this post, so if you continue to argue this point, I’m just going to ignore you.

    He is m1 killer if his m2 power fails to injure you and does not provide a negative drawback in the chase. your providing incentive for the survivor to ignore infection mechanic and stay injured the entire game while utilizing the throw mechanic to avoid injury/instant down. He would need stronger chase if you weaken infection mechanic.

  • @LiveBritishReaction said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270331#Comment_3270331

    Firstly, completely irrelevant to what I’m trying to propose.

    Secondly, if you think a chase power as effective and versatile as Wesker’s being able to INSTADOWN YOU isn’t strong, I truly do not know what to tell you lmao. It is the scariest part of his kit, bar none.

    instant down is not enough of penalty. see plague for example. she infects everyone into broken status effect and everyone just ignores her fountains, rushes generators and only cleanses in the end game. Avoiding slowdown requires punishment.

    Its also to prevent purposely taking virulent bound hits and forcing wesker to throw surviviors into nothingness where they continue looping as if nothing happened. I still abuse that as survivor though because by the time he fully infect you, he likely lost the game, chase-wise. Just bloodlust 2.0 mechanic.

    Weakening his slowdown such that you can ignore infection mechanic means he should be buffed in his 1vs1. perhaps buff his chase such that vaulting a pallet allows him 2nd bound after vaulting a pallet instead of putting him on cooldown.

  • so when dev originally made DBD, one of the mechanic they were trying to make is stamina system for survivor. there is no stamina system for survivor, instead they made a bloodlust system which instead debuffing the survivor, they buff the killer.

    Its not good system imo. It creates lose more and win-more mechanic in loops. Pallets that are already weak become straight up unfair for the survivor where even if the survivor is good at looping, they get hit for free despite outplaying the killer for prologue period of time without the killer outplaying them. The pallets that are strong, bloodlust is meaningless because the survivor can waste a lot of time in the loop where breaking the pallet is more efficient then trying to get bloodlust 2-3. Some pallets are straight up impossible to bloodlust. As a result they're pure waste of time for the killer and exist for no other reason then to extend chases and justify a counter to this reverse stamina bloodlust system.

1 … 117 118 119 120 121 … 165