Devil_hit11
Devil_hit11
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@Aven_Fallen said:
They never include a full list of Add Ons in Dev Updates (simply because they would be too long then). We will most likely see it in the Patchnotes OR on the PTB itself what the Add On does.
Usually Add Ons receive Nerfs if parts of their effects are incorporated into the Basekit or straight up Reworks. But they usually either say that they weaken the Add On due to the Basekit Changes or that they give it a new effect, but never what it will be, this will only be present in the Patchnots and/or PTB.
i bet it is something useless like vault windows 10% faster during overclock.
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@EmpireCity830 said:
I feel like just changing it to give aura reading for 60 sec then item disappears would be fine.
literal dead perk. worse then PTB. the best case you'll see is them reverting buff to 8 meters where nobody uses it.
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that his iri add-on. it has drawback of removing -3 skeletons. I wonder what the spell would look like with +3 skeletons.
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they nerfed the perk to not show totems.
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all kills count as for killer win condition. no exceptions.
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why not implement it on every sc perk? 4 sc perks could be 4 extra hooks.
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@Blueberry said:
Honestly while Freddy does need buffs I think he's flawed in base design. It's boring and unoriginal. Even if his current kit was made S tier he wouldn't be more fun or interesting.
I think he needs a ground up rework. The snares and pallets thing needs to go.
Think more in the direction of original Freddy. That was unique and interesting, it just needed tweaks.
Freddy needs more than buffs, he needs fundamentally different design. The issue isn't just him being weak.
i think BVHR wanted avoid twin-level reworks. as a result i don't think he is going get any change unless BVHR is 100% confident in a freddy rework will change the character drastically while making him more fun to play.
the main thing i'd like to see is his unlimited wall-hack comeback in dream and a better re-invented mobility option to make freddy feel like he's unpredictable nightmare that you can't track. Like he's is just in your head.
playing vs freddy should feel like your playing vs some mastermind character that reads your every movement. Something like playing vs Scratch Mirror myer's where your just not sure where the killer is but freddy knows where you are.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747763#Comment_3747763
Unfortunately that is unlikely to happen. It's a lot easier to do a pass on one killer than every single map.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747788#Comment_3747788
There's a LOT of room to buff Daytime teleport without it getting anywhere near Nighttime's value. 25m/s and 40m/s are still very far apart.
i am pretty sure that fallen shingles also applies as you are teleporting from locker to locker. faster teleport in day time means less nightfall charges. i think it is better to reduce nightfall number of charges as it makes the slow teleporting more attractive to use because your building large % of your nightfall per teleport. After that, it is more of just improving nightfall as a whole.
My impression is that if BVHR does buff him, they'll probably nerf his nightfall visibility making character less unique. They already did that with Clown's Purple gas where purple gas barely has any blinding effect. I don't know why Killer blinding the survivor get nerfed but survivor blinding the killer with flashlight with chain-blinding possibility is **fine.
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@ReverseVelocity said:
I'd like to put this video on here, as it does a very good job of detailing what problems Dredge faces at the moment:
https://www.youtube.com/watch?v=13tdMYuDmCk
I agree with most things in this video, honestly, the exception being Locks only working at Nightfall and Dredge getting a speedboost coming out of a Locker, apart from that, this video has some really good buff ideas.
The main change I'd love to see to him is making his Daytime teleport significantly faster. Currently, it's only 2m/s faster than Billy's chainsaw, which feels REALLY slow for a teleport power that can only go to predetermined places. It really feels like I'm sat there twiddling my thumbs on longer teleports.
Like, his MAIN thing is teleporting around the map, and Demo, who has it as a secondary power, is almost twice as fast at it. This video suggests 25m/s for Daytime, and 40m/s for Nightfall, which sound kind of reasonable.
I want to bring the discussion about everyone's favourite abomination/turkey/sometimes-a-horse here. What are your opinions on Dredge? How do you think he needs improving, if at all?
dredge's gimmick is that he's vampire. he is strong in night time and weak in day time… right? no. that is the issue. I highly doubt they would buff his main gimmick of teleporting in day time to be same as night time. at some point, you lose purpose in having a day and night mechanic. The slower teleport is intentional because his Resign of darkness charges nightfall the more you teleport. Fallen shingle add-on is related to that mechanic. your essentially suppose spend most of your time in day-time to nightfall to prepare a play for nightfall.
What they could do to buff his teleport speed is reduce number of charges needed to enter nightfall from 300 to 225. this allows him to enter nightfall more often and therefore buff his teleport more often allowing him to make more plays. unfortunately, having faster teleport more often doesn't help if you can't teleport to anything relevant. so he needs nightfall buffs that make his locker teleport more reliable outside of map rng in addition to variable changes.
The video suggests reducing charge time to 175 and making injures charge 0.5. these changes are counter-productive. you should always avoid counter-productive changes that clash at each other. you end up changing very little about the killer.
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@Blueberry said:
Iron Will, Light Footed, Deception, Distortion
It's all for fun mind games and actually works a lot.
your making me laugh. deception? really? shrug. You would be better off with lightweight.
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@xTHE_ULTIMATEx7 said:
While not a lot of counterplay is available to slice and dice, it still does exist. It mostly boils down to a less egregious version of Nurse. The most important things to do against Chucky are to remain out of LOS, be unpredictable with movement so he can't hug a wall with slice and dice, and 50/50s at pallets/windows. Also make sure you respect his space by running early against him and more often than not, pre dropping pallets. Don't get me wrong, Chucky is insanely strong (top 5 imo) and definitely deserves some nerfs (mainly to slice and dice charge time) but the counterplay is there.
agree with less egregious version of nurse. still crazy. i saw his potencial immediately in his PTB.
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@xTHE_ULTIMATEx7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747256#Comment_3747256
People will have to be running forward in certain circumstances so while rare, it is possible. Also, with how BHVR seems to be listening to outside sources on opinions for killer changes/balance, I doubt he would end up like Blight. Scamper just needs to be a little faster and he's in a great spot basekit wise.
scamper nerf is forcing chucky to break certain pallets even though i am suppose to be ignoring god pallets and safe loops. so no, @OrangeBear is right when it comes saying that turn-rate is not good enough.
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@xTHE_ULTIMATEx7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747233#Comment_3747233
Not sure how to quote specific sentences but regarding what you said about the killer having no counterplay for scamper dodging is actually untrue. Scamper hits are most definitely possible, but you just need to be sure that the survivor is not close to whatever pallet or window you are intending to scamper. If the survivor is staying near the pallet/window to avoid your scamper, just kick or vault the window instead and catch up immediately with a regular slice and dice. Increasing scamper speed would be a better fix imo as it gives less time for a survivor to react to you scampering by moving to said pallet or window which puts a better emphasis on positioning against chucky rather than just having to hold w because you'll end up getting hit if the chucky scampers because his turn rate is too insane.
they need to be running forward in most instances for scamper to work. If they hug the loop, you can't turn enough with his dash to get an angle to hit them. I am happy where he is at as a killer. for him to be perfect killer, he is only missing his scamper to 100% complete. at same time, my concern is that if they do make scamper effective, he'll land up like blight where he will stay strong for like 1-2 years then be nerfed. It might be better that he stays like this with an incomplete power.
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you cannot bunch killers like that together. each killer is seperate and gets changed for different reasons.
Chucky & Blight were nerfed for being overly effective. In most cases, nerf will lower killer's skill expression because they have less options to make plays.
Trickster & Billy had poor identities. they were objectively buffed to be stronger at their own niche gameplay. Trickster could maybe use a bit more. most of billy communities seems happy with his changes.
Knight is having his strengths re-balanced. He might be a very high-skill killer post rework compare to what he is now.
Singularity is getting QOL changes and fixing add-on dependency. I just hope they don't over-nerf his good add-on's.
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@OrangeBear said:
I think the power cooldown atm is why scamper can't be good. Because if you chain scampers and get a hit it allows you to have a shorter cooldown after you hit the survivor. I don't think scamper hits should reward a shorter cooldown because it overwhelms survivors.
I think the problem with scamper is the turn rate. Because atm, at most pallets, after you scamper a pallet survivors can just walk to the side of the pallet and chucky cannot hit them and then they'll vault the pallet.
Also i don't think the charge speed is too fast especially compared to other killers. Slice and dice needs to be fairly reliable because he's a 4.4 killer.the lower power cooldown allows him to use his power for mobility granting him that nurse-type kit with mobility and potent chase. They don't want him to be better than nurse which is why they nerfed his scamper. With all that in consideration, his kit is fine where it is at.
His charge speed surpasses almost every single killer in the game. Both billy and Oni have 2.5 second charge times to active their dash. His 1 second charge-time dash is definitely contributing factor for his strong chase. He doesn't give survivor much time to react/reposition. So in many ways OP is right.
@xTHE_ULTIMATEx7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747184#Comment_3747184
Chaining scampers to get a hit very rarely works out for you so I would argue that if you do get a scamper hit, you should definitely be heavily rewarded for it.
I believe turn rate is mostly fine currently because if it was increased we would kind of go back to scampers being uncounterable which I'm not a big fan of considering slice and dice doesn't have too much counterplay to begin with if used properly.
As for charge speed, 25% increase isn't as big of a deal as you may think and I do understand that his power should be reliable, but most survivors I've encountered have little to no time to react to it and I don't think that makes for very enjoyable gameplay on the survivor side. I would definitely wait to increase the charge speed and see how the chucky counterplay develops over time, but it should be a change worth considering for game health.
but most survivors I've encountered have little to no time to react to itand I don't think that makes for very enjoyable gameplay on the survivor side. I would definitely wait to increase the charge speed and see how the chucky counterplay develops over time, but it should be a change worth considering for game health.
I suspect that survivor would eventually complain about his super fast charge-time dash.
I believe turn rate is mostly fine currently because if it was increased we would kind of go back to scampers being uncounterable which I'm not a big fan of considering slice and dice doesn't have too much counterplay to begin with if used properly.
Not being able to have any chance to hit the survivor is no counter-play for the killer.
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@OrangeBear said:
https://us.v-cdn.net/6030815/uploads/2VJLQW9T18PA/image.png
His cooldown is already confirmed to be getting increased in the near future.
but it is not a bug. his cooldown has always as soon as s&d is used. It is like saying nurse's blinks recharging during fatique is a bug. the feature has been there since his release.
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@BlackRose89 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747162#Comment_3747162
The different between knight and nemmy is that nemmy has a actually chase power. If you remove the zombies from nemmy he would still be decent bc his whip is his true power. The zombies are just there to be pest and you can completely ignore them.
Meanwhile the guards are the the thing knight has and they make up all his power. When the guards are weak then the knight is weak. I don't think the comparison between nemmy's zombies and knight's guards is a fair one.
Nemesis in my opinion was always worst version of Knight. Knight even when taking away his guards still has 2 second pallet break with Carnifex. The primary function of nemesis whip is to break pallets. Hitting survivor over loops doesn't work because survivor can crouch his whip. Nemesis zombies are worse version of knight's guards.
Nemesis will still likely be worse version of Knight. Knight just does what nemesis does but better, in every metric.
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he is fine where he is at. scamper could be a little bit more useful but that is about it.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747112#Comment_3747112
No. You can't use your power in chase. You do not play coop chase play with your guards like buddies on LAN party or on discord to get that Survivor down together. Your buddy within few meters will just get yeeted to Oblivion before he will do anything.
Now you are just any other singleplayer killer with no chase power that can just waste time and gather info on Survivors from medium distance.
Nemesis plays 2vs1 game with his zombies but his zombies are trash-tier bad. He needs full on rework/huge amount of buffs to be relevant.
Knight will still be pet killer but the % of pincer hits on knight will be less. He might still have some pincer attack moments but not as much as before.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746816#Comment_3746816
If it is still in the game but disabled, so nobody can do it... How is it still in the game??
what i mean is that it is not deleted. they could at any time enable it again but i don't think they will because many survivor players dislike the mechanic.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/417920/does-no-one-play-regular-myers-anymore
It seems like they don't. Probably about half the Myers I face, which are few and far between, it's Infinite Tier 3, Tombstone Piece, or Scratched Mirror. They all get old. People should try out Vanity Mirror since its buff way back when, because I had a lot of fun using that add-on.
there is no reward for stalking at base-kit. tombstone and infinity tier 3 are only add-on that give myer's rewards on his ability. tombstone allows him to use PWYF with little downside and infinity tier 3 allows him to use undetectable perks with exposed.
Vanity mirror/Scratch mirror is worse old freddy. old freddy was labeled as one of worst killers in the game despite having unlimited range wall-hacks. 16 meter wall hack or 32 meter wall with less m/s must be even worse. that is why you don't really see much of this beyond your usual hawkin myer's.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746699#Comment_3746699
The camera and the primary hitbox check being separate contributed most of his bugs. If they 100% removed the camera check, and only used the waist check, it would lead to a lot of 'invisible' bumps, which appears to be what people are complaining about now. When the two checks were at the same location, it functioned correctly.
I don't know the exact details as far as what they did to 'fix' the camera, but it broke his collision as a consequence. My guess is someone who didn't understand how he was programmed did the equivalent of tearing off his index and middle finger, and grafted them onto his forehead. That would mean whenever Blight would move his 'hand', both the head fingers and the hand fingers would wiggle. Obviously if I'm moving my hand to close my fingers, my face shouldn't move at the same time, so something was messed up.
That was what I was trying to say with the picture, is that they broke the checks that were supposed to be linked.
blight can still hug tech same as before. what they did is they removed the option to press his lethal rush when looking down. It is very intentional nerf. They added a check where if player camera is faces down → disable blight ability to active ability. that is how they killed his hug tech. It is still in the game. just… disabled.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746799#Comment_3746799
Only the chase part. Hunting them, mindgames (you kinda can but really many just try to burn pallets asap), managing to exert pressure across multiple survivors. These aspects are all neglected.
what do you mean by hunting them? you mean following scratch marks? pretty sure that get improved quicker as well. you won't fall to any jukes. Mindgaming might also be better because typically tunnelers tend to ram themselves into unfavourable tiles which results in them having to learn mindgames to beat unfavourable tiles.
managing to exert pressure across multiple survivors
Sometimes eliminating a survivor early is best pressure. It depends for how long you take to eliminate the survivor. For example, I remember watching a game played by Xeno Blight where he tunneled on coal tower but lost 4 gens as blight but because he only had 3 perks, he wasn't able to comeback vs Japanese team with his 3 perks(Corrupt/Pain res/Pop/Grim embrace was his default build but corrupt was omitted due to 3 perk slot limit).
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@Rulebreaker said:
Pros:
- Possibility to remove a survivor early and drastically increase chance of 4k
- Not much thinking required
- Easy to implement at a base level
- Can be done by any killer with any build
Cons:
- Can backfire if you tunnel the wrong survivor (aka someone who's much better than you)
- There are a handful of perks specifically designed to punish this type of play style.
- Boring all round (this is admittedly subjective)
- Does not improve the killers skill much
- Repeated use ends up putting the killer against survivors good enough where the killer is effectively a joke no matter what they do (aka: puts them in a spot where their lack of skill shows)
- Inflates egos (possibly subjective, but has proven as fact to us so far)
i'd argue that your killer skill improves faster in 1vs1 by tunneling. Your going to be way better at the chase. You may eventually find out how to evaluate the risk of going for strong loops vs risk losing gens. main drawback of tunneling is that you have faster chance to lose generators if you commit to the wrong tunnels and you will have less hook states allowing you to be more susceptible to bodyblocking(Unbreakable, Adrenaline), flashlights, pallet saves and hook sabotage.
other than that, there is lack of chase-risk in tunneling. It is not like survivor is stronger at the chase when they're getting tunneled. You don't get stat boosts as survivor for getting tunneled.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746768#Comment_3746768
Ok. Pallets are resources to be used in chase. Hooks are how the killer progresses the game. I don't know a simpler way to break this down. They are not analogous. If you're trying to take away the killer's ability to create deadzones then you have to give them something else, because that's a huge part of their gameplay.
If the hook on a dead zone would break, you're down to a 3v1 and you've very likely lost regardless of whether or not it's in a dead zone. It's not anywhere as consequential near as giving survivors infinite map resources.
if a hook is broken and survivor goes to deadzone with no hooks, you can't progress your objective. that is not exactly losing.
I don't know a simpler way to break this down. They are not analogous.
No pallets on the map is as good as being dead. You have to be insanely bad as killer to not be downing survivors 0 resources. Even if you are that bad, Bloodlust will carry you.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746682#Comment_3746682
This is just ridiculous. The Knight does get rewarded by long paths with Haste, although that's not enough and he definitely needs more. This update improves almost nothing about him; just selecting the guards. But what do you mean a good Knight camps the banner? I've literally never seen a Knight stand on the banner waiting for the survivor to circle back to it, and if they're not doing that then they're definitely not classed as "camping" it. They chase the survivor, the same as the guard, so that they can pincer. At the same time, sometimes he and the guard can chase the survivor, and they somehow get around to the banner anyway. How is the Knight "allowing" that if he's chasing them how he's supposed to? You're completely grounded in theory, like the killer's always gonna know exactly what path the survivor's gonna take to cut them off, or that camping the banner is somehow a good play when you're basically not doing anything.
Don't get me wrong, I agree with most everything else you said, but the parts I highlighted are just weird or miscommunicated. It is somewhat refreshing to see, as opposed to the usual "Knight is bad design (in that he can actually do something against survivors)!"
Haste is useless. you lose more distance for drawing path than haste gives. A survivor moves at 4.0 m/s. for every second that you stand still, the survivor gains 4.0 total distance. For example, if you draw a path for 4 seconds, the survivor gains 16 meter distance lead. Killer move at 4.6 m/s. they catch-up 0.6 m/s. Knight gains 5% haste for 10 seconds. 0.2 x 10 second = 2 meters. So you lose 16 meters but gain 2 meters on haste. None of the knights guards can ever hit you at base-kit. it is free hold-w play for survivor.
For this reason, The dev are aiming to nerf knight's current play-style which is just to instant drop guards at loops because you lose no distance as knight for doing that. If you use Map of the realm+Double jailer, the Jailer has 18 meter detection radius. 18 meter detection radius is massive blue circle. It is so big that even if survivor hold-w as soon as you drop the guard at the loop, the jailer will STILL detect you. Not go into some nerdy details but the bigger detection radius → faster circle expands. In any case, they nerfing instant-drop guard jailer pincer play-style and buffing Assassin and Carnifex play-styles.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746737#Comment_3746737
Creating unsafe areas of the map and corralling survivors toward them is a huge part of the skill cap of playing killer. You want infinite safe zones? You gonna megabuff low tier killers to compensate? Cuz that's the only thing they have going for them, assuming they can even afford the time investment.
Precisely four hooks can ever permanently break in a match. Only one or two of those actually matter. Earning a hook requires the killer to outplay the survivor at least twice, then the time investment is hauling them over there. Pallets are a map resource designed to thwart killers in chase. They could not be more different.
The respawning pallet thing is never going to happen. It has a huge knock-on balancing effect on the whole game. Respawning hooks is only gonna be impactful every few dozen games. It's such a rare occurrence that you don't have a hook that is basically quality of life.
you can argue that dying with survivor can be skill for survivor for a future teammate to utilize against the killer. hook respawning has huge knock-off effect for how killer hooks survivors. This creates incentive for killer to purposely break pallets, create dead-zone and purposely hook survivor into hook dead-zones to camp.
Good killer already do that. They specific pick hooks that are good for camping and break all pallets to minimize chase time. Examples are Ormond, They added new top hook on the building. Guess what most killers do with this? Break pallet → Hook survivor on top. Eyrie of crows, Top hook building, break all pallets. Camp hook at the top. Temple of purgation, Hook-survivor in the temple, Camp hook. Father chapel. Break all pallets on top-side. Hook survivor on furthered top hook. Crotus Asylum. Take bottom area. Break all the pallet. Hook them on further hook in the corner map. Growning storehouse, Pick one the corner sides of the map, Hook them on corner side. There is just countless examples of purposely breaking all pallets →hooking survivor on a hook near a dead-zone.
Hook regenerating encourages killer to do this gameplay because… well there is no risk to doing so. Survivor dies on the hook. the hook respawn's. Pallet respawning is not that far off from hook respawning.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746687#Comment_3746687
Don't give them ideas, that would be crazy.
then stop killers from purposely creating dead-zones with pallet breaks and camping hooks within a deadzone.
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@Senaxu said:
I would agree with the idea that hooks don't break at all.
But at the same time make that the killer close to hooks have their power completely deactivated.
Projectiles from Huntress or Tricktster won't hit either.
Then this senseless, unhealthy proxy camping will finally stop. When the endgame starts, this function should deactivate like the anticamp.i'll play billy. Now survivors will claim that I am "Global proxy camping". What is the next measure? /shrug
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746561#Comment_3746561
Pretty much every addon that just applies Hemorrhage is still permanent. It only really has a timer when still tied to Mangled.
I think this measure is still warranted for these specific perks, especially for Reactive Healing. It literally works against you when you have Hemorrhage.
This sounds like great idea to nerf Syringe. Hemmorrhage is designed to nerf these types of perks. Even then, it doesn't do a good job because survivor can heal before any of it is regressd.
Syringe should be nerfed to only grant 50% total healing progression. this healing progression cannot be regressed.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745333#Comment_3745333
It's not. I wasn't implying slugging is bad design, I was implying having dead zones where it's physically impossible to hook with zero input from the survivors is bad design. Slugging is fine.
I wonder when survivor will be able to respawn pallets in dead-zones. regenerating hook might end up showing up with regenerating pallets.
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@duygu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746031#Comment_3746031
Assassin is not meant to get a hit. None of the guards are meant to get a hit. BHVR wouldn't allow a killer design that gets hits 100% of the time. Actually carnifex with the dried horse meat is the one that's supposed to get a hit. Your calculations are all fine until you think about the banner spawn. Any decent survivor is going to loop them around a Z wall and go back to the banner because it spawns too fast. This isn't reliable against carnifex because his banner spawn is lot longer. Assassin is meant to punish hook rescues by spawning on top of the survivor as they finish the unhook. The animation takes too long to make enough distance and it's almost a guaranteed hit. At the very least, it's going to prevent bodyblocking so you can tunnel. Jailer's the worst out of the 3 at the moment. He's best used as a skull merchant drone.
The guards are at their strongest when the knight is zoning with them, so that the survivor can't freely rush to the banner and is forced to move to a useless part of the map. The knight is at his strongest when you chase 2 survivors at the same time who are also converging on the same area, meaning a surv runs to the same place as the survivor you're currently chasing, so now you're guaranteed a hit on at least one of them, and there's only 2 survivors doing gens. The chances of this happening in a real match are slim because to do this consistently you need to spawn a guard on a survivor outside of a chase and find another one immediately after. Such as in a 3 gen situation where a survivor is threatening a gen that you're leaving to defend another one or an unhook situation.
But this is too difficult to do at the moment, and even if you do spawn a successful chasing guard that doesn't just wander around, the survivor will simply run to the banner and cut the chase short unless it's carnifex. That's what these changes is intended to strengthen. You can now choose jailer at will with the longer chase and banner making it the best solo chaser guard, especially with a potential 36 second chase. That is nearly impossible for the survivor to outlast considering that already a 24 second chase from carnifex results in a hit or a very small distance saving the survivor.
Why does Assassin move at 4.4 m/s AND applies deep wound then? What is the point of deep wound on hit if he is not suppose get the hit? He is definitely designed around being summoned and acquiring hits. It is in the guard name. He doesn't hits because of poor balance. Drawing long path right now with Knight is unrewarding. That is what this update aims to improve.
Your calculations are all fine until you think about the banner spawn. Any decent survivor is going to loop them around a Z wall and go back to the banner because it spawns too fast.
A decent Knight will just camp the banner. No good knight player will ever allow survivor to use Banner in chase. When Knight hits a survivor, the guard chases ends and so does banner. The banner is designed to make split pressure irrelevant for Knight. It completely rob of any ability to 3 gen because survivor can disable the guard chase if knight does not camp banner which is common in 3 gens as knight is using his guard for "split pressure". Despite this, many survivor are terrible enough to still 3 gen by the knight.
The knight is at his strongest when you chase 2 survivors at the same time who are also converging on the same area, meaning a surv runs to the same place as the survivor you're currently chasing, so now you're guaranteed a hit on at least one of them, and there's only 2 survivors doing gens.
Wrong. He is weakest because survivor are easily able to exploit banner. He is stronger when you are in the corner of the map, He summons a guard and he deploys a pincer attack where one guard goes right/left and Knight goes right/left closing in on the survivor. This updates aims to nerf this aspect of knight however i think that the numbers chosen are far too aggressive. 300% depletion rate is just an insane number. I suspect this number will be nerfed to lower value such as 200% post PTB. My other suspicion is that Assassin will still be ineffective because there is nothing in patch notes that says that guard may phase through pallets like they used when he was released. It used to work properly but something changed. They'll likely buff knight from PTB.
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@KaTo1337 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746083#Comment_3746083
so they dont worked most of the time (Dresses) cause the survivors were awake 80% of the match, aye? ;-)
snares are trash anyway. regression is superior. it wasn't that bad but playing m1 killer is tough vs good players.
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It legit could be meta perk for countering hexes and putting boon-up. Great counter to Hex:Pentimento. Put a condition where when you spawn into the trial, nearest totem is revealed to you for 5 seconds (Like lethal pursuer for totems). Bless totem, now you see all the totems.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746243#Comment_3746243
Just trigger the Guard before you unhook.
Okay, if I run into basement for an unhook, and the Killer places the Guard at the top of the stairs while I am in basement, I have three options:
~ I run out of basement, into the direction of the Killer, just to trigger the Guard, get hit, run back into basement and get hit again while unhooking, forcing a trade. The Knight gains a hook state from that interaction with minimal input.
(Keep in mind, depending on the Guards position, this might not even result in an unhook occurring, this could just result in a net-gain of hook states.)
~ I run out of basement, into the direction of the Killer, just to trigger the Guard, get hit, and run away. The Knight gains a health state advantage from that interaction with minimal input.
~ I unhook the Survivor, Loud Noise Notification forced a Hunt, Survivor is unhooked gets hit by the Guard instantly and loses Endurance, the Knight tunnels the unhooked Survivor. The Knight gains a massive hook state advantage from that interaction with minimal input.
Keep in mind this interaction is not exclusive to the basement and can be done on many different maps, I am just using basement as an example here since it is universal across all maps.
Also this Guard hitting the Survivor 9/10 times sounds like BS.
Guards move to the Survivor's detected location in 2.5 seconds, and will spawn directly on the spot they were alerted to (rather it be where they made Line of Sight or a Loud Noise Notification). This effect goes through walls.
Once the unhook interaction is complete, a Loud Noise Notification is create, and both Survivors are locked into the unhooking animation as long as neither of them are interrupted. This animation just so happens to take 2.5 seconds for the unhooked Survivor, and will result on the Guard traveling through the environment and starting a Hunt on top of the unhooked Survivor since the Loud Noise Notification is sourced from their location; the unhooked Survivor, in this case, will always be hit.
You can test this in a public match, or private match, this is always the result from this interaction. Before you call BS on things, you could have done research or tested it yourself.
basement aren't suppose to be free escapes. Here's a strategy. Bring two survivors at the hook. You go into basement. Other guy triggers guard chase. hold Shift-w. You save the person and walk out.
Here's a solo strategy. 99% your sprint burst, walk to the basement, trigger the guard, go back to the basement, unhook, use sprint burst to get out.
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add totem aura reading the perk.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746269#Comment_3746269
Hopefully not, Mft was horrible... I'm sure there is an option to make it more useful than currently but permanent 3 % for being injured is not a good idea.
Killer have languish touch now, a perk that exhausts survivors in chase and mindbreaker still exists. it might not be as bad now.
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Other killer need to be buffed to billy's level to have quick downs. more killer need instant downs.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746253#Comment_3746253
In general, considering exhaustion perks are basically one of the strongest type of perks in the game. There are exceptions to almost every rule...
A lot of survivor perks are getting reverted, maybe there is hope for that perk to get reverted.
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@Archol123 said:
It still has the requirement of not being exhausted... So I think the perk is fine, everything that is an alternative to exhaustion perks is a good idea... People might use it together with deadhard, but I think everything else is off the table.
Alternate exhaustion's perks? "Made for this" cough cough.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746186#Comment_3746186
How are the Survivors playing poorly in this situation? Enlighten me.
Since the act of starting an unhook to prevent a Hunt does not work in the example I provided, since this interaction happens AFTER the unhook has occurred, since it entirely relies on the Loud Noise Notification to force this interaction.
trigger the guard chase →unhook→guard disappears. Knight can still proxy camp like any m1 killer… to get hook trades but that is not unique to him. that is every killer. the power isn't doing anything to change that. it is good detection tool to find unhookers.
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that is not how it works. the game first rolls the map. Badham, then it rolls dice for which badham you get. Map prevention does work but it doesn't reduce map to 0%, you can get lucky and play same map twice.
Map variation are good for the game. adds variety. Badham is just survivor sided map. it is very unfun for weaker killers.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744794#Comment_3744794
This is an interesting video, thank you for highlighting it here, I did see most of this Live. One thing that I think it's good to highlight, is this is not a personal score, but a team one. Hens often died himself to get his team mates out.
The perk he is using are nearly exact perks that I use in soloq. we'll make it, Deja vu, Exhaustion, Aura reading(I prefer bond over kindred). Seems like my build is super effective. I don't really feel pressure of soloq but I dislike how aura reading is kinda needed to play correctly in soloq.
there is like so little to no coercion without those aura perks. dbd needs less perk taxes, both for survivor and killer.
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@Blueberry said:
I mean I think they could give him enough buffs and improvements to more than compensate for bad locker rng. That downside can be outweighed with the appropriate changes in other areas.
Nightfall is suppose to be "Your overpowered mode" but it is instead "Your nerfed mode", The survivor can track you more easily. I still think that nightfall should summon dark remnant around the map that function like Trapper traps where they're scattered around the map in which Dredge can teleport to them.
This reduces his dependency of lockers and allows his power to be more flexible on more maps.
He also needs a lot of number buffs in addition. No killer is doomed to be mediocre. They just need correct buffs to shine.
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@Xernoton said:
Regardless how you feel about it, Singularity definitely needed some changes. Playing it required way too much effort for some pretty mediocre results and that never feels great. Singularity also isn't among the strongest killers, really. It's in the better half for sure but not top 10 material.
Most of these changes are more quality of life improvements than real buffs, so I'm not sure how strong this will actually make the killer but I doubt it will make it impossible to play against. There were also some small nerfs in there.
isn't it ironic that Gabirel Soma was a survivor in a chapter where his perk granted 3% haste and now the killer is getting 3% haste for activating his ability. Oh how the tables turn.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746173#Comment_3746173
That only applies if the Guard is actively hunting you.
Unhooking creates a Loud Noise Notification, which Guards will instantly start hunting, and 9 times out of 10 it results in the Survivor who was being unhooked being hit by a Guard while they are still in the animation of getting off the hook. It removes Endurance, puts them in Deep Wounds, and makes them an easy target to tunnel.
This is especially easy to do on Indoor maps and basement.
why should killer be punished for survivors poor plays?
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746125#Comment_3746125
I'm like 99% sure this is just not true
never ever mind. i am wrong. the 50% is breaking pallet/overheating. one thing that survivor do with infection is like stay around corners where it is difficult tag them for teleportation. to me, it kinda feel like you always have to use his camera's over his gun to TP a lot of the time.
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@Mandy said:
Singularity is very complex to play, there's a lot of macro gaming that's required to be successful with it.
Also there's a lot of frustration around various parts of his kit, aiming etc. And we're looking to address these with this update.
Whilst a top line Singularity is of course pretty strong, very few players are at that level with it, and making the character more accessible to all players is the desired outcome here.
while i like singlurarity changes, there is one change I wish was in. This change is when you hold your gun. Singularity slows himself down to 50% movement speed. I feel like this is over-punishing for new players that pick-up singlurarity. It would be nicer if the m/s for holding his gun was a little less severe such as 65%.
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@Blueberry said:
#1 His zombies need massive buffs. We shouldn't focus on his anti loop as that isn't what makes him unique, tons of killers have copy/pastes of his anti loop with a different paint job. The zombies are his flavor and what makes him a unique and different experience.
The zombies should be attracted in a much larger radius to infected survivors and the zombies should move 25% faster per infected survivor. This rewards him for keeping survivors infected. The zombies should be significantly better at giving him map pressure and map info than they currently are.
recently they showed stats for how often zombies hit survivors. I wonder if these stat are hint for zombie buffs for nemesis. right now only thing i see zombies good for is random tracking. Sometimes you can pincer with zombies randomly but it is rng and zombies are somewhat slow.
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@glitchboi said:
You can get 3 to 6 (or even 9 if you’re lucky) tokens instantly on Undone if you use Oppression. Combine that with Overcharge and you just might get passive tokens. Freddy is the only killer where I somewhat got decent value out of Undone since his power kind of encourages missing skill checks. Damn imagine old Freddy with Undone
a build that i tried when undone showed up was pop, eruption, undone, oppression with 2 dress add-on's.