Devil_hit11
Devil_hit11
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@jesterkind said:
The guards have pretty consistently been intended to flush survivors out and force them into you, as far as I can tell. If you look at Knight's dedicated "use your power as it's intended" achievement, it involves YOU hitting a survivor while a guard is chasing them, which I take to mean that they're meant to be a source of threat that pushes survivors out of position.
This isn't that unusual for DBD, there are a few things that are meant to threaten something which shouldn't ever happen- think of Pig's RBTs, which COULD kill survivors, but are not supposed to do that unless they're ignored. If someone goes to search boxes immediately without doing anything else, they're supposed to guarantee that the RBT won't kill them, and that's what the killer gets out of it too.
Now, that being said, I think it'd be hasty to conclude you can't use the guards for anything else just based on a dev update. Best to actually experiment with the killer on the PTB once it launches, and then draw some conclusions.
Knight meant to be summoner. he summons guards to do various actions for him. jailer is designed around flushing out. He has bigger detection radius to do that. By extension of flushing survivors out, it also involves pincers survivors that he flushes out. Carnifex seems designed around breaking stuff at base-kit and granting aura reading although i think he can be extended to grant utility to the Knight however most of knight's utility add-on are downright terrible. The Assassin is meant to get hits. He moves faster than other guards and inflicts deep wound.
currently for Knight to hits survivors with summons, the survivor gets an exact 6 meters of distance. This calculated by activation time x total distance that survivor gets from running forward. 4.0 meter x 1.5 = 6.0.
The fastest guard being Assassin is 4.4 m/s. at max distance, the guard lasts 18 seconds. 0.4*18 = 7.2 meters.
6.5 meter - 7.2 meters gained over 18 seconds means that Assassin should 100% get a hit.
The main issue is bug AI is suppose phase through pallets but it goes around pallets which is conflicting problem with 8 meter 300% depletion change.
@duygu said:
Jailer 90% of the time, 5% on assassin for hook rescues and 5% for breaking pallet on carnifex. I like these changes because they should make the knight more rewarding to play with brain usage. Main reason the knight is weak currently is because trying to play him by predicting survivor pathing is just ineffective and inconsistent compared to spamming carnifex for breaking pallets and tapping power at a loop twice without thinking. But you can't have carnifex without using the other 2 garbage AI and it's just a bad antiloop power compared to other antiloops.
The mathematics do not support that.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745968#Comment_3745968
Would be quite busted though, how long is the pickup animation? So every second of haste after that does not matter anyway…
3 seconds.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/418241/buff-the-background-player-perk-please
Well if you cannot get saves now that is entirely on you, the perk is still good and it has quite the reach, before it was just completely busted.
i'd prefer 200% haste and 3 second duration.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745936#Comment_3745936
I think it easily can be 12 meters and it will be super strong only on Midwich and maybe Hawkins anyway. Not sure how this perk is bad on Midwich, because Midwich is heaven for Dredge due to amount of lockers.
I also don't understand why they buffed the duration because a long while ago they asked on Twitter how players would buff this perk and many players said that the Perk needs a bigger range.
I didn't know about it, it's funny. But i'm not surprised :D
Jokes aside, maybe when you afraid of a Flashlight or Palletsave that you can open a locker to check for another survivor or when you play hit'n'run. Otherwise, Idk.
Aura perks barely used in chase, maybe only on some specific killers, looking for saver teammates is still not in chase, it's strange devs take anyway.
radius is bigger reason why i refuse to run the perk on anything other than midwich.
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@ReverseVelocity said:
I mean it's called "Hidey-Ho Mode" not "You can hear me Mode".
He's 110, has two tells when he's Undetectable (the footfalls and the laughing), and no mobility. I don't think it needs to go at all.
If anything, Chucky needs a few minor buffs at the moment.
I just hope they don't nerf his cooldown during cooldown. I am fine with no buffs if it means no nerfs.
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nope. i don't think anything is changing. most you'll see is maybe some add-on tweaks
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745518#Comment_3745518
Mangled needs to flat out add 4sec per healing (standard for a 16sec healing that increased to 20sec), not by multiplying. Its weakened if survivors use Botany (add 2.75sec), but painful long heal if survivors self heal, especially using Self care (add 12sec).
With how Hae effect works, its either useless or totally delete the healing progress is a few seconds. Hae have to be changed how it works, may be stop healing mid way cut down the total progress by 50% then stop, thats it.
Then remove the timer.
disagree. anti-heal build are already incredibly weak right now. anti-heal and -repair speed perks need buffs. not nerfs.
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@Blueberry said:
Yeah. I understand if they want new maps with the chapters for bringing people in but these are extra variations not for a chapter. Their focus should be on better balancing current realms that have issues first…and there's a lot of them with problems.
i wanted more versions of Ormond. Now all we need is more versions of Eyrie of crow.
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@Blueberry said:
Yeah I was thinking Resurgence should get a Hemorrhage immunity.
botany+resurgence with a med-kit is like a 5 second heal under hook. with mangled, it is 6.5 second heal. hemorrhage needs to have some use. Especially now since 80 second hemorrhage duration is borderline useless.
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Badham preschool. Unfun for killer, too strong for survivor.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745486#Comment_3745486
Yeah she’s weak and does have a lot of design issues but the average player is still just really bad.
still hoping for a revert.
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good to see that survivor are losing with 1 second interaction time TV's, 16 meter aura reading TV's and vs pure m1 killer with bugged invisibility.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464239#Comment_3464239
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464314#Comment_3464314
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464352#Comment_3464352
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465169#Comment_3465169
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465865#Comment_3465865
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465901#Comment_3465901
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465939#Comment_3465939
Look like I was right all along. BHVR will implement the change I suggested, as mentioned in the latest developer update.
https://us.v-cdn.net/6030815/uploads/FG78UQN1ISHN/image.png
https://new.reddit.com/r/deadbydaylight/comments/1dkc94v/developer_update_june_2024/
Knight has been a failure all these years and currently has the 2nd lowest kill rate. Knight wasn't "fine as is".
https://us.v-cdn.net/6030815/uploads/XYSJ3N4F2FCI/image.png
https://nightlight.gg/killers/viewer?sort=kill&shown=kill&start_days=28&compact=true
haha. your post last year comes true. knight rework to have more decision making incoming.
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carnifex is not suppose to be chasing guard. he is meant to be utility guard that you pick for his utilities. i.e faster break, faster gen kicks, any add-on like that aura carnifex add-on that nobody uses. carnifex could be strong guard. it depends what add-on's do and what utilities knight is allowed to use.
Assassin is suppose to be chase guard.
Knight is not going to be same killer. he is going be way different after his changes. both play-style and gameplay. his skill-floor is going way up and so is his skill-cieling.
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@Blueberry said:
It shouldn't break in the first place, much less 60 seconds. It serves no healthy purpose in extended death break times other than making dead zones where you can't hook survivors and forcing them to slug. That isn't good design.
Give me a rational argument why hook breaks on death are a good/healthy thing for the game in any aspect whatsoever.
why is killer slugging bad design?
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744821#Comment_3744821
https://us.v-cdn.net/6030815/uploads/12OQR5P5LN6E/sspeak.png
Except, we have this addon, for a Killer that already has area denial.
Claw Traps have a duration for 45 seconds, and can be extended by an extra 15% on top of that. Oppression having a 40 second cooldown means youll most likely give them a difficult Skill Check while they cannot hear Skill Check audio.
And Idk if you remember the whole "Chess Merchant vs Team Eternal" situation, but even experienced players miss Skill Checks sometimes.
it isn't an issue. you deplete all 8 kicks and killer cannot regress gens. oppression has trouble being relevant due to 400% regression. Dragon grip is niche perk still. None of perk that are being changed will enter meta or high relevancy.
I'm all ears got wrong buff. they needed remove cooldown and make levels scale off range like 36/72/126 meters.
Darkness revealed needed higher radius. 8 meter is too little. 10 meter is buffed it needed. not duration. this perk is just more oppressive in mid elementary school and still useless in normal maps. Dragon grip is too long cooldown and it only affects 1 gen.
Machine learning is still crap because you need kick gen 2 times. it is like they realize the perk is hard to trigger but don't make it easier to trigger.
resurgence doesn't heal enough. only full heal will make survivor use this perk.
autodict is the best buff they gave to survivor out the perks. it is still niche because skill-check are random. only good for bodyblocking swf's.
Solidarity doesn't heal enough. it might be full heal with autodict but it costs too many perk for soloq so it only SWF perk for bully bodyblocking
Despite perk changes not being good, I appreciate them changing perks because changing perk is better than no change at all.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744975#Comment_3744975
You misunderstand me. I understand the change was not to counteract hiding - the change was to ease gameplay for console users. I just don't like it because it in my opinion oversimplifies things.
i think auto-aim is for camera to face the survivor when you swap to camera indoor maps. it is more QOL to make singlurarity smoother to play. the player want to use camera to tag survivor but he has trouble doing that because of camera angle when he takes control.
It does lower his skill-ceiling but it is kinda tedious task to play singlurarity in Lery/Hawkin. I have no issues memorizing my camera facing angle and hook-states but some players, it is too much brain power for them. This will reduce the brain power needed to play singlurarity.
Singlurarity will no longer be Chess killer.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745057#Comment_3745057
"one issue is that double tapping is now nearly impossible because of 8
meter restriction. Sometimes you know guard will hit survivor but guard
is too slow so your just waiting for them to hit survivor so you can
double hit them. that is one issue with their change."This is pretty irrelevant imo. You don't get double taps on good survivors. They have to be very bad to actually get these.
"another issue with their change is banner change. The chase last longer
but Banner time doesn't increase per duration of the hunt. Banners
should be scaling off duration of hunt. like 50% of hunt duration. "I honestly don't even see why banners exist. If guards were fast enough to get hits then it would make sense as they're a safety net for the guards strength getting too much. Currently though it's a counter for something so weak it doesn't even need a counter.
"The other issue is how AI works vs pallets. AI should be going through
pallets but currently, it is not doing that and it making guards
extremely useless at getting hits. "Yes this bug has existed got ages. We've complained about it for so long and still not fixed. This bug nerfs them a lot.
idk how they could fix issue 1. maybe if guard is within 4 meters of survivor when you are near a survivor as knight, the hunt timer pauses. double-tapping doesn't work because of BVHR bad balance. they're trying fix this new changes. we'll see. i suspect the double-tapping will be impossible due to 8 meter change.
I honestly don't even see why banners exist. If guards were fast enough to get hits then it would make sense as they're a safety net for the guards strength getting too much. Currently though it's a counter for something so weak it doesn't even need a counter.
no clue either. the counter-play is suppose to be avoiding detection, mindgaming knight. the banner limits his 4vs1 presence as he is unable pressure gens with his guards due to banner disable his guards. it is just self-imposed nerf. Despite this, people kept saying he was good at 3 gens… when he sucks at 3 gens because of banner mechanic renders any form of split pressure in 3 gens as ineffective.
Yes this bug has existed got ages. We've complained about it for so long and still not fixed. This bug nerfs them a lot.
well it is going to be a problem because his pincer is nerfed right? so the guard has to be able 1vs1 survivor if you do max distance hunt. if survivor can 1vs1 the assassin guard and you can't help assassin guard because of 8 meter 3x depletion nerf, than that is a problem.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745030#Comment_3745030
You're basically just pointing out that the nerfs to his zoning aren't as extreme as people are acting like. I agree. However it is still overall a nerf, even if the degree is exaggerated. A lot of your improvements you're referencing are also hypotheticals on addons that we haven't even seen yet, so I think it's unwise to assume specific improvements there until we see them.
yes. the knight change will be good or bad based off add-on changes. If they design add-on to specialize each guard's play-style than knight be good.
Like if there is an add-on to reduce depletion time+Jailer increases m/s of the knight when in chase then Jailer is still good.
Assassin needs add-on that increase Assassin's M/S and Call to arms to increase how far you can draw path so that you can pressure survivors on gens with him. Longer flag time would also be good add-on for Assassin.
Carnifex. He used to have an add-on that granted aura reading for every pallet on the map. Otz got this add-on nerfed. The carnifex is utility guard so he is suppose specialize utility effects like better gen-kicking %, Exposed, Losing chases to apply exhaust+Hindered, Mangled, Undetectable, Aura reading, Screaming, etc. He is suppose to be the utility guard.
Knight needs good add-on changes for his changes to be good.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745036#Comment_3745036
Yes macro play is skill just like micro play. However, guard goes this way and I go that way is not macro or skilled game play. There was nothing skillful involved there. Survivor "double taps" aren't realistically a thing against any even remotely competent survivor. Getting double taps regularly means The Knight is facing very low skill/low mmr survivors.
one issue is that double tapping is now nearly impossible because of 8 meter restriction. Sometimes you know guard will hit survivor but guard is too slow so your just waiting for them to hit survivor so you can double hit them. that is one issue with their change.
another issue with their change is banner change. The chase last longer but Banner time doesn't increase per duration of the hunt. Banners should be scaling off duration of hunt. like 50% of hunt duration.
The other issue is how AI works vs pallets. AI should be going through pallets but currently, it is not doing that and it making guards extremely useless at getting hits.
so those are my 3 concerns with their changes.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744994#Comment_3744994
The change goes in the right direction which is nerfing the unhealthy(most viable) play style and pushing him towards the healthier (currently unviable) one. The problem is that they when moving him towards the healthier play style they didn't actually buff it enough to make it viable or good. It still suffers from all the same reasons it was bad before.
they're not nerfing his zoning. they're adding variety in which type of knight you can play. The jailer can still zone because if you land full distance guard, 1.5x duration add 12 seconds to jailer timer. 36/3 = 12 seconds. that is same amount of time that jailer current chases for. The 3x penalty only applies if your in 8 meter radius. 8 meter is very small radius. Play all-seeing blood wraith will tell you how small 8 meters is. So most of the time, you won't be in radius for this penalty to apply for Jailer. You can still zone but you have to use Jailer. Add-on may improve Jailer's ability to do pincers. For example, a good add-on would be that knight gains 3% haste when Jailer is chasing the survivor. He has something like that in his purple add-on but it is kinda weak. add-on may improve this play-style.
Assassin: This guard was arguably the knight's worst base-kit guard. He moved at 4.4 m/s but he could never hit a survivor at base-kit and could only barely hit a survivor at max distance with dried horse meat. with 1.5x duration 12*0.5 = 6, 12+6 = 18. He is finally going to be useful guard at base-kit. The knight is getting add-on rework, so he might get some add-on to buff assassin if you want to use this guard who was previously really bad. In practice, if your good at tracking survivors and predicting movement, the assassin can get hits on his own
The main concern for Assassin is whether they fixed Knight's bug. Currently there is bug with Knight that makes his guard go around pallets when the pallet is dropped. this huge problem for Assassin because the guard are suppose to be able to phase through pallet. Hopefully they fix this bug as this bug really hinders Assassin ability to get hits.
Carnifex: This guard is mainly used to break pallets quickly. He will still be good guard for this. He will not be good to summon for chasers anymore but his identity to kick pallets/gens will remain the same. I kinda wish that if Carnifex is used to kick gen, it applies killer gen-kick perks.
The knight will be able to played the same way. You just have to use right guard for right job.
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@Blueberry said:
An overall very hefty nerf to an already bad killer.
why?
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@Aven_Fallen said:
So being on Controller means that someone should not be able to play SIngularity?
He is unreasonable hard to play. I am all for complex Killers, especially if the strongest Killer is not as complex as others which are (far) weaker. But the effort you have to put into Singularity does not match the outcome in the slightest.
I hope to see more Singularity matches
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I like placement aim assist if it actually works, which it might not, we'll have to wait and see, but I personally dislike auto-aim in biopods. I leave my biopods watching specific spots for a reason, and survivors should at least have the option to hide from me if the spot they're in is very well-covered, like those super thick bushes on Dead Dawg Saloon - if you're so well-hidden that I can't catch your glow out, you deserve to earn the hide, not have my Biopod rat you out to me.
This change is not related to hiding. it is related to indoor maps. Maps like Lery, Hawkin, RPD etc. are maps where you will place camera in middle of hallway but you won't know which way camera is facing. A lot of player report that Hux is hard to play on these maps. The Aim assist and camera movement on detection is there to improve Hux's ability to use his ability on hard to use maps.
In general, the goal of the update for Hux is to make him easier to play because a lot of player struggle with his mechanical difficult. Memorizing camera facing angles, Managing his 8 camera limited with no destroy option and Overclock's low potency were all difficult selling points for the player.
The standard of 5.7 second overclock is good change because it is removing hux need to slug since scaling duration of his ability punished you for hooking. every change is well thought out for Hux.
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love meta shake up. perk changesssssssssss finally. I think they could buffed resurgence to 100% because the perk only triggers twice per match. I wonder if solidarity+autodict will heal both survivors now. previously, you could over-heal with skill-check to like 60-70% but now it might be possible to full-heal.
The knight shake-up COULD be really good. I am so glad that knight is finally going away from 2vs1 zoning gameplay and is moving closer to a ranged spirit that is encouraged to pressure chases. I really hope his add-on changes are good because that guy has some very under-tuned add-on's. This is a killer i really wanted to like but i couldn't get into him because he felt so cookie cutter. Like you couldn't do cool plays with him. His kit felt very restricted in what he was allowed to do. This update is so major for him especially if the under performing add-on are buffed and the bad add-on are revisited.
Singularity is medium update. It is alright. He'll be a little better. less add-on reliant. hopefully they didn't nerf his add-on too hard.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744395#Comment_3744395
It's not really instant, I can dodge it if I have LoS
the sound cue is supposedly trying to nerf his ability such that you can dodge FOTD with no LOS. i am still getting the hits so i do not think their change worked but whatever.
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@Beaburd said:
Nevermind, being able to charge the perk while an illusion was active was a bug that was just fixed in today's patch.
The Mirrored Illusion perk no longer charges when an Illusion is already active.
Source:
https://www.reddit.com/r/deadbydaylight/comments/1djkhi5/802_bugfix_patch/I was reminded of this thread and felt the need to revive it because I think this is a horrible change, and now you're not likely to use it multiple times in a match. The perk is back to having a 3 minute cooldown.
I mean c'mon guys, the perk was bad enough.
Don't kick it when it's down.they should make illusion repairs gens at 0.25 charges a second. Forces killer to kill illusion to kick gens. April fools perk.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743948#Comment_3743948
Now you're moving the goal post. The fact is, they have him a permanent move speed increase that didn't break the game by itself.
The fact that bloodlust by itself, for every killer, does increase move speed above normal is enough to destroy your argument here. And for the record, bloodlust lasts until the end of the chase, just like MfT.
Go ahead, move the goal post again.
haste perks allow you to go above normal movement threshold and they technically stack with bloodlust. haste doesn't necessary break the game for killer but it makes killer far more likely to be efficient at the chase. BVHR continues to weaken gen defence perks so maybe chase perks is way to go. we'll just be stacking haste perks if they were any good.
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@Akeeno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744415#Comment_3744415
its crazy that its easier to dodge a deathslinger shot closer than farther away, but its definitely a speed issue, 40 m/s is too slow, maybe 55 m/s like trickster or speed addons
Shoot where they're going to be. not where they are. It is called leading the shot. the problem is figuring when to lead shot and when not to lead the shot. there is no shot that survivor cannot predict currently because length of ADS. the result is that slinger shot is like 1/5 chance to hit survivor. His gun is survivor favoured when it used to be balanced/slightly killer favoured. it was easier to just say he had no counter-play.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742414#Comment_3742414
I believed that statement from BHVR. Solo q is more likely to have lone wolf survivors and rage quitters, which can reduce the escape rate of the rest of the survivors. Solo q is also more likely to have a lone survivor that is throwing the game to complete a rift challenge, even though the other 3 players actually want to win the match.
do you know that swf also rage quit when their teammate die? It is not any different then soloq. Sometimes you outplay the swf as killer and the game is quicker then expected.
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744059#Comment_3744059
It's not "obviously" because the majority of SWFs only include 2 people, that might not be using voice comms. 4-SWFs that are all using voice comms, and are using the voice comms for extra game advantages, are a very small percentage of the SWFs that play this game.
Equality of opportunity was already addressed with the Survivor HUD, and also by the anti-face camp changes and anti-3 gen changes. That should be enough for now. We've finally reached a point where the primary issue is no longer revolving around solo q's lack of information. It's fine for something else (lack of teamwork) to be a more important issue for Solo q.
lack of information is by product of lack of teamwork. team coercion is more likely to form when the player is able to read the map and play around their teammate decisions. Some teammate decisions may bad and other may be good but important aspect is ability to adept to multiple situations in a match. information and teamwork are closely linked. you need one to do other, otherwise the plays are just random. You might as well roll dices if everything your action doing is accidentally working blindly. To be fair, playing blindly does work vs bad killers because bad killer make mistakes. You don't need to play 100% effectively if your opponent is not playing 100% effectively.
In any case, i highly dev balance around 4 man Voice on SWF because they continuously produce frankly odd negatives changes for killer such as weakening game-delay perks or nerfing killers for no reason.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/417845/this-game-will-always-be-survivor-sided
12 hook states, not 16
someone didn't get the joke. He's joking that all survivor run decisive strike so you 4 extra hook states. I don't think i have ever hit all 4 decisive strikes. The highest i have hit while playing normally is 3. 15 hook-state is still a lot.
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tinkerer. no one sees it coming.
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@ReverseVelocity said:
They could've made it like 30% or something. 10% is just super insignificant for such a niche circumstance.
or they could made the add-on lift pallets for insignificant value change like 5%. It is just typical BVHR doing over-kill changes.
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the lightbringer challenge is really dumb due to how it is calculated. The way you get it is by amount of time that you sit on generator. You don't want to bring repair speed perks or anything. you just want to sit on a gen for roughly 3 gens of equal progressiong(270 gen charges).
I suggest bringing the most jacked-up med-kit with the most jacked-up healing perks. Run like Botany knowledge+Build to last+We''ll make it. Unhook survivors that get hooked, instantly heal them with your Purple med-kit with 200% healing speed and don't ever engage in the chase with the killer. Just sit on gens until your team dies. If you finish 3-4 gens on your own while your team suicides/dies to the killer, you will get iri lightbringer.
The challenge is also easier if killer bring 4 regression perks like ruin, pain res, pop etc. because you get more time to m1 gens. The more killer regresses gens, the more time you can sit on gens to get lightbringer.
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i don't think change will do anything vs low-average looping. balance changes like this only hurt top % play for the killer. I still don't understand why they nerf Vorpal blade. I don't remember this being in the announcement. Oh well, high-average killer turns into B-tier average killer. Could be worse I guess.
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744213#Comment_3744213
It was fairly quiet when cast without LoS.
Should be, otherwise you really can hit only by spawning skeletons inside of survivor, which doesn't work if survivor has LoS and know animation for casting spell.
I think it is suppose to make easier to preemptively crouch skeletons if Vecna spawns them on top of the survivor across the wall. BVHR is all about nerfing killer's skill so that survivors win easier.
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it is intended because he used to have instant ADS. the survivor should always be able to dodge if they predict shot. the issue is that predicting shot is too easy due to ADS being too long.
Cherll didn't predict shot but feng did. that is difference between good looping vs deathslinger and not.
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smaller loops don't need killer power in most instances because they can mindgame without any ability. that is why pig ambush dash was consider almost useless prior to the change. One of the pig mains even argues that current pig dash provides no difference in gameplay because stronger loops still make pig dash irrelevant while weaker loops were defeated with regular bloodlust/m1 play. The actual relevant part of the ability, that being the jigsaw boxes used to mori survivor is worse because player has less information to make said plays in regards to the ability. This is what DeeDubya on youtube argued when The pig changes were announced. He also made similar video in regards to Leatherface. On the contrary, small numbers sometimes do not make much of difference at all.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743901#Comment_3743901
For me, she's the best, but you know how I mean it.
She's not super strong but strong enough to stand a decent chance in most public lobbies.
If the best they can come up with is a nerf after all these years and have to change their plans immediately due to immense backlash, then I'm fine with her not being touched for a while. Don't try to fix something that isnt broke.
Amanda is a comfy c tier killer. That's fine.
I think many people also enjoy a killer due to their gameplay. Blight is undeniably fun to play. Same with Nurse. They are fast pase killers with lots of reward for mechanical skill.
Pig is a killer that rewards strategic skill over mechanical skill. That's not everyone's cup of tea. In that regard she is very similar to Sadako, who is also a killer that is pretty rare.
Variety is good though to keep an audience satisfied. I enjoy the strategic gameplay of Pig and Sadako a lot more than the gameplay of a killer like Blight, Wesker, Oni or Nurse.
Buffing killers like Pig would either make them lose their identity to become a chase oriented killer or could make their strategic elements overly oppressive to deal with.
Sometimes its not as simple as it seems.
pig in my opinion is underrated. I think she's B-tier killer now. If her chase was slightly buffed to be less add-on dependant and her boxes were buffed to be a little less add-on dependant than I think she would be an A-tier killer.
-4 add-on being"
John medical File
-Workshop Grease
-Tamper timer(-10 second base-kit)
-longer box search+faster helmet placement
I just don't find her kit to be healthy when it is strong.
I think many people also enjoy a killer due to their gameplay. Blight is undeniably fun to play. Same with Nurse. They are fast pase killers with lots of reward for mechanical skill.
i am not so sure about that. I play quite a bit of survivor and i don't seem to be facing as many blights as before. Not sure what happen to all blights but now i face more billy then blight. Seems like Strength was big part of blight's popularity. from personal gameplay, i don't really play much blight either post-update, If i play a dash based killer, i play Chucky.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743592#Comment_3743592
Gonna take more than a few seconds.
Assuming you aren't being chased, you need to do the following:
Remember where your teammates dropped their items at.
Run to that place on the map.
Pick up the item.
Run to a corner.
Drop the item.
Travel back to do something useful.
I know that we are only allowed to exist in incredibly biased niches, per DBD law, but I do think a lot of Killer players really underestimate more derived forms of slowdown. That's not insignificant and it will happen a couple of times during a match.
Couple that with some very good aura-reading and you've got a very nice build, especially on Killers like Vecna, Huntress, DS, etc etc who get value from aura-reading.
you enter the trial, you drop your item. see that the perk icon is at bottom of your screen, you go in the corner of the map. drop your item. 2 perks slot gone. The item also isn't ineffective in a lot of cases. Like Med-kit can still be used to heal you as soft-COH with self-care and toolbox can technically still be consumed on generators so it is not like it is countering the 2 major items that many survivors bring.
the perk gains value by survivor playing poorly.
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that is not a bug. the banner inactive for 6 seconds for Assassin and Jailer. The Carnifex has inactive banner for 12 seconds.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743675#Comment_3743675
sure i mean thatd basically do the same thing, any reason in particular u would prefer movement speed over duration changing?
the change made the killer feel smoother to play. I remember otz on day of release said that something like "Should other killer feel like this as well?", almost like he was surprised. At same time, i don't think they'll buff him because survivors would whine about his instant charge tail.
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or increase his missed movement speed cooldown to a higher number then 26%… like 50-60%.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743596#Comment_3743596
more popular (in a sense of gaining popularity) =/= popular.
Not the first time you either misread something or made something up what I said.
i am saying it won't gain popularity. more niche of a perk.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743570#Comment_3743570
It is more the way HOW it is defended. But yeah, it is a bad combo which is getting more popular, because we all know that Killers like to run Meme-Perks, sure. :)
it is not really popular. I don't this will ever be popular purely because… the counter is so easy and the information is told to the survivor that the perk is active and than half survivor just run syringe instant-heals which delete the item anyway. Like you can drop your item at the start of the trial, see that the perk is active. than just drop med-kit in non-aura zone. franklin is pointless perk when survivor plays around it and this perk won't do anything if the player just deletes their own item with syringe or heals/uses toolboxes smartly.
the items that franklin is good at countering is Key and Flashlights but at same time, survivor can just put flashlight in the corner of the map and barely anyone runs keys.
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2vs4 would be a mode where they debuff killer to move at 4.0 m/s and maybe nerf some powers.
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it should been one of his perks instead of languish touch. it would fit him better.
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C-tier.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743152#Comment_3743152
Sure, but it does not always go that way... How does the saying go "no plan survives first contact with the enemy", sometimes you just need a few seconds longer. I just don't think we should mess with movement speeds too much.
why? A large majority of the killer in dbd are messing with movement in the game.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743132#Comment_3743132
Yeah, but you dont need to break the Pallet. It would obviously be stronger or even too strong if you would need to break the Pallet and thats because the Devs decided against it.
idk. i am of the opinion that quiet mode is pretty good. I like juking aspect of the power and the ability for the player to express stealth-skill in the game. I would love if this was a perk. This is one my suggestion for Ada Wong's Low-Profile perk. The suggestion was that you could toggle the perk on/off. The perk has max of 90 seconds of Low Profile.
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@BlightedTrapper said:
The problem that would arise is the Nurse would just do literally nothing while waiting for her power to recharge. It's impossible to hit survivors at her default movement speed. I know the Nurse needs nerfs, but I'm not sure making her gameplay less active is the best way to go about it.
that is basically same problem as chucky. your doing nothing until power is recharged. It is not like being 4.4 m/s while survivor sprint forward after the hit is any better.
nurse and chucky should keep same power recharge system as they have now.