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Devil_hit11

Devil_hit11

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Devil_hit11
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  • I think your post has conflicting opinions that oppose each other.

    The challenge of playing Knight should be testing your map knowledge and out-positioning the survivors.


    Interacting with Knight during a chase is binary. Either the survivor is in a position to avoid Knight's power. Or they aren't. The nuance that makes Wesker's power interesting, the ability to make multiple decisions that can impact a chase, is completely absent.

    The only time that a survivor has the opportunity to make meaningful decisions in a game against Knight is when he's not using his power against the person he's chasing. When Knight splits pressure by chasing a survivor personally, and having a guard chase someone else, suddenly both survivors have meaningful choices they can make.

    your first statement is saying knight should be rewarded for map knowledge and out-positioning survivors but your initial post complains about knight out-positioning survivors.

    The Knight can instead now order his Guards to perform a "Scout" action by looking in a specific location and pressing the power button.

    this is pretty hard to implement in a game like dbd because dbd killer is first person. there is also no minimap or real time RTS elements to plot on the map. It is not like call of duty where you can open laptop and go in 3rd person aerial view to call in an air-strike. the only way you can implement ranged deployment is using Nurse's blink system or Pinhead's gateway system.

    When in a chase, the Scout action is replaced by the "Ambush" action.

    Survivors cannot be seen while channelling.

    these two aspects do not really mix. the killer need to have direct line of sight for the game to count the killer in the chase. you will not be able to initiate ambush action because you lost line of sight with survivor. It is little bit like spirit phase-walk where you drop chase.

    Hotswapping while the Knight is chasing a survivor will cause Hotswapped guard to immediately begin hunting that survivor after teleporting.

    I do not know any killer that has as an ability. not even Twin's has that with the whole Charlotte and Victor gameplay.

    Inspire grants the Knight 10% Haste, 50% reduced pallet stun duration, and increased lunge range.

    If your killer is 110% m/s and entirely relies on their ability to be effective then why does killer need m1 type statistics.

    --

    the rework is interesting but I think feasibility to implement it in dbd is borderline impossible or very hard.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524613#Comment_3524613

    If they overbuff him, i will complain. You can be sure about it. I want some buffs to make him viable, not busted like Blight.

    i think with some QOL improvements to his camera setup and some better surveillance with cameras for better infection pressure would make him more fun to play. I do enjoy his 4vs1 macro play-style with cameras and high-pressure chase play-style. I just find him a bit too stressful to play for many games in a row. I am just slightly worried that if they buff him, you will compare him to blight 2.0.

  • @MikaelaWantsYourBoon said:

    I swear he is worst killer in game.

    He is feeling like Trapper with no traps.

    Playing him is so pain, i would not play him but his tome challanges... :( Please BHVR buff this killer, he is joke level

    i hope you do not complain about singularity being too strong if they buff him like you complain about blight add-on's. my notion is that his power was made very safe to not cause any complaints about him on survivor side. maybe he gets QOL small buffs to him to lower his skill-floor and make him less taxing on killer brain to play.

  • @Archol123 said:

    You can still play her on many loops even as a 110% killer and her cooldown isnt that long to begin with, especially if you run recharge addons...

    by the time you catch-up as 110% m/s around loops, your ability has already recharged. going around loops just wastes your time as spirit while your waiting for the ability to comeback.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524404#Comment_3524404

    Ah that makes more sense, even though you can just reapply Slipstreamed to them in again, 2-3 seconds. So yes they may of wasted 10 seconds of your time, but they will be spending way more than that just getting rid of Slipstreamed. And if they use EMP's that are already printed, thats 2/4 used on just one of them. If youre applying enough pressure and Slipstream Survivors as much as possible, that should be get the snowball rolling

    EDIT: Also if you see them running around with an EMP already charged, depending on how close you are you can just hit them since they cant do any actions and theyre slowed by 10%.

    his point is that chases are extended by EMP. the purpose of anti-loop chasing powers is to shorten chase time. EMP is counter-productive towards shortening chase time. you still move at 90% and singularity moves at 0%. your still moving near full distance away from him enough to run-forward near full map away by the time he goes out of the camera. i don't think he is super bad per say like edgegarboop says but he is not super fun to play in his current state. you need a lot of game-sense to do well with him if survivor uses EMP's correctly to waste time on every chase.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524385#Comment_3524385

    I play mostly killer and I still think it is not a good idea to buff spirit, and if you make her 115% you might need to give her a bigger terror radius as well. Also I hate this kind of mentality to discredit someones opinion because they are a survivor or killer, an idea is not less good or bad just because you play survivor or killer, also basically everyone plays both.

    Managing the phasing is kind of ressource management if you waste it, it is your fault and you need to deal with that.

    are you saying that for conventional purposes? deathslinger is 110% m/s with 32 meter tr. spirit can be 115% with 24 tr. she can be m1 killer when her power is on cooldown.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524349#Comment_3524349

    It should take no more than 2-3 seconds from shooting a pod to slipstreaming some one, not 10

    Also if they dont have an EMP on hand theyre probably going to go get one. Sure there might be one thats already printed, but that wont be the case every time. And if you let a Survivor EMP themselves to get rid of Slipstream, the time they waste adds up VERY quickly. Some Survivors may opt to just stay Slipstreamed once they realize that, and now you have one of the best mobility tools in the game.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524292#Comment_3524292

    First time Ive heard of him and decided to give a couple of his videos a watch, and yeah hes probably one of the better Larrys Ive seen. He def has a much more aggressive playstyle than I do, but I just play a lot more passively in general.

    Also as far as Im aware its not against the rules to say some ones name (like a content creator in this instance) as long as its not in bad taste

    edgarboop is talking about pre-charging EMP. the idea is that when singularity throws bipod, he stands still, so you can charge EMP such that when he fires at you to be infected, you remove immediately. he has internal cooldown for infecting survivors and he stands still at 0% speed so you can just hold-w away from him. this what he means by 10 second cooldown.

  • @ProudRinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524075#Comment_3524075

    I don’t think reducing her movement speed is a good idea as it’s already slow as it is. Look at the speed debuff the purple amulet gives, it makes Spirit really really bad. We’re trying to make her 176% more viabke and usefu.

    but thanks for your input :)

    P.S: remember that Spirit has a constant pinpoint accurate directional phasing noise and really good survivors rarely if at all fall for the “ go one way then quickly go the other way “ method.

    If Spirit’s directional phasing noise was made omnidirectional or ( silent , this one could be an iri and would only work in the terror radius ) , i wouldn’t be asking for any of this as that change alone makes her a threat because she’d be truly unpredictable.

    look like all survivors are upset about your proposed buff. I suggest different buff. Make spirit 115% m/s. Now you will feel less powerless when your ability is on cooldown.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523355#Comment_3523355

    You are joking right? Even one of the best SWF teams had to play 50 minutes match for break SM's 3-gens.

    This killer is not Solo-q's issue, it's her design problem.

    i do not agree. if you think it is design problem then try perkless skull merchant. the match will not last 50 minutes. it will be like 10 minute match.

  • @Gandor said:

    Ah right. Because running genrush builds is much better. Or flashlight save which is much easier (and will not result in injury) is better to handle. The distance is freakin 5m. The whole thing can basically be shut down with 1 perk. Or being aware. Or dropping said survivor and deleting saboteur player.

    But "looser" is someone who goes for a huge risk instead of killer that is unwilling to face any kind of difficulty

    Also - reverting breakout would actually be buff. Those 5% are IMO absolutely not worth that 1m distance removed. So I would gladly take that revert. That buff was pharmacy/calm spirit "buff" all over again

    the vast majority of people that play killer really dislike sabotage. very unfun mechanic. it is little bit like eruption with that incapacitated effect. you get denied from doing objective....

    dropping said survivor and deleting saboteur player.

    sabo player usually stealth entire game and do gens. when a person goes to death hook and is getting chased, that is when sabo play happens. it is like giving your ally free 5th perk in decisive strike. chasing sabo guy who has 0 hooks vs death hook guy is not good play. nothing worse then playing against efficient gen people where your at 1 gen left and sabo guy denying your hook-kill. you use sabo when there is no risks and only benefits. sabo is also annoying in end game because dropping people near exit gates.... is like old decisive strike where picking them up is wiggle out and not picking them up is crawling out of the exit gate...

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523797#Comment_3523797

    I understand the theory behind why that's true, but it honestly feels as though you're never gaining anything meaningful from running it. Even with all traps laid down on the map and therefore being reset every thirty seconds, the RNG makes it a nightmare to try and actually utilise in any meaningful way.

    Trapper needs a lot so I wouldn't call this the only change I want, but I would like to see this addon be more reliable than it currently is.

    i think it is more of anti-bully add-on for trapper. the other two purposes is to save time and to increase flexibility for where he can place traps. if you place traps in open, it becomes risk for trapper as time-sink. with add-on, it becomes time sink for survivor. It is just a lot survivors do not really play around trapper's power. that is why i do not really understand why people think trapper is that bad. at least on average, when i play him, he does not need add-on's. he only need add-on if survivor play around his power.

  • @jesterkind said:

    Now, it's entirely possible that I'm simply not enough of a big-brain Trapper main and as such my IQ is simply too low to appreciate it, but I do play a reasonable amount of Trapper and I struggle to feel as though this addon is actually doing anything for me. I've been running it across a few games, in different builds with different intents, and it seems impossible to actually rely on or plan around in any real way.

    I think the RNG nature of this addon could be adjusted, to make it something that feels more genuinely transformative and useful for a killer that already struggles quite a lot. With that in mind, here's my pitch for a rework of the Iridescent Stone:

    • When a Bear Trap is disarmed by a Survivor, it re-arms itself after 30 seconds.
    • Bear Trap setting speed is reduced by X%.

    Some additional notes...

    The specific phrasing there means that walking over your own trap with the Makeshift Wrap addon wouldn't trigger the Iridescent Stone, and nor would survivors who either escape or are freed by teammates. Only survivors performing the disarm action would count.

    The timer could be adjusted, I kept it the same as the current value for this pitch here just for simplicity's sake. My goal would be both to make this addon more reliable, as well as to not tell survivors it's in play by having it re-arm traps that haven't even been picked up yet.

    The reduction in setting speed is a balancing element both to encourage running it with a setting speed addon (thus cutting down on potential combinations being overtuned with no downsides), and to encourage choosing where you want to place your traps more carefully, because the spot is both going to be occupied more frequently by an armed trap and because placing that trap down takes longer. I don't know what the number should be, necessarily- possibly the same as the increase you get from the Fastening Tools, at 50%?

    With this version of the addon, a Trapper could bank harder on setup because that time can't be immediately undone by a single survivor following you around, but it would come at a minor cost and wouldn't make disarming impossible or useless, just weaker. What do we think about this?

    in my opinion, iri stone is trapper's strongest add-on. it saves invaluable walking time for trapper if a trap is disabled and it allows you to place your trappers anywhere on the map. base trap setting speed would just put unnecessary drawback.

    With makeshift wrap, you can place it in the middle of loops. makeshift allows you to walk through your own traps so survivor need to path around it but you can walk directly through it meaning you can m1 hits for survivors avoiding the trap because they're thinking longer route compare to you. If you want to play somewhat lame with trapper, you can just put traps pallets directly and just lockdown large parts of the map.... like near 3 gens. the add-on also good for locking down basements areas... though that is more of trapper meme. I wish add-on was base-kit for trapper but I can see why it is not because of dislike of the possible promotion of lock-down gameplay.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523671#Comment_3523671

    I think about Nemi the Devs even said that he was too strong without the 3rd health state or something along those lines?

    refer to blueberry post. "You have to present a challenge to players and have them rise to the challenge, not have the bar lowered as a participation trophy where everyone gets through."

  • @Blueberry said:

    I feel the trend of what people really dislike about playing certain killers is giving the survivors such extreme, hard counter play. As in rather than the counter play being playing a certain way and being skillful, it’s lowered down to the bottom barrel skill level of, I just pick up this item or push this button and nullify the killers powers. So the killers side taking skill but the counter play requiring very little if any skill. It’s too easy and readily available. I think this has applied to quite a few killers and what people dislike so much.

    This is what you get as a consequence of balancing around the lowest level of skill players. You can’t make the counter play require skill because those lower players aren’t good, you have to give them free counter play that works even if they’re bad and don’t know what they’re doing. This is how you end up with this problem in design.

    If you don’t do this flawed design then you get something like Sadako where the survivors will complain a storm up because even though the counter play is readily available and easy, it’s too hard for bad players.

    We just can’t keep balancing for bad players, that’s the solution. You have to present a challenge to players and have them rise to the challenge, not have the bar lowered as a participation trophy where everyone gets through.

    I agree with your post. mechanics like xeno turrets, nemesis vaccines and singularity EMP look like they're designed to remove any challenge from escaping the killer. I particular dislike xeno turrets and nemesis vaccines as a mechanics because they add little killer gameplay and only serve to make those killers weaker. singularity infection has potencial to be something useful for the killer with extra overclock duration per infected survivor but it is way too hard to keep multiple survivors infected compare to the input it takes for survivor to remove infection. hard to apply, easy to remove. it should be easy to apply, easy to remove so that there is some dynamic gameplay going on.

  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523391#Comment_3523391

    Its not really slowdown if takes you like 1 second to grabed fully printed EMP, even mid chase sometimes.

    the point of emp mechanic is for singularity to infect multiple survivors at once. when multiple survivors are infected, his overclock lasts longer so his chase potencial is improved.

    if you fall behind and do not make survivor waste EMP's then survivor can use those EMP crates against you in 1vs1. that is what people mean by singularity being hard killer to play because you need try keep two people infected entire trial while getting hooks against survivors massive EMP war against you.

    I think singularity needs to be easier to play from killer perceptive because his tool-kit is too hard to use. there is not enough information his tool-kit for most killer players to properly put infection pressure onto survivors. I can kinda play him using killer game-sense from many hours of playing dbd killer but average killer is just going get stomped by passive EMP spam. he gets some gen defence but the skill-floor is too high even for experienced killer player to make any use of it.

  • boil over encourages slugging so yeah.. putting hooks would make boil over useless in every situation.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523370#Comment_3523370

    Possibly, though they also said they don't want the solution to affect accidental 3 gens (ie when survivors inadvertently leave a 3 gen late game). They still want that risk there.

    that's weird because killer plans around 3 gens and actively looks to force them. the term often used is that killer is playing territorial. survivors just describe it as camping killer....

    @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523374#Comment_3523374

    It varies depending on the map. Some three gens are oppressive to the point where the game should just end if you three gen yourself since the large majority of teams have zero chance of breaking them. This is getting worse as they shrink the maps. I had a three gen killer on the new cowshed and have no idea how I could have possibly broken it. I've seen others get into the same situation. If maps are going to continue getting smaller then three gen should get some sort of nerf since small maps make it far too powerful. Killers will quickly pick up on this and start to abuse it if you do nothing.

    killer already do abuse that whenever new map rework happens. 3 gens is like way for killer to reject playing the map because too strong....

    @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523355#Comment_3523355

    There's breakable and then there are layouts like that. The only way a SWF is breaking that is multiple people running Potential Energy and farming tokens off of unrepaired gens. And it would still take 20+ minutes.

    i am not sure about that. those 2 gens are pretty spread out. you can probably just have 1 survivor stand in hallways to say when the killer is coming. the rest of the team can do yoyoing strategy on both gens as killer goes from one end of hallway to the other end of hallway similar to team eternal game on torment creek. torment creek gens are way closer together then that long elementary school hallway. it takes way more time for killer to kick those gens. elementary school is annoying for killer. hallways are way too annoying.

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522562#Comment_3522562

    DBD's player numbers haven't changed in the slightest with the TCM release. The phenomenon you're witnessing (longer queue times for survivors) is what we call survivors having a bunch of busted perks released back to back.

    how do you know that? i think it is mostly a lot of killer player leaving temporally to play TCM. if a lot of high mmr killer player leave, survivor queue times become longer because matchmaker has to search for killers that are worse for survivor to get games. if TCM becomes competitor to dbd, then dbd has to be somewhat careful. dbd never had to be careful in bleeding out players because DBD was only game to offer dbd type gameplay.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522766#Comment_3522766

    Wraith is very good, lot of possible builds and not affected much by MFT. Most survivors don't know how to counter him luckily.

    Legion got worse with MFT. It basically makes his counter play way easier and more likely to happen.

    legion has natural synergy with blood echo. tataru puts fearmonger on him as well. he has easy time countering MFT if he wants to.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523359#Comment_3523359

    The devs already said a few months ago that the 3 gen strat is never how they intended the game to be played. So yeah, they're planning to get rid of it. Not sure how they'll manage it though so will be interesting to see.

    I already see it. look at how new brand new part works. I think it will be something like every point of regression on a generator reduces max charges of a generator.

    so for example, for every 10% regression, the generator loses max 5 charges. so for example, after you regression 100% of a generator, the generator has 45 charges remaining meaning that you have 50% permanent progress on generator that cannot be regressed. something like that punishes killer for camping 3 generators because as long as survivor progress gens, they eventually build-up permanent progress that cannot be erased. that also kills 3 gens in a different way because now your getting punished for activating regression effects.

    It means that even new player can break any 3 gen by just building progress then failing skill-checks until they win. you don't need to have team-eternal level of skill at that point to break 3 gens. you win by failure. BVHR sometimes balances like that on killer powers.

  • @[Deleted User] said:

    https://us.v-cdn.net/6030815/uploads/8JL6EJITO5CI/3gen.png

    I'm so beyond over it. I'm over this stupid "debate" about breaking the 3 gen and I'm over this stupid killer. No, the killer did not leave their triangle. HOW DID THIS KILLER GET RELEASED

    most 3 gens are breakable but some maps are not as favourable as others to break 3 gens. midwich elementary school is not a crazy 3 gen to break in a swf, but in soloq, it is hard because double floor makes it difficult for soloq to know where killer is.

    hard for soloq /= killer need a nerf. it just means soloq needs buffs to be closer to SWF in coordination to go against said type of killers.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522975#Comment_3522975

    The keyword here is illusionary.

    This is specific to The Doctor. It is the appearance of being within the terror radius even at a distance.

    Freddy doesn't have this.

    You are not understanding how Freddy or Lullabies work.

    he doesn't understand difference between a lullaby, terror radius and heartbeat. he wants freddy to have regular heartbeat in dream world so perks like unnerving presence work. Freddy is suppose to be a stealth killer. He was stealth killer before his rework but he got changed. The idea behind him being stealth killer is that he is living nightmare that nobody can track and exists globally in the world. that is kinda of their lore idea behind that.

    terror radius perks do not work on freddy because survivor in the dream world are inflicted by oblivious status effect. oblivious suppress your heartbeat. Survivor cannot tell how close or how far freddy is but they can heat lullaby music that he is in the area.

  • @Shroompy said:

    Man and I remember how many immediately jumped on the "cant believe she got nerfed" train

    that was ptb. live is different. sadako is like myer's tombstone. strong with add-on and particular chase perks. weaker without them. I think I am going regret saying too much.

  • you broke 6 pallets the entire match and got bloodlust on almost every single chase. the video is reddit killer type post.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521885#Comment_3521885

    that's not how DBD math works. 50% slower means 1.5x the time. It does not mean you have 50% of speed (meaning 2x the time). But even if that was true (which might as well as base out of which the thing is calculated is often very inconsistent) - it still behaves erratically - if you finish gen just before next stage, it does absolutely nothing. If you pop gen right as the person gets hooked, the value is immense. That doesn't sound very good.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521887#Comment_3521887

    It still creates same scenario - killer is camping (now before last gen) and gets full value out of it (next stage) because survivors a, can't finish gen b, will probably not make it in time to unhook. Keep in mind survivors need to move to hook, coordinate themselves, probably also heal beforehand. And the perk that has just 1 job - giving survivors time does not even do that. Well... There's no point to ever use your version over reassurance then.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521889#Comment_3521889

    That's actually true - if you take into account that the stats are for all MMR brackets, then it's clear that the perk for average survivor is trash tier - because average survivor can't consistently hit these beyond-great skill checks. But if we were talking about high MMR only, the stats might be a little different.

    negative effects are multiplicative in dbd. positive effects are additive in dbd. scourge hook: monstrous shrine boosts your hook regression by 20%. so 60/1.2 is 50 seconds. that perk that he is suggesting reduces hook regression by half. I said that anything above 30 on either hook-state is an improvement. the perk is strong in early game but becomes worse in later game. I would think of the perk like counter perk to anti-corrupt/deadlock killers where you cannot force early second stages with gen-blocking perks. the perk does counter camping. the perk would be really strong vs like camping hag basement.

  • @Pavel_Ch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521967#Comment_3521967

    "I ran away once, maybe tru3 has a video" that doesn't mean anything. survivors who are not cleared risk falling from 1 hit. you can always take the second red addon to use the killer ability. you can just compare legion addons mixtape entity and plague addons to see the difference in strength, despite the fact that both are initially m1 killers

    the second iri add-on is up there with some of most powerful iri add-on in the game. legion is weak killer compare to plague because he lacks anti-loop. legion needs anti-loop buffs. plague is not that good at base-kit but becomes strong killer with iridescent seal. plague needs no negative changes.

  • @Pavel_Ch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521948#Comment_3521948

    show at least one video where you defeat the Plague that uses this addon or lose with it. I refused to use it because I know the match will be uninteresting and easy

    i have escaped the add-on. if your team is gen efficient, the add-on is not that strong. the add-on is super old. i am sure tru3 has some youtube vods on plague with black incense where he loses with it. I recall at some point him trying to use PWYF with black incense to try make it good but people just cleansed and gen-rushed him into an escape.

    @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521948#Comment_3521948

    The problem I can see with this though, is that you have no indication this add on is in play.

    You may or may not want an incentive to cleanse, depending on how you play Plague.

    Even at 40m it would be strong. By the tine you close the distance you'll be able to hear them coughing anyway.

    i think it would be weak. it is add-on in attempt to punish people staying infected for entire trial but people can still just play infected entire trial with wall-hacks because wall-hacks on m1 killer is meaningless. loops are too safe for wall-hack to be any useful on pure m1 killer vs strong team. I have seen people win both by brute force vs add-on and by not cleansing so either method can defeat plague.

  • @Seraphor said:

    It is a very strong add on.

    Perhaps it should only show auras for survivors further than 40m away?

    And/or limit the aura duration to the duration of the puking animation rather than x seconds, so that it can't be extended by Lethal Pursuer.

    there is counter to it. it is called cleansing.

  • @Gandor said:

    The perk gets any usage only in competitive plays and that's only because of no perk repeat rule they self-impose. The perk is just outclassed by every parameter possible by other perks. Also, the perk is barely OK in your average SWF pub games - anyone saying it's good must have never played it as survivor in standard pubs (and definitely didn't play it in soloQ).

    As for OP's version - that will most likely not work well. Suppose those 3 other survivors realize what's going on and hop on the gens - so they finish one in 50s. So now for your last 10s you get 15s instead. Meaning you die anyway and the perk that was supposed to help you in very niche scenario did exactly nothing.

    To circumvent that, you would need flat number of freeze seconds while on hook (say 20s and allow the perk to activate multiple times and during both stages) - also considering you can't do gens in endgame, the condition to deactivate the perk there makes little sense (it just ensures your teammates won't be able to get to you in time until you fall into next stage).

    This would still leave reassurance a better option as you get extra time for 3 survivors instead of 1 for single perk, but this might be possibly better for mid-to-high-MMR soloQ

    As for OP's version - that will most likely not work well. Suppose those 3 other survivors realize what's going on and hop on the gens - so they finish one in 50s. So now for your last 10s you get 15s instead. Meaning you die anyway and the perk that was supposed to help you in very niche scenario did exactly nothing.

    if you get hooked at very start and a gen pops, the hook progression for 2 minutes would take 4 minutes. that is as long as it takes to slug someone to death. his perk is only worse on 2nd stage when you have less than 30 seconds left. that perk is likely more powerful then reassurance in most instances because it triggers without survivors needing to go next to the hook. the automatic nature of generator poping is powerful.

    you would almost need to buff scourge hook: monstrous shrine from 20% to 60% to counter-act that effect. I don't think bvhr want to create meta around killer running perks to increase hook regression vs survivor equipping perk to counter-act hook regression. that just does not seem very healthy.....

  • @thisislastyearsmodel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521590#Comment_3521590

    But it feels like a bug/glitch/whatever because they only stop in spots. It looks as if they ran, stopped for literally a second, and ran again.

    It happened in matches where everybody was running meta perks so it wasn't a perk, as far as I could tell.

    I don't know. It's weird.

    there is a perk that stops generating random scratch marks. that perk is called lightweight. it could be that a survivor was using it or that perk is bugged and sometimes works when survivor is not using it like those weird bugs where survivor would not make noise when falling(balance landing) or not scream like that weird recent spirit bug with everyone having calm spirit.

  • @WishIcouldmain said:

    So, this issue tears me. Because on one hand Billy hasn’t been that popular in a while, these are already his best add-ons, so that could help. And other killers like Oni and Blight who have speed add-ons don’t get a penalty like this. But on the other hand it’s been here a while, and maybe it’d be too strong, and maybe it just means Oni’s and Blight’s speed add-ons could use something similar. What are your thoughts?

    charge add-on have drawbacks because they were meant to be paired with charge reduction add-on's. billy's counter-play is based off out-running his slow chain saw movement when charging. it allows you to LOS when looping tightly. it is bvhr design of giving killer excessive easy-counter-play instead of using survivor skill to side-step the chainsaw.

    Oni does not have drawbacks due to his balance being based off the acquisition of demon fury which is also over-balanced because.... it takes while to get demon fury + possibility to gen-rush while injured. there is also counter-play in term of prediction of angles with Oni. Using angles to loop demon fury takes skill. starving Oni is easier.

    Blight does not have drawbacks on movement speed add-on because his power was not originally designed to be used at loops. it was meant to be used between loops as counter to hold-w strategies. killer players found certain techs to better control blight at loops so his power became top-tier as a result.

  • @[Deleted User] said:

    I mean...he's really, really bad, unfortunately. You can take the time to set up around gens and use those pods to tag survivors, but you're going to get EMP'd the first 4 times you do it at a minimum.

    That leaves you with using the pods in chase, but it's so wildly inefficient to use this power in chase. You're not guaranteed hits off Overclock if the survivors are decent. You can turn the game into a pallet breaking simulator, but the gens will be done by the time you take out the resources.

    This is the only killer on the roster I can't consistently win with. I don't have issues hitting survivors with the biopods. People say he's difficult and I completely disagree. He's just bad. I win more games on Huntress without landing half my hatchets.

    surprise that your struggling with him. singularity for me is like playing chess dbd. you have to manipulate the chess board with survivors as pieces to win. i can win with him consistently but he is like big mental drain for me as killer. you have to constantly rotate bi-pods to infect survivors inside and out of chase to combat the auto-generation emps while winning chases with overclock.

    i feel like dev took chess merchant joke and turned it into a killer.

  • so now i have to look at floor to stay outside of chase to gain haste effects... like old deep wound legion.

  • chain-blinding is like getting enduring spirit fury as survivor. you do not play around it as killer regularly but once you get bliinded, you forgot to look down and then you get hit by a chain-blind.

    @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520728#Comment_3520728

    I personally hate it when people act like Firecrackers, Flashbangs, and Fireworks are awful, when they arent.

    I personally think they are better than Flashlights because they instantly blind and the blind angle is significantly wider than Flashlights.

    Even if they are one time use, they are not that hard to get your hands on to begin with, they are dirt cheap during events or obtained via progressing your objective.

    95% of my Flashbang Saves I just wonder "how the hell did that even work?" because of how stupid they are.

    background player+flashbang is one of underrated combos that survivor under utilize. this used to be a more difficult thing to pull off because you had to 99% a sb and do well-timed flashlight save but they made flashlight easier to use and invented a perk for flashlight blinding. that thing is as annoying to play against as hook sabotaging with old dh.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520669#Comment_3520669

    Like i said, even out the snowball curve for both sides, so that a single mistake doesn't cost you the game.

    I mean, if that first chase goes bad as a killer, you lose 3 gens, and then the survivors just predrop every pallet, and get a 4 man escape. If a survivor goes down super early, or another survivor goes down trying to get a flashlight save, its game over. It shouldn't be that way.

    That way, you'll have time. So as you play the game you'll see "oh the killer has coup, let me play around that" rather than just, oh, the killer has coup, i went down, now we lose. Or, oh the survivor has Dead hard, i'll play around that, instead of, oh the survivor has dead hard, now i just lose because i'm chasing someone with 3 health states.

    snowball is somewhat highly exaggerated on both sides however i cannot be bother to go into detail to why I think it is exaggerated.

  • his post has no explanation of what is overpowered but I assume it is same as any other chase perk. chase perks slowdown the killer's ability to down survivors and MFT provides too much perceived value in extending chases. it is little bit like pre-nerf DH and COH extending chases. MFT extends chases through haste. different means, same end result.

  • @Seraphor said:

    What kinds of stuns are there?

    Flashlight Save

    So you get a speed boost whenever you flashlight save someone. Seems a little counter productive as you want the rescued survivor to be the one that gets away. Though that would fit with Yun-Jin's theme, she rescues you for her own personal gain. Maybe?

    Head On

    Both Exhaustion perks, so no, not gonna work together.

    Blast Mine

    So, you get a random speed boost and become Exhausted when the killer kicks your gen. Seems a bit pointless.

    main stun that it would buff is decisive strike stun which is stronger then any original decisive strikes in term of distance gain.

    that is negative on that buff. smash hit is meant to be chase perk.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520538#Comment_3520538

    That's exactly what the PTB is for. Many chapters have had perk changes lined up shortly after released based on PTB feedback.

    And I agree, removing the ability to Bloodlust is overkill for a downside to any perk. This makes it virtually useless on M1 killers, aka the weakest killers, so you're just giving more buffs to the strongest killers. If a survivor is greeding a near-infinite loop, you'll never be able to hit them to activate the perk, which is the entire point of bloodlust.

    I think instead of completely removing Bloodlust, upon hitting a survivor with a Basic Attack, the perk gives you your Haste and then deactivates. As long as it's deactivated, you cannot gain Bloodlust. It reactivates when the survivor you hit gains a health state, so either they heal back up, or you down them and it reactivates when they get picked up, or you hook them and it reactivates when they get rescued.

    i think that version of the perk is still not great. I think the perk should give you 3% haste for entire trial. if you hit a survivor, you gain 5% haste for 10 seconds. the perk negative barely outweigh any positive.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520438#Comment_3520438

    Movement speed increases on survivor are stronger than movement speed increases on killer. Let's look at a hypothetical scenario. where the survivor moves 3% faster than base, and one where the killer moves 3% faster than base, and one at base, and compare them.

    Assuming a healthy survivor, a 4.6 killer, running in an infinite straight line, and a chase that starts at 16 meters. For context, load up a game as trapper, lunge 3 times, that is 18.6 meters. So 16 meters is actually a bit less than that. You'll realize just how close 16 meters is. How long will it take for the killer to down this healthy survivor in all 3 scenarios?

    Basekit: 20.8 seconds for first hit + 18.2 seconds for second hit = 39 seconds

    3% faster survivor: 27.9 seconds for first hit + 24.2 seconds for the second hit = ~52 seconds

    3% faster killer: 16.9 seconds for first hit + 14.8 seconds for the second hit = ~32 seconds

    So a killer moving 3% faster, will end the chase ~7 seconds sooner than base kit. Whereas the survivor moving faster, will actually make the chase last 13 seconds longer than basekit. This is because the differences in movement speed between survivor and killer are actually more important than the absolute movement speed. Additionally, it has to do with how lunges work. All of this in spite of the fact that the 3% movement speed increase gives more absolute movement speed to the killer, because you are doing 4.6 * 1.03 instead of 4 * 1.03. Meaning the survivor gains 0.12 m/s of speed, whereas the killer is actually gaining 0.138 m/s of speed.

    Lastly, this is in an infinite straight line and does not represent reality. In reality, a killer's hitbox is larger, and survivors are typically looping, not running in a straight line. Because of the larger hitbox of a killer, they need to travel a larger distance around a loop than a survivor does.

    This image is not to scale, but demonstrates the point:

    https://us.v-cdn.net/6030815/uploads/R3UT8YYHWYJ7/image.png

    If the black circle is a rock, and the blue circle is a survivor, and the red is the killer. You'll see the difference there. The survivor's hitbox being smaller means they have to travel less distance around the rock in order to make a full loop around it than the killer does. So increasing the survivors movement speed actually compounds this difference even more.

    Again, not to scale, but lets say that the circumference of the rock is 10 meters. The survivor can loop around it as close as 12 meters. But the killer has to do it at 14 meters. This means that it'll take the survivor 2.5 seconds to do a full loop, but it takes the killer, moving .6 meters FASTER than the survivor, 3 seconds to do the loop. Now if you make the survivor move 3% faster, they can suddenly do that loop in 2.4 seconds. Not much of a difference at this small scale, but you just increased the differences in their time by a full 20% from just increasing the movement speed by 3%.

    it is not that they're stronger. it is that they have different impact on gameplay. the survivor is always ahead so haste effects for survivor slow-killer catch up but killer catch-up is like a ratio of arbitrary time. m/s for survivor makes loops safer because artificial race track is bigger. it gives illusion that loop is bigger to the killer then it is.

    m/s survivor -> makes loops bigger

    m/s for killer -> makes killer rotate looper's quicker to get to the check-point of the loop to attempt to mindgame the pallet slide/window vault.

    m/s for killer does reduce size of loops but it is arbitrary small amount because survivor can vault pallets and gain back distance. it is such small amount that it is almost unnoticeable in many loops. you need a large amount of haste like 15% for the effect to be relevant in looping for killer. even then, lots of loops are still infinities if the survivor vaults at the correct time regardless of haste.

    one thing i will say is that your circles are greatly exaggerated. survivor can cut-corners better than killer due to smaller hitboxs but the difference m/s for cutting a corner is very small. I am not sure how small. I would guess something like 0.25-0.5 total distance gain. most loops in dbd are straight-line rounded but have jagged edges. depending how many jagged edges a loop has, the total m/s difference is like less than 0.1 m/s. this is because turning of the corner is less 1 second. the amount of time it takes you to turn a corner in not big. your only faster than killer for that split 1 second of rotating corner. after that, you have to remember that not all survivor will perfectly lean on edge of wall of every loop. there is always minor error in holding the sides. there can also be very minor error on killer for holding the sides. The errors are more major on survivor/killer on lower mmr levels of play but at that point, both sides are playing poorly so they almost cancel each other out.

    --

    In term of OP post. you can buff killer powers to make them stronger at their gimmick like @C3Tooth suggestion. I like this idea because it makes killer more interesting to play against as survivor and killer can use their power in creative ways.

    the other suggestion that bvhr sometimes get is making maps more fairer by weakening loops. I would this is ok but a lot of work because there is a lot of maps. I would say easier change is coup the grace base-kit and bigger lunge speed to accommodate longer lunge so that looping pallets and windows takes more finesses to loop. I don't know, maybe it would make killer too oppressive for weaker players similar to improvement to killer powers.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/387397/fast-vaults-need-to-stay

    The "updated" fast vaults were *undeniably bugged* Male survivors got more distance than female survivors and it doesn't take a PHD in game design to understand thats not an intended feature.

    https://youtu.be/dyOArPNu2Vg

    ------

    Vault locations are not meant to give you i-frames, because as someone already pointed out, it would be hella weird if killers with half a meter of arm length + Weapon of choice couldn't hit you mid vault/animation end because "lel its a vault".

    they don't give you iframes during the vault. they give you distance after finishing the vault. they're reverting entire change for both males and females to old one in the ptb. looping as survivor has never felt better with those vaults. you would think they would just fix male one but they're entirely reverting the change.

  • reshade and any type of external graphic modification outside the game is cheating. it is little bit like old stretch res. the funny thing about reshade is that it showcases flaw design in red glow mechanic that if it was improved, it make m1 killers less enjoyable to play.

    audio filters is like free stridor perk for killer. it is also unfair advantage that is sometimes compare with SWF. this is also something that should not be in the game.

    @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519409#Comment_3519409

    I will install DBD to virtual PC and use filters on my host PC - how will you detect it? You can't even detect you are on virtual PC if I set my configuration in that manner.

    I will stream my video to some service and post-process it to include filters - and watch this stream instead of the game (or just remote-connect to a machine (in one of multitude of different options) where DBD is being played and change my host settings - which also includes legitimate players like GeForce Now players). How will you detect this without removing streaming altogether?

    Nope. Removing filters is technically impossible. You can make it a little harder for casual users, but it's outright impossible for devs to completely remove it. So no - it's not easy. It's impossible.

    I think the goal is often to make harder for people to cheat. not neccassary fix it entirely. you would probably make dbd crash/unable to open if opened by virtual box to solve that issue. there is always loop hole that some hacker will search for but less people will be inclined to search for loop-hole if it is difficult to do.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520372#Comment_3520372

    The real question is how do you buff it overall without affecting solo queue more?

    I was thinking you could make it hide their perks on the bottom of the screen. So they couldn't see the cooldowns or timers on skills or what was active. Effects everyone equally. Quite minor but something.

    i think reason why blindness is not valued is because survivor has no wall-hack perks or relevant wall-hack items in the meta to counter. think of blindness like exhaustion for wall-hack perks. it is defensive status effect.

    The two ways you can use the perk offensively is to counter perks like windows of opportunity which killer cannot be bothered to counter or to use it for slugging to purposely hide the aura of survivors on the floor in attempt to bleed people out. Bleeding people out takes forever and is impractical. The totem is more likely to be cleansed or you will down entire team regardless because your opponent is playing poorly.

  • @[Deleted User] said:

    His kill rates might be high. Trapper sits above 50%. Most players don't play a style that approaches optimal at most MMRs. I genuinely think he's one of the weakest killers on the entire roster. I feel like I'm going crazy when I see Singularity ranked in B or A tier. He has many of the exact same problems as Trapper. High set up time with easy counterplay and low payoff. Singularity doesn't have map pressure if the survivors are trying to win the game. You tag someone across the map and an EMP immediately goes off. You just went AFK for 15 seconds, but you didn't apply map pressure.

    from my subjective opinion playing him. he feels like he has like a Z-tier 4vs1 and like an above average 1vs1. I think they need to make his 4vs1 less killer demanding. by doing that, he'll be little bit easier to pick up on the killer side.

  • it would probably better to invent a perk that increases the odds of healing skill-checks by x%.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520258#Comment_3520258

    I do agree with you, I haven't felt that threatened against her yet, nor have I been condemned a single time.

    I know it wouldn't happen because of the low level they balance for but honestly if they made her Iri Tape base kit (too easy to remove without it for good survivors), removed her lullaby, and removed the slow down down switching between forms, she'd be quite solid against decent players. Mind you I said decent, not super good 4 man swf.

    i agree with all your changes if your balancing more for higher-level play but as you can see OP post is complaining about global condemn being you know... too effective? I think i see killer more as stages of strength and I would say she is an ok spot for stage of strength that acceptable.

  • @Blueberry said:

    Spamming teleport is only promoted if you have survivors either failing or ignoring her counter play with tapes. Which they should be punished for this.

    I also find it generally disingenuous when some people will say they she doesn't ever chase. This is objectively false. She isn't a real stealth killer so she isn't getting free hits when she plays the hit and run play style. So to even get those hits in the first place she has to play the loops as a basic m1 with basically no power. That's as easy as it gets for survivor facing a killer at a loop.

    If you do her counter play and know how to loop a killer with no power she isn't a threat.

    I like her current design. On both sides it's a completely different play style from every other killer and quite engaging. People downplay it and act like it's skill less when it takes a lot of macro game play with tv's and herding survivors different directions on top of forcing you to be really good at your m1 killer basics. She takes more skill than a huge chunk of the killer roster in this current form.

    i don't know, i have played against her and i did not feel that much pressure. I did not get condemned killed yet. the match seemed fairly regular in difficulty. I did not feel overly threaten by her.

    i think her current design is something that some players would likely want pig to play like without going too off-topic. survivor always downplay killer's gameplay because they dislike how they lost. nothing out of the ordinary.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520001#Comment_3520001

    Well, you need to incentivize players to run boon and teamwork perks. Most survivors don’t use them because they don’t help with winning the game. And the devs probably stopped releasing them because they aren’t what players want (per pick rate).

    same problem as boons. too little radius. if they had like 20-24 meter radius with linger radius of like 10-15 seconds. i can see blood pact and power of two being very problematic.

  • @Blueberry said:

    I feel like most people haven't bothered to try it because it's still just didn't look good enough to be worth even testing.

    This applies to most the buffed killer perks.

    I agree. it is the type of perk to protect you against bad maps like haddonfield house window loops and garden of joy window loops...

  • @Blueberry said:

    There's a lot of fun to be had in the unknown. Coup De Gra is probably a bad example because they could have been seeing his longer lunges happening all match to know.

    Should we all know every single person that's running Unbreakable, DH, DS? Probably not. There's a massive list of perks that would be rendered unusable if we knew they were running them.

    This isn't an issue. We get surprised by perks we weren't expecting, that's the game. Good players mid match weigh their odds of a player having a certain perk given a scenario.

    cough cough at dredge's dissolution perk revealing itself to the survivor upon hit so just run forward, loop around and perk gains no value...

  • @Seraphor said:

    I don't think turrets are that impactful. They don't slow the killer down at all, and they only activate in close proximity, and they can be destroyed with good timing.

    Unlike EMPs, which can disable all of Larry's time consuming set up in an instant from across the map, likely just as you're about to use your power.

    I think Turrets are more similar to Ghostfaces reveal mechanic than they are to EMPs, and probably less annoying than a reveal because you can skirt around it and/or destroy it. It gives you a valid choice as to whether you commit to the chase for a Basic attack or delay the chase to maintain your powerful Special, which IS more powerful than the similar powers on Nemesis and Demogorgon.

    EMPs are more similar to erasing Hags traps, only they're an AoE effect that inflicts less slowdown.

    i think you greatly under estimate strength of those turrets. the strategy for using turrets is to take 2 gens. any two gens and put 1 turret next to each gen for spine chill effect. this is kills his stealth. to counter his tail strike, you place 2 turrets in the most center pallet loops in the map facing each other in linear line and then run into it. what you get is a character that cannot use his stealth due to turrets... and becomes m1 killer because survivor is always running into 2 turrets that knock away your ability. so your gameplay loop is to go out of a tunnel, see a turret, tail strike it, suffer a cooldown so survivor get head start. you chase them, they go into a loop with 2 turrets... you lose your ability. you go back into the tunnel. rince and repeat. xeno is going to be fun killer when survivor does not use turrets correctly but not very fun to play when survivor is competent.

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