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Felgoose

Felgoose

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Felgoose
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  • Not sure if this is actually an intended mechanic, but I think I've narrowed down what I was witnessing. Vaults don't get blocked if the survivor medium vaults without running repeatedly. So it's not exclusive to bots, but a common bot behavior.

  • Definitely Blight mains voting for him, lol.

  • I would love the event if ps4 gameplay wasn't a laggy mess ever since SM rework update.

  • F this. I'm done. Absolutely unplayable game for the last 10 days. I guess I'll do the event Tome if I can stomach even another minute of this.

  • Better killswitch Trickster til this is fixed.

  • Happens on ps4 when you pick up box from ground. Can't use powers for rest of match. Can't teleport. Also, chain hunt from picking up box never starts.

  • It's probably connected to the bug where dredge doesn't see nightfall progress. At least there's abreadcrumb trail for devs to follow.

  • There are some great anti camp and anti tunnel perks

  • My favorite way to scare survivors as dredge is simply not coming out of a nearby locker that they didn't lock.

    Teleport to locker near gen

    watch survivor react by running a short distance away

    They come back to gen because they think you've moved onto another locker

    They lock the locker now that you've drawn their attention to it

    You get a super jump scare grab

  • Yep. Right now if I get into a match with bad locker placement I switch my objective from winning to scaring players.

  • same on ps4

  • I was so excited when I tried out Cenobite yesterday and found his camera working better. Then I picked up the lament configuration.

  • You didn't include my favorite stealth killer(s). Twins!

  • On ps4 you can only see a couple meters around you during nightfall. I've always understood that to be a major part of dredge's power. What would be the point if you could find your way around easily during nightfall?

  • PS4- Same. In a few redundant posts some people mentioned not getting the noise notification when nightfall was close and then when it was ready. The noises and other indicators worked fine in my games, with only the progress bar not working at all.

  • PS4

    Happens to me too. Anytime i pick up the box I become just a powerless m1 killer.

  • I was so stoked to find the camera had improved with this update, just to find out he's unplayable if you pick up the box. Can confirm this bug happens on ps4 version.

  • I love playing against streamers because they're less likely to be using cheats.

  • Why though? I've seen so much less lobby dodging since they started testing it. Lobby dodging is the only thing it's really useful for.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547611#Comment_3547611

    I think a change that would help on both ends of post-hooked Survivors would be removing their collision until they do a Conspicuous Action. This way Killers can't bodyblock them in basement, nor can Survivors bodyblock and protect for offensive DS usage. It just seems like the perfect medium (on paper, hopefully someone tells me what could be wrong with it and if no one can then maybe implement it).

    I think removing collision for unhooked survivors is the perfect fix for tunneling off hook, and killers benefit as well because invincible survivors cannot body block.

  • It's worst for console players. I have video of starting an M1 with a survivor directly in front of me, hard spinning to the left as they try to 360 me, ending the swing with them right in front of me still, but it doesn't hit.

  • @LucaDuca11 said:

    I don't know if it's because I play on console, because he's relatively new, or because I'm just bad, but I cant hit dick with xeno's tail. Either the hitbox clips the wall, or it goes straight through the survivor without registering, and what's worse is its far too punishing in my opinion. I'm fine with them reducing the movement speed after using the tail, that's fine, but it takes 5 god damn years to re charge and in that time the survivors can vault three pallets, teabag you, and have a nice vacation in Portugal before you can do anything again.

    So with the terrible hitbox that means I can only hit dead on with the tail, combined with the heavy penalty for missing, means that what keeps happening is I go for a tail attack, miss, and can't even try again before they make it to the next loop. either you need to make the tails hitbox better and more generous, so that when you go for a tail attack it's easier to land, or make it so that you can use it more frequently so that when you miss you get another go, sort of like tricksters knifes where you'll probably miss a bunch but you can throw them fast enough to where you can land some hits.

    Or alternatively if you made it like Nemi's tentacle where if it hits into a wall you can still drag it as that would solve the issue of me hitting the frames of windows or a random bush.

    maybe I'm just bad though, so I wanted to ask you guys, especially other console players, do you struggle this much or am I just trash😂

    Another killer that's impractical to play with controller. Where is MKB support for console?

  • I think another simple solution would be to give the killer basekit Whispers when exactly 2 survivors are remaining.

  • @Farya said:

    Sometimes I have big issues finding the last remaining two Survs, if there are still 2-3 gens need to be done. Might be because I am not that good at this game, but oh boy I had games going on 5-10 minutes with two remaining Survivors, because both just hide and never come out. This is the case often.

    Whenever I play Surv I just stick to doing objectives and if the Killer get's me and my hiding team mate get's hatch.. I don't care much. At least this is more fun than waiting unneccesary long time for the game to end and hope he find my team mate first.

    I can't think of a good solution on this for both sides. Maybe change Hatch somehow, yes... or make gens pop faster, if there are only two Surv left, dunno. It just annoys me, that Survs (being it mates in a surv game or opponents in a killer game) act this way, making the game more boring and lenghten it for everyone.

    There ought to be a point when you start gaining idle crows if you just crouch-walk around the map and don't do any objectives.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547186#Comment_3547186

    I don't agree at all. Didn't you say it would only respawn when there is one person left anyway? So at the point when the hatch reopens/respawns what does it matter if it is swf or solo? Since there is only 1 person left? So at this point they cannot really help at all. But the killer cannot just close the hatch and patrol gates but has to find hatch again? And probably just camp it because closing only opens it somewhere, I don't like the idea at all, I think it is terrible. It's is basically a free escape for the fourth guy, because there is no way people would actually just search for hatch that many times in one match, just so it respawns anyway.

    I don't necessarily think there is too much of a focus on 4ks, I just don't think you should get a consolation prize, because why would you, you didn't earn it in any way. The survivors are supposed to work in a team to fullfill their goal and if they cannot they loose.

    Only the pre EGC hatch would respawn. Once a survivor is the last one alive and the hatch is closed, that would trigger the EGC like normal and another hatch would not spawn.

  • The only change I'd like to see is that the killer shouldn't be aware you're using it at the beginning of the match. Make the portrait show healthy.

  • EMPs should have to be placed back into the charger after being used rather than 'printing' a new one.

    EMPs should drain the battery of other EMPs in range when used.

    Another idea is have the gens charging the EMPs. The gens don't need to be finished to contribute charge, but the more overall gen progress, the faster the EMPs charge. This would make the Singularity much more powerful in early game but much less able to hold a 3-gen for 40min.

  • Youngling survivor

  • If working on gens and healing counts as not moving I think you'd have to make it activate only when all survivors stop moving.

    An alternative would be that any survivor who is not moving for so many seconds gains Oblivious. This would pair very welll with Fearmonger.

  • The only change UW needs is that it should activate(be wasted) on a hooked survivor if they are closest to decrease the usefulness in camping, similar to how ghostface can still be revealed by a hooked survivor so they can't just facecamp with no TR.

  • Optional objectives.

    People love to sweat and brag in this game, and balancing the game for both SWF and randQ is impossible. If there was more optional objectives for more advanced survivors to do, they'd do them and it would be much more healthy than bullying the killer or finishing the game in 3 minutes. Your SWF team escaped? Cool, but did you tear down the effigy, collect the hidden trinkets, upgrade your flashlight addons at the workbench with the spare tools you found in the basement and THEN escape?

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546608#Comment_3546608

    If hatch just respawns after it gets closed isn't that just way too survivor sided than?

    Only really for solo que. SWFs are gonna try to save each other.

    The last survivor standing hatch would be more of a way to concede defeat. It would have to instantly sacrifice the remaining survivors when someone jumps into it, and preferably they'd modify challenges that require you to get a 4k to only require 3k. I think there's too much value put into getting 4k as the game stands, both from challenges and what the community sees as 'winning'. The hatch isn't a way for one survivor to win the game. It's a post-game freethrow, a chance for a consolation prize for the team that lost.

  • @xEmoGirlxAlexisx said:

    i always try to Play nice and fair but when a Survivor is Body Blocking me whit his Basekit BT or i Lost way to many Gens, or is just toxic im going to tunnel the hell out of the Survivor

    Do i get hate messages when im tunneling ? yes

    Do i get teabagged when i Play Nice and Fair ? Yes

    Just Play how u want u never can make toxic Survivor happy they will complain and be toxic about everything

    Basekit BT is meant for anti-tunneling. If someone uses it for a body block, they are actively engaged in the match just the same as if they were on a gen. It's not tunneling at that point.

  • You're not meant to be matched only with survivors at your skill level. Matching with a balanced skill level teammate widens the available skill level of killers you can face in a random que. If you're higher skilled than the killer, you can be paired with someone lower skill level than the killer and it becomes a decently fair match.

  • I had to chase a DC bot who was the last survivor for about 5 minutes because they just stayed permanently at an LT loop and never triggered the entity to block the vaults no matter how many times they vaulted through the same one. I was Spirit, but it stayed perfectly away from me even in phase. I eventually had to just leave the loop and wait for them to wander away from it as well.

  • ^This

    Also, survivors should have a button that let's them just open the exit gates and win if they're not really feeling like they're being treated fairly by the killer.

  • Why does the pod need to see so much of the survivor to slipstream them? It feels like they cannot be slipstreamed or teleported to if even an elbow is covered.

  • @Rihelo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546568#Comment_3546568

    what i'm getting it is that it's really hard to pressure gens using his ability, because for some reason they made it where the cameras last disabled for an eternity making you go to that gen by foot and wasting tons of your time.

    I think one of the issues with watching gens is that placement often only allows angles that give survivors one side of the gen they can still work on without getting splooched, especially if you try to hide the pods or keep them some distance from the gen it won't be fully covered.

  • @Foempticol said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540258#Comment_3540258

    Hatch should be removed, it only encourages toxic and selfish behavior

    It's a consolation prize. If a killer gets 3 kills, they won. The hatch is just a bonus to keep the last survivor from hiding forever. I would like to see challenges adjusted so that no one NEEDS to get a 4k.

    For this situation as well as 3 gen clusters I'd like to see an early collapse timer. We see it as part of the normal interface. When only 3 gens are left, we get the progress of a slow collapse. If there is only 1 survivor left standing regardless of gen progress, the slow collapse progresses and a hatch appears. Speed of this collapse would increase with hooks and generator completions. If everyone is slugged, last survivor has to choose between hatch or rescue attempt. If killer closes hatch, it spawns somewhere else and collapse gets a chunk of progress. End game collapse triggered by exit gate opening or final hatch closing on last survivor starts from where this slow collapse left off.

    It would be an extreme change but would eliminate stale gameplay moments and add pressure to both killer and survivors to keep the game progressing.

  • @Steakdabait said:

    Emps don't make singu useless, slipstream is very easy to apply and reapply after they emp. The only time that emps are extremely brutal for is if you're trying to 3 gen with singu(or if you're on a map that actually makes it hard to reapply slipstream like lerys but that's a completely different problem), which good design from bhvr. The only thing that really holds singularity back is how map depended he is.

    It's clear from reading your post that you are trying to play singu in his weakest way which is as an area control killer. I really recommend mostly just using pods in chase, playing this way really limits how strong emps are against you. Especially after bhvr made emps hinder you when using them.

    Trying to use pods in chase makes singularity only playable by those with a mouse. Someone can literally just spin in order to prevent a slipstream teleport when playing against a console killer. Without deadzone settings and no ability to fine adjust aim with strafing, it's not reliably possible to teleport to moving survivors through a pod.

  • @KaTo1337 said:

    We dont want to mention the chilling in the gate for nice little teabags, aye?

    It's a horror game. Survivors shouldn't feel 100% safe anywhere while still in the match. They never will, but the devs should make the exit gate into a one way path where survivors could still just barely get caught. Anyone downed in an exit gate should be Mori-able. While crawling out should still be possible, the exit should be blocked for the first 6 seconds or so after being downed.

  • lol. I don't know why you don't like it but it's one of my favorite maps as both survivor and killer.

  • Is this a joke post? You only mentioned the good changes they've made.

    Wraith was never powerful enough against experienced players to need the lightburn mechanic. He still stomped noobs (I guess), but was even less viable against survivors with even a little experience.

  • Lots of builds and tactics appear OP theoretically just to be easily pulled apart by players with real brains. I'm interested to see some PvP with the rework.

  • @Spill said:

    You guys are so small minded. Not thinking of the bigger picture.

    I am PATROLLING the area. MEANING the survivors HAVE to move / get interrupted while disarming. MEANING THEY WILL GET HIT BY THE BEAMS. It is unavoidable. The drones also OVERLAP each others radius. They would have to disarm NUMEROUS drones just to get decent safety. All while the middle gen is practically not an option. The point of this rework was greatly reduce the 3 gen capability and this is concrete evidence that it FAILED to do so.

    The only salvageable use I can think of is making this killer a full aura reading killer.

    Meaning she always know where everyone is. Nothing can be done secretively. Yet her drones have ZERO benefit in interrupting gens / getting kills. Maybe there can be a slight hindered in drone areas. And maybe add a huge risk to disarming. Like you have to land Overcharge skill check and missing it makes you injured. But the full aura reading is ALL up to the killer to use the information to make their move. Then SM players can focus their build on chase perks. These mechanics would be familiar while simultaneously not being exploitative.

    Meh.

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