GrimReaperJr1232
GrimReaperJr1232
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449205#Comment_3449205
I agree that the base-kit UB was too strong and possibly abusable.
But would the team be open to suggestions to nerf suggling like, giving base-kit endurance after a pick.up similar to unhooking, making the 4 min timer reset every time you are brought back to the injured state, or making the base recovert progress end at 99%, so picking someone of the ground is faster.
Are any of this suggestions potential changes that could help. Of course, i don't know if they would be problematic, i am just wondering if there are other options that the devs are looking in into
Having the timer reset would be horrible. Imagine the killer dribbling a survivor until they escape just to down them again and hold the game hostage. That's the reason the timer never resets.
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I think you mean, "take a break for a week" which sounds nice. It's good to take a break.
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The term genrush has been thrown around so much that it's lost all meaning.
I've had what I'd call genuine genrushing with beefy toolboxes, bnps, etc: loadouts tailored towards ending the game as quickly as possible with little interaction with the killer and/or beyond a typical killer's capacity to keep up.
In a typical game, the issue is that map design can make it take ages to find the first survivor, then chase, then hit, then chase, then hit them again, pick them up, and then finally hook them. It's why Nurse and Blight are top tiers: they down you so quick that they're able to keep up despite all these issues. In the case of Blight, you also zoom across the map, so even large maps become a non-issue.
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- Something being stupidly OP does not justify something else being stupidly OP.
- Facecamping is literally on the roadmap to getting addressed.
- "Us?" It's a game, man. This "us vs them" mentality doesn't help anyone.
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Literally the entire reason EGC exist is so the game cannot be held hostage. That's why killers can open a gate; to force the game to end.
So unless you want hostage games again, EGC is needed.
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That would feel so much better that it's not even funny.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446371#Comment_3446371
His base-kit well designed but everything else is bad. People are still abusing his busted add-ons and sadly there is still so much Blights abuses his hug-tech bug.
Abusing? I don't like using that word in the context of his add-ons. It's like saying you abuse Endurance by tanking a hit. No, you're using something how it's designed. It's on the devs to change that, not the player.
As for Hug Tech, abuse does fit but it's still on the devs to fix. They know about it, have stated they intend to fix it, and have done nothing of the sort for years. It's like using Crouch Tech as a survivor. It's been reported, they haven't fixed it, and it's known on both sides so they're going to play around it.
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@lifeisstrange said:
What I wanna know is why is death slinger not nerfed like nurse , I feel his gun should be a special attack and not be able to work with NOED. its really stupid, if nurse lost this ability so should he.
Because Nurse's attack is, in the code, a sub category of basic attacks referred to as a Sub Basic attack, defined as a Basic Attack but given additional/special properties.
Slinger's attack, from what I can gather, is not that. It's literally a basic attack. His spear just applies an invisible debuff where if you get M1'd in a short window, you get Deep Wounded. The attack itself is completely basic, ditto for Spirit and Wraith.
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Not going to defend his addons, but... really, the biggest problem? Not maps? People constantly giving up at the start? The fact we have multiple killers besides Blight that can be garbage or jump up several tiers because of unfair add-ons (Tombstone Myers, Iri Tape Sadako, etc)?
I feel like Blight is one of several problems, rather than the biggest problem.
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There is. There's a bell.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445363#Comment_3445363
Except the fact over halve of the killer roster consists out of either slow killers or M1 killers with no significant antiloop. So yeah, unless you’re facing Nurse or Blight you’re going to get value from it every time.
What? Um, I think you might've gotten things mixed up. I'm not arguing for Made for This. I'm saying that just because a perk has a few holes and/or isn't guaranteed to give value does not make the perk bad (bad as in, ineffective).
I hate Made for This. I don't think that perk should've hit live. I never would've let it leave the drawing board.
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445098#Comment_3445098
If the Killer doesn't do a 3 gen, Potential Energy is a wasted perk slot. Fogwise is the only good one and Tools came with a majority of bad perks. Background Player is too situational.
Nice to see that "decent" means "nothing that I can't easily counter". Revealing people's true skill levels.
If the killer didn't tunnel, 5 sec DS was a waste of a perk slot.
If the killer was Slinger or Legion, DH was/is a waste of a perk slot.
If the killer one shots or is Plague, CoH could largely be a waste of a slot.
Just because a perk is good doesn't mean it'll give value every game and vice versa.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445002#Comment_3445002
We will see if people will even use it. 3% is not 8% weskers get w infection. I seriously wonder how much people will be able to get value out of it - but I know that everything w potential will get screamed hard from killer players and that's actually sad. I would like more perk diversity - not another thrash-tier perk...
Trash perk? I mean, survivor perks haven't been awful lately. You got Reassurance from Project W, Vittorio brought Potential Energy (hard to use solo but genuinely powerful is the killer guards a 3-gen) and Fogwise, and Tools was more underwhelming but Background Player is nifty.
Survivors are getting decent perks. Just nothing meta defining except Reassurance.
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It was a buff to Hem, not to Sloppy.
All Sloppy does is increase the 7% per sec regression to 8.75% per sec.
If your heal gets interrupted, the killer is pressuring you. It's a status effect that requires the killer to be proactive to get value. This is perfectly fine.
If a killer repeatedly interrupts your heals, you may want to rethink where/when you're healing.
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@Gandor said:
Blood rush once again.
Same as with all the other things - you can already stack more speed as is - and yet it's not broken.
I wonder if the perk usage rate make it even worth while, or if it's going to be another for the people and soul guard again. I predict this perk will be less popular then current DH
People aren't necessarily wrong about Blood Rush.
The problem with Blood Rush is that while it's an unfair perk, it's also extremely difficult to use unless you actively plan around it, compared to something simpler such as Adren.
So you have a perk that's held back by various conditions, but removing them would make the perk extremely unfair.
MFT is a perk that... is trivially easy to activate. What will matter is if people will know how to abuse the 3% difference to its full potential or not.
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Rest well, Max. Your fight is over now, but your light in the fog has never burned brighter.
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Medkit (can bring with add-ons + BTL) and Inner Strength work fine. It's also not insane to bring self care, but use it as an emergency plan B rather than a primary source of healing, especially with Sloppy involved.
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"For the time being"
That implies they want to reimplement it but with changes in the future. I'm interested in seeing how it goes.
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Who the heck hates Dredge of all killers? Okay, sure, Nightfall can be annoying but Greg himself? And Plague?
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442634#Comment_3442634
His cooldowns would not be a problem, if Blight didn't excel in every possible way. That's why I brought up what the actual issue with this killer is. Increase his cooldowns a little and see him still outperform. Increase them too much and see how nobody will want to play him because it basically reduces him to a glorified M1 killer.
Warning: This will be a lot to read. Because I don't want to write even more on the matter I won't go into every aspect of their respective powers and explain how different addons might affect all of them. I'll try to stick to the most important details and point out addon variences when useful.
In comparison to Billy, at first glance Billy might look like a much stronger killer. After all, the Hillbilly has an on demand insta down, greater map mobility (in theory but we'll get to that one later) and the potential to shred through pallets even quicker. For someone, who has little knowledge about the game he might look like the second best killer in the game only topped by Nurse.
But that isn't the case. Billy has a lot of problems, that you'll see when you play him yourself and get to go against better and better survivors. His map mobility suffers from map layouts, collisions, rng and addon dependence. Only one of these things is an issue for Blight. His collisions are horrible and should be fixed regardless of his strength but even then he can play around it. Very good Blights will find a way to bump into the most slippery tiles. Top top it off with Blight you have to the option to decide, which path you want to go. Billy can try and do that at the cost of 2 addons (Driftking Billy) and still he won't be able to do it in the same way Blight does because his power doesn't work like that. There is also the possibility for him to overheat, if he tries to go for a long distance chainsaw.
Onto the chase potential. I was half expecting someon to bring this up, but let me ask you a question: What is harder, dodging a Billy or dodging a Blight? A Billy player that tries to get a snipe on you can be easily dodged by walking to the side at the last moment even with Engravings or turn rate addons. With Blight that isn't quite so easy as he has a hitbox, that, when used right, will get him the hit even if you are right beside him. There is also the possibity for a Blight to first bump and then go for a hit, which buys him more time and limits the survivor's options to dodge dramatically. Comparing both killers, you'll find that Blight has a much easier time to engage a chase because he can use his power to get closer to the survivor and react to their movement while Billy has to predict, hope and get a bit lucky with the map layout to achieve something similar but still not quite as good. If both killers cannot get the hit immediately they'll suffer a cooldown. For Billy there is 2 possibilities, as he could either bump or end the chainsaw manually. Both will result in 3 seconds cooldown with the difference, that Billy can move as long as he didn't bump. Blight on the other hand can only go on a short cooldown (2.5 seconds) and will be able to move as well. On average Blight is also likely to get much closer to the survivor before starting his cooldown. I do not know the exact numbers of their respective movement speeds during their cooldowns, so feel free to add that, if you do. What I do know however is that a Blight is easier to get into a get position to start a chase from.
During chase, you rightfully pointed out that Billy has similar abilities to Blight. He can shred through pallets incredibly fast and get hits (even insta downs) where other killers might struggle. So how comes, he's not considered to be one of the best killers in the game? This is largely due to 3 factors: addon dependency, loop layout and counterplay. I already pointed out, that Billy is quite addon dependent. This has 2 main reasons when it comes his chasing potential regarding curves. First, his base chainsaw speed is too low low to get hits on many tiles and second, addons can open up new ways for him to curve. For example, Engravings make him so faster that during 0.75 seconds of increased turn rate he can first go straight until he passes an passes an object and then still turn and to get around it. Usually you would already need to be right at the edge of that object pull off such a curve. Also, with Engravings you can sometimes wait a bit longer and further around a corner before starting the chainsaw and catching up with the increased speed to get the hit. The loop layout is often underestimated when it comes to how greatly it affects this killer. There are many tiles where a Billy can potentially hit you (pretty much 80% of all loops). But how does Billy achieve that? Curves don't work on all tiles. That is mostly because some loops have the shape of a square or circle. The problem here is that Billy will already take too long to get around one corner and come into a position where he can initiate a curve, so that even if he did manage to mindgame the survivor beforehand they'll still easily make it around the next corner before the Billy can hit them. This is a problem on a many, many, many loops we currently have. Then, of course I need to point out collisions. There is a good rule of thump with Billy. If there's a bush, only use your chainsaw when you're at least 3 feet away from it and don't get any closer. This pretty much eliminates the possibilities for him to curve around any loops with bushes (as long as he needs to curve past them). There are other tiles that you need to treat with the same care but taking all of them into account would take me another 1000 words. Then, we have loops that are shaped like triangles. These ones are a bit tricky. As long as the survivor doesn't panick they'll be save and the Billy can really only go for a back rev. Worst case scenario, they'll have to drop the pallet a bit earlier. Against very inexperienced survivors however (or survivors that aren't careful) he will be able to get a curve on them with enough set up. Most main buildings only allow him to try and go for a back rev but even that is mostly not going to be an option, leaving him as a pure M1 killer. Regarding standard tiles like LT-walls, jungle gyms and pallet gyms Billy will have to rely mindgames and guessing a lot and always has to run Engravings. Otherwise there is no possible way for him to get a hit (granted the survivor doesn't monumentally screw up). I've already covered a bit of this but I'll point it out again. Billy has a lot of counterplay. Like, a lot. You can mindgame, maintain distance, pre drop, run around loops with awkward collisions, abuse windows for maximum pain, crouch tech (though, if you do that there is a special place in hell for you), jump into a lockers and even react to his chainsaw. On most loops a survivor has enough time to react to Billy's curving, which really leaves him with no "right play" in that situation. This can be mitigated by Engravings but never eliminated.
Blight finds himself in a much better position here. Unlike Billy he is able to hit survivors around corners, which already is a huge deal and he can play around most loops in the same way. Rush and bump until you catch up and hit. I know this is easier said than done but for the sake of this argument I assumed the Billy wouldn't mess up the angle of a curve or back rev neither. On loops where that might not work he can also try and hug tech, which makes his chasing power even more versatile. Something, that many people don't take into account when it comes to Blight's chase power is his ability to adjust and react to survivor movements while using his power, allowing him to switch directions and mindgame even while already using it, which again is a way to get hits where Billy would struggle. As I mentioned before Blight can create situations, where the survivor will mess up regardless because they have no "right play". This is the exact opposite of what Billy struggles with. Now, let's see how Blight deals with Billy's other weak points. Mindgames: Reactable. Maintaining distance: Not an option due to the nature of Blight's power. Pre dropping: The same as Billy, a little better because he can force out pallets faster. Awkward collisions: Horrible for both, a little easier for Blight to deal with. Windows: Blight can play around most windows pretty well. Crouch tech: Both are affected by it, Blight has a chance to look downward and hit survivor regardless. Jumping into lockers: Possible against Blight but comes with a higher risk because Blight has 2 options to deal with it (wait for his cooldown or bump again). Reacting to his power: Possible and definitely not always easy to deal with but can result into hits regardless. To compare both killers in chase you need to consider how long it would take a Billy to get an insta down vs how long it would take a Blight to get 2 hits and how many ressources they both get out of the way. I can only base this argument on what I explained earlier and our perceived strengths of both killers but in general Blight gets faster downs even with less effort. The top tier Blights are pretty much unstoppable in chase, while top tier Billys still have to set up and mindgame more, which results in more missed shots. Blight might have the highest skill ceiling in the game but his skill floor isn't all that high and payoff to skill ratio is way higher than on any other killer besides Nurse (and when you are only exceeded by Nurse that shouldn't be used as a defense that your power is fine).
The cost of their respective strengths are cooldowns and the necessity for set ups. While Blight has little to need to set up for his power to grant him a hit, Billy has to do a lot more in that regard. Both killers suffer cooldowns after using their powers with Blight's cooldowns being slightly shorter but with the cost of a refill timer as opposed to Billy's power being ready as soon as the cooldown ends (granted he didn't overheat, which unlikely as it is can still happen). Blight's base kit doesn't have many problems even with the low price he has to pay for this strength (other than hug tech imo because it allows him to get hits with too little effort on some loops and his whacky collisions in need to get fixed). But when you factor in that he already is this strong without any addons and no killer's addons should be useless like Pyramid Head's for example you really can't find a way to give him useful addons that don't make him an absolute monster. All his useful addons are mighty transformative in the right hands, which goes to show that every part of his power is already strong without any enhancements. If he was this strong with his good addons, that would be fine. But how can we allow one killer to be this strong with the best addons in the game on top when killers like Trapper, Pig, Myers, Clown, Wraith, Sadako, Freddy, Doctor and even Trickster exist. This list can be continued all the way up to some of our stronger killers because there are many situations where they simply get outpaced. You can make an argument that this is a problem with these killers and not Blight but when it comes down to fixing it, BHVR need to make some changes to the core of this game like reworking unfair maps, nuking Garden of Misery (honestly, this abomination doesn't deserve better), reducing the number of pallets on some maps and even blocking the gens for the first few seconds of a match, so that killers with low mobility don't get screwed just because.
Even when comparing base kit Blight to Engravings Billy (Lo-Pros are too difficult factor in as they are too transformative and affect different players in different ways), Blight beats Billy in almost every category imaginable. This is where the low cost of his power (low cooldowns during which he can still move) becomes an issue. It allows him to outperform most killers and he has a lot of potential to correct mistakes and even if he doesn't get a hit with his power he is still a normal killer, which leaves him with no greater draw back than a 2.5 seconds cooldown during which he moves slower and can't perform any action.
As far as their movement speeds during their cooldowns go
Billy is slowed to 1.38m/s canceling his saw before quickly regaining momentum and his 4.6 speed for the rest of the cooldown. (this operates on a curve for both of them so it's hard to say they're X speed for Y amount of seconds)
Blight is slowed to 1.15m/s during his entire fatigue until it finishes on miss/running out of tokens.
They're both slowed further if they successfully hit, but I feel that's largely a non-factor, especially when one literally downs you if it connects.
Now, I do see your argument about how much risk there is to Billy compared to Blight. To some extent, I think you can justify it as risk vs reward, with Blight being much less risky but Billy being more rewarding with an instant-down. However, something I want to be clear on is that when I speak of Blight, saying his cooldowns are fine or that he's balanced, I do it speaking of basekit Blight (and barring things like Hug Tech that are stated to be bugs awaiting patches). There is, quite frankly, no defense for how strong his add-ons are on such a strong killer, especially when other killers such as PH and Nemesis have abysmal add-ons.
I've even made add-on nerf suggestions myself. And yes, I also concur that Billy is extremely punishing---too punishing even, which is a factor in his rarity. I just don't want to risk another Billy incident where they nuke both the killer and the add-ons, resulting in the killer being in a miserable state for years.
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@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442634#Comment_3442634
Something you didn't mention is that Billy is punished a lot more than Blight for failing to use his power. Not only does he have a longer fatigue, but he also needs to charge his chainsaw (which slows him down too) after missing.
The difference between the two is also the versatility of the power. A billy has to commit to the chainsaw sprint somehow, blight has 5 "chainsaw sprints" so even if he misreads the survivor he might still have a rush or two to correct his mistake and, even if not getting a hit, still being up the survivors ass again without losing that much distance
With this I'm saying two things: billy is punished way too much, but also blight is punished way too little
A fair point but Blight's multiple attempts is due to his power being entirely based on his environment (being a pinball and all) with him outright needing to bump to even attack. In theory, Billy's insta-down and always being able to use it after charging evens it out (reality is much less fair to Billy, sadly).
Their cooldowns are actually very similar being 3 (across the board on Billy, a 3 on hit for Blight) and 2.5 seconds respectively, with Billy even maintaining some momentum after canceling when Blight is almost motionless. The exception is, ironically enough, the bump penalty that's 3 long seconds of no movement.
However, despite this, Blight is better at countering W thanks to not having a charge and not being restricted to straight lines.
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@MikaelaWantsYourBoon said:
Blight has everything for no cost.
Great mobility.
Strong chase power.
Abusing mechanics.
Best add-ons.
His power allows to break pallet even he miss to hit survivors.
His cooldown is so short.
He is 115% killer, so even baby Blights can get some kills.
This killer is insanely busted but the fact ignored by BHVR.
@Xernoton said:
The problem with Blight is his versatility. He has EVERYTHING. A chase power, mobility, the ability to correct mistakes, low cooldowns, an ability to quickly get rid of pallets, crazy good synergy with popular perks and strong addons. What more could a killer wish for?
Even if you can't hit the survivor using your rushes you are still a 115% movement speed killer. This means you can still play M1 killer and mind game or chase normally when all else fails. Obviously, this is not going to be enough against top tier survivors but you shouldn't win against them, if you're not a top tier killer yourself.
Seeing how this devolved into a typical "Blight is OP" spiel when I just wanted to share how long his cooldowns are, I guess I'll take a moment to ask something to you two since I'm seeing this brought up.
What does "no cost" mean?
Let's compare him to Billy for a moment. Both start with their power, are 115%, have a power that's primarily used for mobility but with effort can become an effective chase tool, and shreds through pallets. Now, inarguable differences would be that Billy has laughable add-ons compared to Blight's nuclear options, as well as Billy being a lot harder to control for a greater reward (insta-down vs normal hit).
But what's the big cost? I'm not trying to say there isn't one, I really am trying to understand what you mean. Is it saying Blight doesn't take an effort to learn? Because that's not true; he is a challenging killer to learn and master. Not as much as Billy, to be fair, but he's widely regarded as likely being the hardest killer in the game. Is it that Billy has terrible add-ons, because this entire post was created talking about basekit Blight with 0 mention of the add-ons that everyone agrees are an issue.
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I agree with 2 and 3. Don't see the point in 1. It's easy to guess the cage location AND the killer can see it on the HUD.
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@Wiccamanplays said:
The whole argument about cooldown is redundant when you consider that there is no reason not to run Alchemist Ring all the time and immediately get your power back on a successful use. Imagine if Spirit got her full Haunting back on a Grudge hit, or Huntress recovered her hatchet if she hits a Survivor with it. If Blight's add-ons were brought back in line with the new philosophy they seem to have (focus on breadth of effects rather than strength of individual addons, and no instadowns thank god) he'd immediately drop down to being closer to the rest of the Killer cast.
I simply wanted to talk about Basekit Blight since people were suggesting a basekit change. Alch Ring obviously throws the entire thing out the window, as does Adrenaline Vial.
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@BlackRabies said:
I always thought what if he had a reload mechanic like huntress and trickster. Carrys a max of idk 3-5 syringe. One is spent whenever he uses his power regardless how many times he bounces off something. He already stabbing himself with them and tossing them away every time he rushes make some sense he gonna have to reload somewhere instead of having unlimited supply.
Sounds a bit overly complicated. Tracking tokens, recharge times per token, syringe count, locker placements, the map as a whole and their collisions--- sounds overly complicated.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441082#Comment_3441082
Long recharges are miserable on any killer. Nobody likes having to play m1 for 20+ seconds. 10-15 seconds should be the max recharge time. Part of the reason I don’t care to play spirit much.
Spirit's recharge is only 15 seconds at max though?
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@Shroompy said:
Thing is I dont think he has any business having a recharge as fast as he does considering how insane his mobility and lethality is.
And you can think that. I'm not here to sway anyone; just making sure people understand it's not purely 10 seconds as many claim.
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I don't think Speeds needs to be outright removed. Given a downside, sure, but not deleted. (My suggestion is each adds 0.5 seconds to a token recharge)
I'd rework Alch Ring. The entire point of Blight's tokens is the risk/reward dynamic it creates (do I risk hitting now and saving X amount of charges or use them all for a confirmed hit), and Alch Ring breaks that.
His power recharge shouldn't begin until after a (power) pallet break animation in general. All his other cooldowns (out of tokens, miss, and hit) don't allow the recharge to start until after the fatigue elapses. Just remove the pallet break entirely, maybe slightly buff the Hindered from 3% to 5% in return, just so the add-on isn't worthless after.
Adrenaline Vial should have its turn rate buff reverted. It was a gimmicky but fun add-on that turned Blight into a complete pinball with a "straight run" playstyle, with the look angle buff so that you could look around while rushing knowing you'd still hit what you had been looking at. Now it's an add-on that gives 20 buffs for a minor downside that can be mitigated.
After that, I think he's okay. Maybe Blighted Tag could be looked at, but those are the major offenders.
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Part of me wants to say yes, but the other part of me thinks, "what's the point of Desperate Measures then?"
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Couple issues.
- This would make her pretty much unplayable on indoor maps where going through walls is a must.
- Assuming that going through/over a pallet still allows her to do a hit, this doesn't really change much. And if she can't do that, then she's pretty much unplayable.
- Good Nurses only blink if they know for absolute certainty where you are, which often means they have LoS of you. In other words, this nerf wouldn't come into play very often on the average map (unless they camp a pallet leading the point #2)
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Supposed to? No.
Can they? Yes.
Why not just give Wesker and Legion collision so they can't clip through Wesker/Legion? I don't know.
Best advice I can give is to turn towards the survivors while backing up into the pallet. It makes it somewhat harder to be able to vault the pallet and not get hit by the auto-slap feature he has, but it's not very reliable.
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Personally, I'd like...
Holding a remnant to slow you to 3.86m/s instead of 3.68m/s.
Haddie's calendar nerfed to 0.5 sec reduction, but reduce the basekit penalty from 3 seconds to 2.5 seconds.
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Ghosty is literally getting buffed next patch, so moving on there.
PH also might be getting a buff. It's a bit contentious. We'll see how that pans out.
Trickster's is hard to gauge because on top of him being a bit hit or miss depending on the map, he's also flat-out unplayable on a console. Make no mistake, killers are gimped on console but Trickster is unplayable. I've learned Nurse and she was nothing compared to how hard it is to land knives with this guy on an analog stick.
Nemesis just needs add-ons. Seriously. I don't accept that what he has now can pass as add-ons; they're laughably bad.
The Artist technically got buffed with the flashlight interaction removal. Outside of that, I don't know if I'd change Bird Lady anymore. She's very strong already, people just don't play her or take the time to learn her.
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Okay, Wraith can be good, definitely. But calling him S-tier? No. Absolutely not. He is nothing compared to Blight or Nurse or even Spirit.
First off, when you're in a loop, he's an M1 killer with no power. Yes, he can sneak up on people but not only is this difficult on some maps (try sneaking up on someone in Borgo) but he'll also have to contend with the likes of Sprint Burst that exist to get people out of hairy situations such as those.
Second, yes, he is a hit-and-run specialist. However, if survivors have the tools to counter this such as good medkits, healing perks, etc, that pressure can evaporate very fast.
Third, he'll still have to contend with survivor defenses. Beyond eating pallets, he'll have to deal with things like base BT/OtR that hampers his ability to tunnel, Camping is about to get nerfed, so he has to gamble it all on his ability to get hits and keep people injured. Except, for doing that, all he has is stealth.
He can be good, really, he can. But does that compare to a killer that can literally down you in twelve seconds, the fastest killer in the game, or a killer whose entire power is complete invisibility without needing to uncloak/fatigue? No. No, it does not.
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@Zeidoktor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434325#Comment_3434325
Deathslinger, kind of. I tend to regard the spear itself as the special attack, but it's similar to Nurse in that using it to facilitate M1s his primary way of downing survivors.
I'm not entirely sure. You can hit a survivor besides the one you speared and it's a completely normal attack. So does that mean the attack itself is basic and the spear applies a "debuff" that causes M1s to inflict DW for a brief moment? Or is it an actual Sub-Basic attack like Nurse's or Pig's?
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That... will never happen. The devs have actively gone back and made Sub Basic attacks such as an Ambush count as Special attacks for consistency. With Nurse's Nerf, I'm not sure how many confirmed exceptions are left (if any).
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@SOULWARRIOR71K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431378#Comment_3431378
Actually tunneling with sloppy makes a lot of sense. If people swarm in to take protection hits, by the time they get healed, the tunneled person will probably have been downed hooked and onto the next hook phase.
There's a better perk for that though and works on Special Attacks: Forced Penance.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431320#Comment_3431320
No it doesn’t. Lol.
Let me be clear then.
If Sloppy is brought up, then it implies you're not healed fast enough. Then OtR will protect you.
If you are healing yourself, then you are not being tunneled. You are saying that you believe you're safe enough to heal, in which case, you are fair game. Even pre 6.1.0 DS wouldn't protect you.
In essence, if you're genuinely being tunneled before you can be healed through Sloppy, OtR will help you. If you're trying to heal yourself, you're not being tunneled and don't warrant protection.
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How do tunneling and Sloppy relate exactly? If you can't heal, OtR has you covered.
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Unless the director is dead, it'll never happen and it never should happen.
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I would buff Trapper, rework Myers (not a Freddy level, more Doctor/Bubba), nerf Blight (add-ons), and outright remove Skull Merchant.
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What I don't understand is that they're so inconsistent with it.
Sadako, a stealth killer, gives a warning to survivors.
Spirit's phasing/vacuum sound? No visual warning.
Victor? No warning. This is despite his shrieks even being considered a lullaby by the game.
Dredge in Nightfall? Nothing (he's UD, but similar to Sadako, he has a lot of ambient noise that makes him easy to hear coming within around 16m)
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I might have a few, so...
How did you choose between Sloppy and STBFL? I'm a stbfl addict, personally.
What do you do with Jailer? Assassin is great at getting hits since he's 4.4, and Carnifex is a great breaker and chases the longer, but what the f---- do you use Jailer for except in endgame (gate defense) or 3-genning? I usually just force him to go break something.
Despite my above statement, Jailer saying "wowie" when starting a hunt is one of my favorite parts about Knight. You?
Any recommended balance changes to Knight (add-ons or basekit)?
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IMPORTANT OBSERVATION
After testing with a friend, we've found it possible to force the reset bug. If the survivor holding the box jumps into a locker and is pulled out by the killer, the Chain Hunt will reset the moment box respawns, effectively allowing survivors a way to consistently end a chain hunt if the killer chases the box holder.
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How many times can the same bug be reported? Please, send help to our favorite facecamper.
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Okay, Wraith can win games. Trapper can win games. T1 Myers can win games.
Wraith is weak because he's geared towards hit-and-run, making him a subpar chaser. Even if you're good at using his lunge, you're nothing compared to the actual chase killers like Bubba, Nemesis, Demo, etc.
He also suffers heavily depending on the map, if you're on an open map, you'll have a hard time sneaking up on survivors. If you're on a pallet-dense map, you'll have to contend with them always having safety nearby.
He does have his stealth and his mobility, which are two strengths that are very notable. The average solo queue team will likely crumble, in fact. But against smarter survivors and/or the worst maps? He lags behind considerably.
He's still able to win and is a fun bing bong boi. His cohorts are just better.
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I don't know *how* it broke, only that it did. Do remember, they managed to break Legion's lunge simply by releasing Twins years ago.
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Tell that to *grabs list* Clown, Spirit, Nurse, Pyramid Head, Nemesis, Doctor (unless he causes you physical discomfort; can't fault you there), Slinger, Blight, Artist, Twins, and Trickster.
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@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410473#Comment_3410473
Mother-Daughter Ring specifically, and the Yakuyoke Amulet and Dried Cherry Blossom make MDR even more busted when either are combined. MDR needs a solid all around nerf, DCB needs to be completely reworked into something else, and Yakuyoke Amulet needs speed capped at 161%.
I think Amulet, Cherry Blossom, and MDR need to be reworked entirely, tbh.
Amulet - there is no way in hell you can convince me that 8.5 seconds of complete invisibility is fair. Even if you cap the speed, being able to phase that long is just disgusting.
MDR - Moving at 220% speed with complete freedom of movement and invisibility is unfair. Who would've thought?
Cherry Blossom - Isn't this basically the same as giving her collision, which she had at release but removed for balancing reasons? Why bring it back?