HolyDarky
HolyDarky
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He is alright and might be stronger than many players believe. I think the average player does not like him that much because his spells have such a long cooldown. His spells also have so many tricks and are more complicate/more micro management than they look like (e.g. Fly can be used for map mobility and to catch up but also as a chase tool to outplay some pallets and get the down. FOTD has so many opportunities to get a hit on the survivor and become more complicated with elevation maps. Dispelling Sphere as a detection tool but also to counter magic items and to keep in mind which survivor has which magic item, especially the one for Hand). I also think players misunderstanding FOTD. So he is not easy to pick up like other killers (Wesker or Huntress). Same goes for the magic items, especially the Eye and Hand of Vecna, that some players dislike this type of counterplay.
Overall, he has many things that players don't really like (long cooldown, difficult to pick up, no feedback on how you should use the power), which is why not many people play him (right). In addition, I think DnD is not as common as RE or Castlevania in this community. However, if you play him and learn him correctly then he is a good killer but not a perfect one. He still should get some tweaks to feel smoother to play.
@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796610#Comment_3796610
They have a 3% usage rate which isnt bad considering how we have 37 Killers in the game at the moment.
This was in his first three weeks and killers always have a higher pickrate after release due to new toy syndrome and adapt achievements.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796274#Comment_3796274
"my intention to win at all costs HAS WEAKENED" and I wrote further that I play pretty chill. I play for chases for last 1-2 years and usually don't sweat my butt to win, at least not from the start of the game.Yeah, mmr cap should be increased. What's the point of it, if I get newbies in one match and then comp players literally in the next one. Same on survivors. How do I keep getting teammates, who can't hit 3 skillcheks in a row?
But I'm talking not about that. I'm talking about how often streamers get really good survivors in comparison with me, player who don't play that much and don't win that much. Maybe really region thing.I'm talking about how often streamers get really good survivors in comparison with me, player who don't play that much and don't win that much.
I would say this is rather the mindset of seeing a streamer in the lobby as a random instead of only "randoms". The survivors have the mindset of "Oh it's a streamer and he/she/they is live, I should play good to show how good I am". Meanwhile, when these players play only with randoms "Spotify on and ready to give up when it's not old Overheat Billy without perks and addons on Eyrie or GoJ."
Otherwise, I guess it is a time thing: when I play SoloQ or SWF during the day ( 1p.m - 6p.m) I win more matches than in the evening or at night. Meanwhile, when I play killer, in the night I get more sweaty players than during the day or in the evening. I also feel like that players two days before and after the rankreset play more sweaty than normally. Same after a big BP event but the reason might be that players have access to all the stupid items and addons. I also had four days right after the Tomb Raider release only really sweaty players and matches were just stressing. Then, everything was more in line. idk, sometimes dbd is really random.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796514#Comment_3796514
in short, haste lasts 4.5 seconds instead of 2 seconds. that is my suggestion. its goal is to make him better at loops such as jungle gyms such that he force pallets or be in better position to pounce. there might be better alternative ways to improve him at high-wall loops like those rock loops but i am not sure.
The Wolf Form is now only useable on very specific spots like on the hold to the TL tile on The Game where you can dash against the shelves and then reposition to hit the survivor.
I think i find hellfire a lot better in T-L's which is my problem with wolf. wolf should have some gameplay applications.
Having no control about the second Pounce Attack is really annoying and I hope the developers will give us the option to have more control over it or even to cancel the second one
I think double pounce is unique aspect of the ability. One thing they could do is make missing less punishing, for example increase movement speed in wolf form when you miss and reduce cooldown time so you have like unrelenting. Unrelenting wolf, sounds very fitting.
my only good current application for wolf is using it at the end of the match for survivor to pet me.
I think i find hellfire a lot better in T-L's which is my problem with wolf. wolf should have some gameplay applications.
No I don't mean T-L walls I mean the hole and the pallet above the TL tile on The Game. You can dash above the hole, then reposition, and then get a hit on the survivor with the second Pounce.
I think double pounce is unique aspect of the ability. One thing they could do is make missing less punishing, for example increase movement speed in wolf form when you miss and reduce cooldown time so you have like unrelenting. Unrelenting wolf, sounds very fitting.
No, the killer should not be rewarded or get handholding for missing that would be not fair. The pounce is still unique but the player should have more control about the second Pounce.
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@Devil_hit11 said:
I agree. i think his dracula form and bat form is a good spot. his wolf form on other hand needs some love because weaken the tech makes wolf form unattractive. here are my ideas from my other post.
the dev buffed dracula in exact way that i play him which is staying bat form and switching vampire form at correct moment for hellfire. while this is good play-style, i think that switching to wolf form should still have some merits/uses cases. current wolf is form is too weak to have any good uses cases.
The Wolf Form is now only useable on very specific spots like on the hold to the TL tile on The Game where you can dash against the shelves and then reposition to hit the survivor. Also helpful to track survivors and other very small things. But it is really underwhelming. I agree with your suggestion but one thing:
→Increase haste duration by 2 seconds.
The basetime is already 2.5 seconds according to the dbd wiki. Or do I missunderstand your suggestion?
I am also thinking if it's better when the speed boosts from Scent Orbs stacks instead of resetting the bonus but I am bad at math :x
@albertoplus said:
I also think Wolf form need buffs, right now seems to be better at chasing by just getting into the orbs (they do not appear when survivors are not moving so the tracking part is "meh"), but his pounce attack feels that is still hard as hell to hit. Sometimes you dont even want to do the second pounce but still does.
About Dracula form…still bugs me that Hellfire casting position is completely different than the rest of ranged killers. It is casted instantly at the moment you release the button, while on the other killers its casted some frames after that, so you can still follow survivors with your camera on those frames and hit them. With Dracula that does not happen, and if you try to follow the survivor when you release your attack, you will miss.
I think it is like that because you have completely free camera movement while on other ranged killers it locks on you, thats why their attacks can follow them. I would argue that Dracula's Hellfire would feel much much better if the camera is locked like the other killers but you can still follow with your camera after the attack is released.
The Wolf Form is really underwhelming and really special like I said before. Having no control about the second Pounce Attack is really annoying and I hope the developers will give us the option to have more control over it or even to cancel the second one - Players don't like not having control over something. I really like the design, sounds, and idea of this form but there are little reasons to use it which is sad. There is no real balance between there three forms Vampire good antiloop and zoning, Bat good mobility and catch-up tool but Wolf maybe useful on this one tile on this specific map when you play on Sunday at 7 p.m. It would maybe be cool when walking survivors also leave Scent Orbs but every 12seconds to buff his tracking power.
Year, it feels awkward that releasing Hellfire is different than releasing other ranged attacks like Huntress or PH because you cannot do a flick but on the other hand, this is also confusing for survivors. The good part about it, however, is that it has a lingering unlike Pyramid Head's Punishment of the Damned which is also confusing for survivors. The free camera is also an advantage. It has its ups and downs but this also makes it more unique, you know? I'm still unsure how I feel about this which is why I didn't mentioned it.
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Instead of increasing the chance to get send to this Realm, map offerings should reduce the chance to get this Realm and then they would be fine. It's neither funny nor fair that one side can decide the map and bring the perfect build for it. This is just boring and annyoing. This change would be healthy and good for both sides but especially for survivors because this also means no longer Otz law (the one with the map offering does a dc or gives up on hook just because there is something that this one still don't like after they chose the map with the perfect build for it). And of cause, bring back the map repeat prevention.
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Two chests are fine. Getting a health state back should never be too easy. You can pair it with Appraisal to get the perk activated quicker. Having a perk that pairs well with another perk is also a good thing, especially when it's a rather uncommon one. Moment of Glory is also a perk that is good on one player but rather bad on every player (like Inner Healing or Deliverance), which is also good for the perk variety. You can also drop a shiny coin to get two more chests.
20 or 30 sec is way too powerful, especially against weaker and average killers. The maximum should be 45 seconds and that would be fair.
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I wish the developers would give WoO a rather hard nerf (e.g. after vaulting over a pallet or window the perk gets deactivated for the next 50/40/30sec and reduce the range to 16/20/24meters) and then give the aurareading to other perks. For example: Poised could get this effect and be like "Whenever a generator gets completed, for the next 20/30/40sec you see the aura of pallets and windows". Appraisal "when ever you open a chest, you see the aura of windows and pallets as long as you're healthy". Deadline "Whenever you're injured, you see the aura of pallets and windows". I have similar opinion about Distortion that the developers should give these popular clutch-perks a rather hard nerf and then split the effect on other perks. This would be a healthy way to create more perk variety and make rather weak perks better.
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I still don't like this change and would be happy when the developers would find a different solution for it. In my opinion the developers should nerf Mangeled from 25% slowdown to 15% (so it fits with the new healingspeed). Meanwhile, give some perks and medkit Addons the ability to counter Haemorrhage to make them more useful. This would make these two status fairer and would provide more perk variety.
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@Hecata_Harbinger said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795679#Comment_3795679
It would be except every time I play Survivor or duo with my friend we get randos who I swear sniff paint as a hobby. I'm primarily a killer main and even I think killer is too easy to play. Half the time they give up on the hook or stand there and let me hit them. The game's losing it's fun, and the only thing that keeps me playing is the cool updates. Even when I want to quit playing they're like "Hey look at this shiny new update" and like the sucker I am I ooh and ahh at it. Even when I complain about the game I keep playing it, it's so damn addicting. I love it, the game is so much fun, but the players are just so toxic half the time. I love those moments when the end game chat is ggwp you were very good at that killer, it was a lot of fun, instead of being called a Wannabe because I got a 4K with my P98 killer main. Like it's my fault the MMR is the way it is, putting a near P100 against P0 or P4 survivors. No, I don't want every killer nerfed I just want to be able to have fun with my friends on Survivor and not feel like I'm going deeper into depression because of the way other people are. And I know I should ignore the bad vibes but it's hard. Sorry for my rant.
So the survivors in SoloQ give up for no legit reason (give up on hook or let the killer kill them) and your solution is to nerf - some - killers? Have you spend one second on the possibility that these survivors are the issue and not the killers? That these survivors are snowflakes? One player ruins the fun of every other player and instead of punishing this one, we should help them by giving them what they want? Same for the players that are toxic in the endgame chat. They are toxic to you because they lost and it is their natural behaviour to act like this. We can nerf killers and then these players will espace, tbag you at the exitgates and say "gg ez noob get good!" in the endgame chat. If this better, okay.But in my opinion, the issue are the players with their bad manner and not the game. T
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795533#Comment_3795533
I have two unpopular opinions:
- Dracula's Bat Form is amazing.
- FOTD is a solid, consistent spell.
Being able to destroy vaulters when outside of range of an M1 is great. The cooldown is too long though.
- I kinda disagree. I really love Dracula because he has this satisfying and engaging feeling. But the Batform needs a slightly bigger teleport range, and the developers need to fix these high-pitched noises. I also wish they would remove the blackscreen when teleporting - there is sometimes a bug that prevents the teleport backscreen from showing up, and it feels so much better when you can see everything around you during the teleport. If the developers could change this, then the Batform would feel perfect, in my opinion.
2. Year agree. You can use it on windows and pallets, use it to double tap the survivor, to force the survivor to crouch and lose distance or to slow vault, to put pressure when they unhook, and it can become really nasty when you use the elevations of maps right, and more. It's a consistent spell once you understand it.
Year, the cooldown is really long. I'm still thinking about how healthy the cooldown is or if it's better to make the green pearl basekit for shorter cooldown or at least if you hit a survivor with FOTD the cooldown for it is 10sec shorter or something like this. In both cases it wouldn't be free shorter cooldown which is fair but the first one also effects the other spells.
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These stats are from the first three weeks of his release so of cause his kill- and pickrate is higher than it might be now. 3% pickrate is rather low for a new killer who is also our anniversary killers. If he has still this pickrate, then he is fine because we have so many killers in the game that it is okay when some killers have a low pickrate. In fact, this is a cool thing because it means that everyone finds their main and this good (best example is Hag: she is not popular but her mains are mostly happy with her). I also feel like that not many dbd players also play DnD which means they cannot rely on the feeling. Meanwhile, many dbd players also played RE and know Wesker and love him. In case of killrate: survivors have to understand the killer first before they can play better against him but this is rather difficult for them when the killer is not very common. Meanwhile, the killer player learns faster by having more matches with him. Then, survivors learn to play against this killer by playing against him or by watching dbd content that shows how they can counter Vecna. Beyond that, Vecna has this awful achievement, and players love to throw their matches for archives and achievements.
The developers also should not change Vecna to make him more beginner friendly. The recent killers are more complex than the older ones but this makes sense because the developers have more options and manpower to create more complex killers. However, they rather should introduce a new killer that is rather easy to pick up but still difficult to master instead of introducing new and even more complex killers. I like complex killers like Vecna or Dracula but based on the pickrates, the average player loves the easy to pick up and difficult to master but still strong killers like Wekser, Huntress, or Blight.
@TieBreaker said:
Vecna isn't extremely skill intensive. I'm not sure how much easier you could make him. Larry is probably the most skill intensive character in the game by a long shot. Vecna feels like an M1 killer with some gimmicks added on, to me. Not hard to play, but not that strong either. I'm surprised his kill rates are so high. Maybe most of the matches were at launch, and then people just stopped playing him.
Also, is FOTD bad? You can guarantee hits when making a read on a survivor vault, at ranges you would never land an M1. I think it's pretty good. Probably his most consistent spell.
I would say the average player finds him difficult in that way that you have to use his spells right (how and when to use and when to fake it) or you are punished by a 38sec long cooldown. The players dislike these types of killers. Otherwise, I mostly agree with you. I also think many players dislike the FOTD because the crouch counterplay feels so pathetic. When Vecna was released, I also had this feeling but when I understood this spell better and saw the value, I started to like him and to use the FOTD right.
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Not really. On EU servers, you have +100% BP Bonus for killers at night and during the day it's survivor because many players are either at work, school, or do something else during the day and then at the night they wanna play dbd and do some games. Killers is for many players more stressful which is why they rather play survivor, because it is more chill. Idk how it looks on other servers but according to the other users, it might be the same.
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Plottwist is also a really nice Perk to deny slugging because you force the killer to hook you. It is a really underrated Perk because it also counter common slugging perks like Knock Out or Surge.
But I rather wish the developers would fix the issue of killers feel like a hook is no longer a way of pressuring survivors due to all the strong hookperks and the increased hooktime so we slug because there is less counterplay and more pressure on the survivors. In fact, you do the survivors a favour by hooking a survivor. I played some games with my friends and we ran Reassurance and it was really strong because the killers felt so lost as most of them run four slowdown perks and do not where to go. It also makes them uncertain because you know you have a survivor on hook that is not a pressure tool for you. It is also great in SoloQ because when the killer hooks the weaklink, this one can just hang on the hook because you cannot tunnel the weaklink out of the game when they is on hook. But even without Reassurance, 70sec is such a long time and enables survivor to do generators and heals before unhooking - gens for friends is no longer a mistake. What I want to say: Instead of we fix the issue by using specific Perks and everyone runs the same build (this is so boring), the developers should fix the issue by encourage the killers to hook survivors (maybe also buff hookperks like Make your choice, Furity chase or introduce new hookbased perks) and give survivors a reason priorities unhooking. At the same time, they should also give some killers like Bubba, Billy, Trickster, or Huntress a built-in anti-facecamp feature like Dredge or Artist have to make to make their proxycamping less strong. Basically, make the hooksituation for both sides healthy by rewarding killers better for hooking and give survivors a fair option to unhook.
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Agree. I posted this in a different topic: these stats are not really helpful because there are so many things that affect these stats:
- When a new killer drops, the killer-player will learn this one quicker than the survivor because the killerplayer plays him more than the average survivor sees him. So the survivors need more time to understand the killer which affects the killrate. 3% pickrate is also not alot for a new killer that is also the anniversary killer so survivors see him not that often. I remember when Unknown was released and survivors made the mistake to hug the walls which was nearly always a free UVX hit. Today, survivors learned to not hug the wall because of UVX which made this ability wrose.
- Vecna is also a special case because he has an unique achievement and players love to throw the match for archives and achievements. He also has these magic items which survivors also have to understand how good they are and how worth it it is to look for them.
- There is no information if the developers took the stats from the anniversary modifier too or not which has also an impact on the stats. Also if they used matches with a dc and/or early hook kill.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795330#Comment_3795330
Just saying that the Killrate is high because Survivors have to learn how to play against the Killer is wrong IMO. Because Killers will also have to learn to play the Killer, which lowers the Killrate a bit.
In the end, I dont think that the Killrate is much different a month after release.
A 3% pickrate for a new killer, especially when it's an anniversary killer, is not that high which means Survivors don't see this killer very often. Meanwhile, the players who play Vecna learn him faster because they play more with him than the average survivor sees him. So year, new Vecna players have to understand him the same as the survivors but the Vecna players learns him quicker by playing more. Also when a new killer gets released, both sides have little clue/experience how to play against or as this killer which makes it somehow fairer in an awkward way but the killer will learn faster than the survivor. That's the point.
There is also the question: did the developers also count the stats from the anniversary modifier or only from the normal mode?
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@Peanits said:
Not instead, our regular pre-PTB Developer Update is still happening later this week as always. These stats are just a fun bonus.
May I ask you why you chose the stats between June 19 - July 7 and not later stats like from hole August?
you took the stats when Vecna was released and this has a huge impact on how the stats look: when a new killer drops, their pickrate is usual higher. Same for the killrate because survivors have to learn how to play against this killer - they need experiences. It would be much better to see official stats from how vecna performs now when the metagame adapt to him and not from the past when he was new.
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@Coffeecrashing said:
Is anyone else disappointed that we got Vecna stats instead of early PTB notes?
BHVR took over a year to release the massive disaster Twins rework, that got mostly reverted. And we’ve basically gotten zero previews on what the upcoming Twins PTB changes will be. But instead of early PTB notes, we get official stats that say the 2nd most recent killer, is already down to a 3% pick rate?
Usual, the developers release the ptb notes on either Thursday or Friday before the ptb happens on the next Tuesday. So, we will probably get the ptb notes either this Thursday or Friday.
Posting stats on a Monday is random but fair. If we want to critics this, we should rather critics that they don't release the kill and pickrates for every killer.
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It is sometimes so funny when players complain about killer's aura perks when survivors actually have the much stronger and better aura reading perks and killers have nothing to counter them reliable. When I play survivor, I rather love to play against killers with aura perks because these killers are interested in chases and funny stuff and not in tunnling at 5gens to win the game. It is also much better than sitting five business days on a Generator because your one ate every genregression you could ask for. Also not every killer runs full aura reading build. Most of them run either full slowdown or one infoperk. Full aura reading means also no genslowdown. I also rather like to play aura perks as a survivor because they are much stronger. Troubleshooter, Alert, Wire Trap, and Kindred are really strong perks that give you so many great informations outside but especially during a chase. You can deny every mindgame and go for risky plays because you now know how safe they are. Some of these Perks also got better with the new Eyes of Belmont Perk as two extra seconds are so big and the aura info after every gen comes really handy. The Key Addon is also so stupid because you just have to press a button to get wallhecks. Nothing to do or any requirement needed. There is also no hint for the killer that a survivor is using an aura reading perk/item/addon. In case of the killers, you can role it out by their behaviour but in case of survivor you rather think this one is either a god tier survivor or a cheater.
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795272#Comment_3795272
They just want you to play perkless and like a bot so they can get easy clips of flashlight saves and tbags at exit gate.
The only fair and balanced killer was old Overheat Billy without any perks and addons!
@Arbmos1998 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795275#Comment_3795275
I feel that could be an issue as well as I mentioned in a post I made earlier today. There are so many people who try "Tik Tok" gimmick stuff what work on low to average killer players like FOV Tech, CJ Tech etc and a lot of the time It will either catch me off guard the first time but then just won't work again after they try the exact same thing again or it just doesn't work on me at all. Usually this then leads to a DC from them or they just off themselves on hook and go next screwing over their team. Which then leads to why people say Solo Q is unplayable because of players like that who DC as the slightest inconvenience. No amounts of buffs to survivor or nerfs to killer stuff will change peoples self entitlement.
I don't know about you but when I play games I play them to amuse myself and create my own fun, I dont like the idea of being a plaything for someone elses amusement.This is not only a Tik Tok thing: players dc once something is there or happens that they don't like. For example the Otz law; if there is a map offering and a survivor dcs, it is usual the one with the map offering because something happened that this one didn't like. Players dc for the tiniest reasons and I really wonder why they don't play in a costume game. Of cause, a dc or a hook kill has no drawback and punishment besides ruin the fun for the other players but this is something this one player does not care. I really wish the developers would increase the dc penalty and make hook kill a reportable reason.
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@MarbleThrone said:
To this day we still have no news about the D20 charm :(.
It's sadly gathering dust in the game files. I am starting to think they forgot all about it.I'm afraid to say that you're right. The developers seem to forgot about this charm :/
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@Spirit_IsTheBest said:
Technician
You are apt at handling machinery with the greatest care and precision.
Whenever you are repairing a generator, the sounds of your repairs are reduced by 80/90/100%, and this effect is passed onto whoever is repairing a generator with you.
Whenever you fail a skill-check while repairing, the explosion and loud noise notification will be muted, and the progression lost is reduced to 3/2/1%.
You are immune to screaming while repairing, and being interrupted off generators by any means from killer powers, or perks that cause generators to explode.
Changes:
Buff and new effect: Sounds of repairing generators are now 100% silent rather than reducing it only by 8 meters, and the new effect is so other survivors can also silently repair as long as they are on the same generator as you.
Buff: Instead of it taking away an extra 5/4/3% extra progress if you failed a skill-check, it will now instead be a reduced penalty (Like Bite The Bullet) of 3/2/1%, meaning you are losing less progression than normal.
New effect: You no longer scream or become interrupted while repairing, basically meaning you have Calm Spirit but only while repairing, and you can no longer be forced off the generator, like from perks that makes generators explode likes Pain Resonance, Eruption, etc. Or from Doctor's static blast.
These changes will make Technician still more of a beginner friendly type perk, while at the same time a decent pick for more experienced players if they wish not to be interrupted while repairing, some killers can play Doctor or run certain perks that can make you scream, these changes don't reveal you from them and make it so your mostly safe, it's not too crazy because they could also run aura perks, or generator blocking perks.
Feedback would be appreciated!
Buff and new effect: Sounds of repairing generators are now 100% silent rather than reducing it only by 8 meters, and the new effect is so other survivors can also silently repair as long as they are on the same generator as you.
No that is way too strong. Audio informations are key for the killers to not waste any time and to know what is going on. With your suggestion, the survivors had a free option to repair a generator while the killer had to waste more time by checking generators because the killer does not know if someone is on the generator/has found it. The genrepairing sound is important in a chase (when you walkby a generator to hear if someone on it) and to know if there is more than one survivor.
New effect: You no longer scream or become interrupted while repairing, basically meaning you have Calm Spirit but only while repairing, and you can no longer be forced off the generator, like from perks that makes generators explode likes Pain Resonance, Eruption, etc. Or from Doctor's static blast.
Year, more free stuff that requieres nothing. No thanks. Players already know how to counter PainRes while nearly every other option that force surivors to let go off a generator is rather mediocre or bad and with this buff, they become wrose (Doctor, Face the Darkness, Eruption, Jolt).
I'm not against buffing weaker perks but these buffs are too much because they remove important informations, make other things much weaker and all this for free.
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I agree with @fussy. Old selfcare, CoH, and old Medkits showed us how unhealthy it is when survivors have access to an easy heal and how little an injury means for the killer. We can buff the Perk by reducing the time to 45sec and give an extra chest basekit. But it should not require one chest to activate. Two chests are fair. There is also the issue with one chest that then more survivors can run this perk. Moment of Glory is similar to Inner Healing that not everyone in the lobby can/should run it which means survivors are forced to run different perks which is a good thing.
If we go with your suggestion, @Spirit_IsTheBest , the Perk would be too strong, especially against rather weaker killers or the hit'n'run ones. Just predrop some pallets, don't greed or be risks, run to areas where the killer does not want to be, and then you punish the killer with a wasted chase by get fully healed for a ten second investment (I don't count the chase time because it should be basekit for the survivors to give the killer a long chase). If you play with friends, one friend can take a hit and also have the perk and then the killer is in a really stupid situation.
There is also the issue that Syringes exist which completely outclass this perk. This addon gives you a free health state for free in 24 sec or a teammate in 16sec. No wasted time, nothing for free and you can still run DH, WoW, DS, and a filler.
So, the perk can get a buff to become better but it will still be bad when you can just use a Syring. The best - healthy way - should be to buff this perk and also nerf/rework Syringe because they are too powerful and easy to activate.
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The Commodious Toolbox and their event variations need a nerf because this Item is just so strong on it's own but especially combined with a BNP, extra charges or speed.
Splitting toolboxes and their Addons in sabo and repair would be much better than the current situation.
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I think this is difficult to balance. It can be too little and the survivors ignore this feature and sit on generators because it is still faster than doing a totem and then a gen. Is it too much, it will be unhealthy. Also why should I waste my time with a chest or totem (looking for it and sit on it for a few seconds) to do a gen a little bit faster when I just can bring a Commodious Toolbox for free and do the gen faster with it?
Totems are in a good position. Both sides have good Perks that requires interaction with a totem. The only reason why hex builds are underused is due to bad totem spawns. If they were better, totems would be in a much better position and we would see them more often which means survivors had a good sidequest. on the survivorside, totem perks are in general fine. The issue is that there are stronger or easier to use perks.
Chests are the main issue in the game because they are useless for the survivors. They are just there. Every interaction with a chest is just wasted time. Of cause, there are perks that force you to interact with them but most of them are either outclassed by other things (e.g. why use moment of glory when you jcan just bring syringes for free that are easier to use?) or not strong enough while other perks are easier to use and stronger on their own. So if we want that survivor have a worth it sidequest, we should focus on improving chests by making them better but i don't think slapping a genbonus on them would be the best solution. In my opinion, we need bigger changes.
Don't get me wrong, I like the idea of giving survivor more than just sit on generators because this is pretty boring. It would be great if something would change the survivor gameplay to make it more refreshing.
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@Coffeecrashing said:
I don't understand how this is still Under Review. This was supposed to be a major feature of this patch, and it's clearly broken in many places. Even if BHVR can't think of a quick fix, they could at least acknowledge this bug, right? This should be on the Known Issues list, since it was a major patch feature, right?
It's just so sad, that bugs like "Sable's free rift outfit wasn't unique enough", gets immediate response from BHVR because it's super important even though the outfit wasn't actually affecting gameplay…… but "the new scratchmarks are sometimes totally broken, and by the way, they are 100% consistently broken in some places so it's super easy to verify this" gets zero comments from BHVR?
True. It is such a shame. They also didn't listen it under the known issues on their latest patch notes. E
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I really like Tobalanding because it looks very unique and cool (the futuristic birds and flora are wonderful). The map also has these fly traps that you can use as an info tool or the ramps that make the map more unique and special in a good way. Lastly, in my opinion, it is a very balanced map because survivors can and have good safeties but no big bs like other maps have. The map also has good line of sight blockers but is also open and a fair size without any strong three gens.
I like this map from the ascetic and balanced aspect.
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@Goblin_BHVR said:
It is possible to avoid colliding with walls properly when using the pounce in Wolf form as The Dark Lord
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@Reinami said:
His chains need to be buffed, Many times hitting the chain you barely gain any distance, if any at all over any decent distance, and if they dodge the chain, forget it, they are completely gone.
Looking at the math for it, when you chain a survivor, each chain takes 1 second to break, and the survivor moves at:
- 1.13 m/s with 3 chains
- 1.695 m/s with 2 chains
- 2.26 m/s with 1 chain.
So in total, during those 3 seconds, you reduce the distance a survivor can move from 12 meters to 5.09 meters. But, the time it takes to switch to the gateway camera is 0.5 seconds, then there is the slight travel time, but lets say you land the gateway literally on top of the survivor and its effectively 0. Then you have 0.25 seconds for the camera to switch back.
That amounts to 0.75 seconds where you are not moving AT ALL. So you give up 3.45 meters of distance doing that. Meaning that now you actually are only slowing a survivor distance down to 8.54 meters. where you are moving at full speed.
In summation,
- holding w and not using your chain, means that you gain 2.25 meters of distance on a survivor during the time you would be using your power.
- Using your chain and landing it PERFECTLY, you gain 5.26 meters of distance on the survivor.
And if you miss, or the survivor dodges, they gain massive distance. That makes the power not worth using most of the time.
The other problem with him on the survivor side is the RNG around the box can be miserable in regards to spawning, and you never know if your teammates are actually going for the box or not.
To combat this, these would be my suggested changes:
- Increase the time it takes for a survivor to break a single chain to 1.25 seconds from 1 second
- This turns it from gaining 5.26 meters of distance on perfectly landed chains, to instead gaining about 7.5 meters of distance. Making it a bit stronger
- Impaling wire becomes basekit. Every single cenobite is running this addon, it needs to just be basekit.
- Make it so the cenobite no longer breaks chains himself when running into them, it doesn't make sense to chain someone, and then have to walk around the chain to not break it, given the little distance gained when landing a PERFECT chain over just holding w. Having to walk around the chain makes you lose any distance you might have gained and is silly.
- Rework the original pin addon to do something else so it can't be used to hard tunnel
- Rework the box spawn logic so that it is more randomized and can't be figured out by the killer or the survivors based on where everyone is.
- Also fix it for maps like lery's where it literally has like 2 spawn points.
- Rework the box to work like:
- If a chain hunt is happening and you are holding the box, the person holding the box does not get chains spawning.
- It sucks for new players because they probably don't understand the timing for solving the box at that point and leads to just infinite chain hunts
- If a chain hunt is NOT happening, the box spawns chains on the survivor holding the box and disappear if they start solving the box, so that they are encouraged to actually solve the box quickly rather than hold onto it and hold it hostage.
- If a chain hunt is happening and you are holding the box, the person holding the box does not get chains spawning.
- Rework the Iridescent Lament Configuration to have a downside and be stronger so it isn't just straight up an upgrade. After making impaling wire basekit, this would become the new "always run this" addon.
- 10 seconds before a chain hunt starts, the survivors all see the aura of all other survivors for that duration
- This lets solo queue survivors see if their teammates are running for the box or not and they can figure out who needs to go for it.
This explains perfectly what I want to see! A great post as always from Reinami!
Good QoL changes for Pinhead to make him smoother to play (he shouldn't break his own chains with his body, that feels so bad) with better rewards for using his power (correct)(more reward for hitting a survivor with such a difficult power ) but also healthy changes for SoloQ because no killer should have such an basekit advantage against SoloQ.
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True. I kinda miss them too, especially the voice actor. I also wish the developers would do more behind the scenes videos. The last one was foe Tools of Torment- iirc. These videos are cool to watch and to see how difficult a chapter can be.
I guess someone at BHVR thought these videos are wasted money because the game is well known and is full of content creators, shorts, and everything. But it is kinda sad that there are no spotlights or behind the scenes.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793193#Comment_3793193
if you compare wolf to demo shred, demo shred is still better because you only need charge shred for demo for 0.45 seconds while wolf has to do full 1 second. Demo shred also recovers from pallet breaks much faster. at loops, it is worse to charge longer because it makes easier line of sight the attack which is why sliding tech was used to get angles to use said ability.
between loops as catch-up tool, it is also worse then wesker's 2 bounds because wesker can bound, then wait, see what movement for survivor is and then bound again. wolf has static pounce→pounce making attack more predictable. both attack have less distance, 5+5 meters vs 5 meter dash 1 and 8-9 meter for dash 2 on wesker. the hitbox of wesker is also like 2x bigger so it is way easier land his ability where as wolf is very hard land..
regardless if you treat it as shred at loops or as catch-up wesker bound between loops, it performs worse at both those functionality. the catch-up for wolf is so lackluster that i found it to be very ineffective so much so that i just stay in bat form and follow survivor with increase m/s but this has other several negatives of being worse spirit minus the bat instant hit exploit that should be patched out.
So much so that I don't even think survivors should be invisible to you in this Form.
The invisible for survivors is good drawback because in theory, you should be able combine his wolf form and his bat form. it is that there so many other negatives that make this so challenging like….. super loud bat noises and cooldown's that make the form very cumbersome to use. Just imagine spirit having extremely loud whoosy sound in her ears… like she doesn't have that, why does he have that? you know? the dev really don't want bat form or wolf form to be useful assets to the killer with how they balanced these two forms.
if you compare wolf to demo shred, demo shred is still better because you only need charge shred for demo for 0.45 seconds while wolf has to do full 1 second. Demo shred also recovers from pallet breaks much faster. at loops, it is worse to charge longer because it makes easier line of sight the attack which is why sliding tech was used to get angles to use said ability.
Just want to add a really important part about Demo's Dash: You can just hold your Shred to zone the survivor out. Sometimes you just have to show the Shred and the survivors will put theirself in a bad position or lose distance. You cannot do this with Wolf. Once it is charge, it goes automaticlly.
Otherwise, you explained it perfectly what issues the Wolf Dash has. There are some situations where Wolf's Dash is better than Demo's Shred or Wesker's Bounce (e.g. on the Game there is the drop hole to the TL tile, you can dash over it and then reposition yourself to hit the survivor) but these are very specific places and need the right prediction. But overall, the Wolf Dash is rather bad because it is limited, predictable, not good as a catch-up option, and difficult to control sometimes. Of cause, if the Wolf Dash would be as good as Wesker or Demogorgon than this would be bad for these two. He is also very small and has third person. However, I really hope the developers will buff the Wolf Dash because it is really underwhelming :/
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@Akeeno said:
ive analyzed frame data on whether it makes you transform into the creature you picked faster, no.
does it allow you to use your powers faster? nope.
i genuinely dont know what this addon does?
devs?
The Addon is currently bugged and does not work. The developers are aware of it and will fix it. So if you equip it, you will see no difference
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@ReverseVelocity said:
lmao get it, bugs?Ok jokes aside, does it bother anyone else how they've been handling killer techs lately? Dracula gets a bug patched that makes his weakest form a bit better, but Knight has a bug that plagued him for MONTHS that causes guard AI to break, sometimes in a dramatic way, turned into a feature?
It just seems weird to me. Either way, I hope Wolf Form gets buffed if they decide to go through with removing it, it really isn't good compared to the other two forms.
We call it techs but they are actually exploits that are not intended. There is also the issue that these techs unreliable and difficult to predict from the survivorside. It is the best when the developers remove it from the killer and then give the killer a buff that is intended and fair for both sides - the wolf is rather weak and needs a buff . This in case of Dracula's hug tech. Same for Wesker. It looks cool and everything but from the survivor pov it is just bs when the killer makes a move that you can't predict because it is not intended.
In case of Knight: I personally dislike this change because it is such a lame counterplay - tip a window and Call it a day. There has to be a better solution but I guess the developers are either too busy or cannot remove from the game and made it a feature. However, I will never stop complaining about it.
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@Sepex said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793057#Comment_3793057
This is true and yet I see so many struggle against him.
@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793071#Comment_3793071
I can see where you are coming from … but damn, he feels so sluggish and clunky..
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793094#Comment_3793094
I know. This is the biggest enigma and mystery of them all.
I guess players still try to adapt to him. I remember when players said that Unknown is super strong because he can hit you through walls with his UVX and that this makes loops unsafe. Now, players can deal with Unknown and his UVX is rather mediocre. There is also the issue that hug tech is in the game which makes him better than he actually really is.
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Agree. Call to Arms feels so necessary on Knight because the basekit does not provide the map control you need or the ability to pressure survivors fast. They should make it at least half basekit.
The penalty also feels so awful when you come to close to your hunting Guard. It feels like you get punished for beeing part of the chase and you rather should stay away and watch how the AI chases the survivor. This is so stupid, let me be part of the chase.
I also still dislike the bug that became a feature because tipping a window or pallet to slowdown the guard is way too easy and makes them so useless
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@jokere98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793018#Comment_3793018
instahit exploit?
Year. when you shapeshift from the Batform to the Vampire or Wolfform, you usually have a cooldown before you can hit with M1 or use your power. However, by spamming the Shapeshift and M1 right, you can shapeshift and hit immediatly without the cooldown between. You can abuse on Pallets to shapeshift on the right side with the survivor to either hit or grab them or at a window for the same effect.
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@RootsofDredge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792965#Comment_3792965
Also, just wanted to say that wolf form does in fact have counterplay. The speed boost you get from the orbs really isn't that much because it's incredibly short. You get slowed down when charging your pounce attack which is an obvious tell. And it's dodgeable.
Hug tech is clearly unintended an I don't expect it to stay in the game.
@ppmd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792989#Comment_3792989
If they do remove the hug tech then it would be a lot better I can agree with that much. I do think you are underestimating the speed boost and height and 3rd person camera advantage though.
I would imagine pounce will still be optimized and will be used in a lot of places where it'll either be difficult or perhaps occasionally impossible to dodge, but I still think it'll be better simply because it won't be usable in so many places. The hitbox does seem large enough but with a predictable timing to where you could force some fun 50/50s or other mixups though, and I hope that aspect of the pounce can be emphasized more!They will remove the hug tech as it is confirmed:
@Goblin_BHVR said:
It is possible to avoid colliding with walls properly when using the pounce in Wolf form as The Dark Lord
They will also fix the instahit exploit
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@Chocolate_Cosmos said:
Why Fire pits have such a long window to damage you?? Like this happend like 20 times allready VS him, I dodge his flames yet since his attack is delayed quite a lot and it takes a while before it's fully cast, I get hit anyway 1 second later after he missed because I run into it but I can't just dodge it and run that direction offten because I would be running closer to Dracula so I need to turn back but I can't I either have to sit like a duck 1 second or just die I quess anyway.
It's worse than when Pyramid Head casts his attack, this one is slower and it's so annoying and it ######### with my muscle memory of killer powers and I hate the feeling when you dodge attack but then you get hit second later anyway because it takes forever before the flames finaly are gone.
I guess this is more of a linger effect. For example when you dodge the blast area from the Unknown and then run into the spot even though it is already gone, it still hits you. Same with Ghost Face when the survivor is revealing you and you hide behind something, there is still a bit of lingering that can reveal you even though you was already hidden.
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@RageQwt said:
Today, September 5, 2024, around 12:30 am (Philippine/Manila Time), this player hostage me for around 30 minutes before my game crashed. My friends wasn't also able to get the ID because it was on private mode as well. So how do I report this to the developers/devs if I was not able to report it on the after game due to the game crashing?
You have to report players in the endgamescreen. If you click on their name/thumbs, there is the option to report this player. In cases of these, you also have to prove it with a video that shows that this player holded the game hostage for 30min. Upload this video on YT (or somewhere else). Then submit a request on the dbd site with the important information they ask and of cause with a link to that video.
It does not matter if a player has private mode because when you do an ingame report, the game sends the ID and every information to find this player to BHVR. When you give the developers you ID on the submit a request site, they can find your ingame report and the player you reported.
However, when you did not an ingame report, then you cannot report the player because the ingame informations are missing.
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We told the developers so many times that this game would be much healtier when they would rework map offering because there are no good reasons to keep them as they are
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I don't think Dracula will be "end up forgotten just like Vecna" because he misses some tweaks or that his powers are weaker variants of other ones. The issue with Dracula and Vecna (according to Nightlight Vecna has a good pickrate) is that both of them are rather difficult to pick up and difficult to master. In case of Vecna, you have to use your power right or otherwise you will get punised with a long cooldown on it - the skull power is very difficult and can be frustating when you use it wrong or have a different mindset of how it should be. Meanwhile Dracula, has three different Forms and all of them have unique abilities and different things to learn. You have to switch between the forms and adapt to the situations. Wesker, on the other hand, is easy to pick up because his power is simple to understand and to use - thus mastering is still difficult. Same with Huntress. Of cause, why should you spend all this time in an average killer whne you can spend this time in Nurse, Blight or Billy which are strong S Tier killers. Lastly, in my opinion, DnD and Castlevania is not as popular in the DbD as RE.
The vampire form has arguably his strongest chase ability, since it's antiloop, but it's also an ability that feels quite bad to use: it's similar to Nemesis' tentacle, but slow to charge and with a cooldown. The slowdown just feels awful: even if you press the button for a quarter of a second and immediatly cancel it, you can feel the effect and lose a lot of distance. To make it worse, the only add-on that increases its range makes the charge time 25% slower. It also seems a little buggy and inconsistent right now. Sometimes it goes trough certain tall tiles, sometimes it doesn't. However, I must say I like that it can hit people in different elevations, to me that's the best part about it.
The charge time of 0.9sec is fair and fine - Artist has a similar charge time. However, the slowdown to 2.0m/s feels so clunky and the developers should change it to either 2.5m/s or 3.0s/m (more could become problematic) to make Dracula smoother. Comparing it to Nemsis is not fair because even though Nemesis can charge his Tentacle much faster and has less slowdown, he has to hit survivors three times, has only five meters and has to earn his 6.5 meter by using his power correctly. That is a fair.
To make it worse, the only add-on that increases its range makes the charge time 25% slower.
That's fair. The baserange is already 8meters which is huge. Having 9meters without any drawback would be bs for the survivors.
It also seems a little buggy and inconsistent right now. Sometimes it goes trough certain tall tiles, sometimes it doesn't.
I think this is rather a map thing than a Dracula thing. For example you cannot hit over these shelves on Autohaven which is akward but it might be that there is an alpha wall or something like this. But year, it sucks.
However, I must say I like that it can hit people in different elevations, to me that's the best part about it.
Year, I like this part too! Hellfire is really fun to use and it feels so satisfying to find spots where you can hit survivors!
The wolf is, in my opinion, his most fun form. 3rd person view + a passive with speed boosts + a pounce attack. The problem is: the pounce attack feels similar to demogorgon's, but with a surprisingly long charging time. Sure, it's a double pounce, which is the part that makes it unique and fun, but that doesn't make the slow charge feel any better. Of course, there's also a cooldown on top of that.
I wish the player could control when to release the second Dash because sometimes you want to release it immediately and sometimes you want to wait two seconds. They could also make the Dash a bit longer or create an Addon for this. And of cause remove the hug tech exploit. I also would say it is a mix of Demogorgon and Wesker but weaker. The cooldown is fine, you get your power basically after two Orbs back and having a cooldown makes it fairer for the survivors.
About your bat part: The developers should reduce the high pitch noises and let us see pools of blood - it is the same with Legion why do they hide the blood from us? Seeing not survivors is kinda weird because bats can see but I guess it adds some skill ceiling to the form which is fine. The IW buff should be in general changed because it is so stupid strong. They could also increase the teleport range by a few meters. I also don't understand why this form has a lullaby but also undetectable status. Why do the developers do this awful mix? You are a big fat Bat with little bars around you, survivors can see you clearly. They also can see the teleport. Why has it a lullaby that is also directional when you are closer to the survivor- not from afar.
Finally, even his shapeshift ability has a cooldown, AND he slows himself down when changing forms. So on top of other slowdowns and charging times he already suffers from, he also gets a slowdown for switching between powers, AND he needs to wait before transforming again every time, even if he just used the bat form to teleport near a gen and now can't even attack.
They can reduce the Shapeshift cooldown by a second but it is fairer when everything has some type of cooldown because otherwise you could just spam the switching to confuse survivors and this would feel really bad. I guess it is also a bit of "punishing the killer when using the shape shift wrong". The slowdown after shapeshifting is alright and fair. If you remove it, it could become problematic.
TL;TR
The Dracula is a good and fun to play killer but he needs some tweaks and buffs to feel smoother and better. Currently he feels rather mediocre and should get some buffs.
@Malkhrim said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792282#Comment_3792282
I mean, his skins really don't look as good as his base one, but is there a way to fix this? His base skin is already based on his most iconic Symphony of the Night look anyway, which was the obvious right choice for a base skin, but also happens to be his best looking design too, which makes hard to make appealing skins. One of the ones in the store is already his look from Chronicles, arguably his second best look from the games. What other skins to make? Lords of shadow and Judgement are certainly the most distinct ones (I must say I'm not a fan of either, though). As I see, the only one that could compete with his base skin would be his look from the Netflix animated series, but that would be hard to deliver due to licensing issues.
The developers can give him a blighted skin because Konami gave the permission for Pyramidhead so why not for Dracula too? Blighted skins usual drop around Halloween which is the next big event and starts during the Castlevania rift. Xenomorph got a blighted skin after his realease at the same time last year. Also we will get his Demon form as a cosmetic in the next rift which is huge as this one looks amazing and they give it to us for 10bucks rift pass instead of a 15bucks cosmetic.
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@b4gr1m said:
i think the wolf and bat forms are really cool but the base dracula form is just so lame compared to other killers. I really think it just needs one tweak that would keep it a similar strength but seperate it from killers like nemesis and pyramid head.
One suggestion i have is to make it so you can curve the hellfire pillars. I dont know how itd be done mechanically maybe you could set it to preset curves or control the pillars themselves with some key, but pyramid head and nemesis already have the straight line projectile what if you could have one you do weird things with without having to stop moving to control it like pinhead or something
Feel free to give other suggestions on how to make hellfire stand out slightly more because i just think its a really boring ability that doesnt have anything unique about it besides that it doesnt have any of the interesting/fun aspects of olther projectile killers
I disagree. I have a lot of fun with Hellfire because it is much uniquer than players pretand. There are many situations where you can hit a survivor that neither Artist, Pyramid Head, nor Nemsis would get. Meanwhile, there are tiles, loops, and other things where Artist, Pyramid Head, or Nemsis can get a hit but not Dracula's Hellfire. And then we have situation where either all of them or three or two of them would get a hit - e.g. when a survivor dropping from a window, Nemsis, Dracula, and Artist can get a direct hit with their powers while Nemsis and Dracula can abuse the little bottom hole on Saloon's shack to get a surprise hit. I think this is more than fair and makes everyone of them much more uniquer than many players might think. It makes a lot of fun to test on which tiles, loops, and everything else you can hit a survivor with hellfire. Of cause, they are similar but still unique in their own way. Two of many example:
In the end, every player has a different opinion about what is fun and what is not fun and I think it is okay when we have a different opinion about how fun Hellfire is. Your suggestion with a curving Hellfire could become an Addon to make it more unique. Currently his Ring Addon adds a little bit of autoaim to Hellfire but this Addon is rather weak and does not help with learning Hellfire. So reworking this Addon into something that you suggest could be good to make it more unique.
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@Burniebotss said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792235#Comment_3792235
this Thursday or the one after that?
I expect the 8.2.1 Patch next Tuseday on September 10 because on Thursday, September 12, the Lightout Modifier starts and the Cosmetics for Mikaela and Kate will be released but all of them are not in the game. Usually, BHVR releases a new patch on a Tuseday and it would makes the most sense to release the 8.2.1 Patch on Tuseday (September 10) with the changes for Exultation, Human Greed, the Lights out 2.0 Modifier with it's rewards and everything as well as the new cosmetics (maybe also the Fire Moon Festival Cosmetics because they will be released on September 17 and BHVR likes to put as much as possible in one Patch because this is easier as releasing a Patch simultaneously on different Platforms is sometimes very difficult).
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Usually, they release the X.X.1 version two weeks after the chapter release which means we might get 8.2.1 next Thuseday. This would also makes sense because the Lights Out 2.0 modifier as well as their rewards and the Castlevania Cosmetics for Kate and Mikaela are not in the game but should be released on September 17. So 8.2.1 is very likely on September 10.
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Ture. I've noticed these clipping issues too and it is kinda disappointing because this Cosmetic looks amazing and I really love it but the clipping issues make it look rather cheap. Even if you don't see them in the match, you see them in your menu and it feels so sad. It is understandable when you have little clipping issues when pairing it with a different cosmetic - the alternativ would be a linked set and this would be even more sad. But having clipping issues on the full set is sad :/
The cosmetic team always do an amazing job with the cosmetic and this cosmetic looks good so I hope they will fix at least the biggest clipping issues.
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Some people say that every person has their soulmate somewhere in the world. Maybe this one was yours?
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He is really fun to play and I like him but he is not perfect.
Hellfire is an amazing ability and you can pull off many crazy tricks that hit survivors off guard. I love this because it has a high skill ceilling. Only the awful slowdown to 2.0m/s feels so clunky and should be buffed to feel smoother. Would even be fine when they increase the cooldown by two seconds. I also heard from some players that they cannot hear the charching and it would be fair if the developers would increase the sound a bit. Otherwise, a really cool and fine ability. Wolf form still feels underwhelming. Hug tech is fun but only an exploit and should go. However, they need to buff his dash and add the option when you release the second dash. I barley use this form because this one feels so underwhelming. Also walking slower when moonwalking is so awful and disables any mindgames. Bat form is alright but the teleport range should be increased while the high pitch noises should be reduce as it is very annoying. The lullaby is also kinda awkward because what is the point of beeing undetectable when you have a lullaby. The bat is also very big and you can see him clearly. Very awkward decision. I can understand that players complain about not seeing survivors (Bats can see - they are not blind) but it also adds some skill ceilling to this form which cool. Lastly, his Addons are overall good but neither broken op or unhealthy. He has some useless Addons that should get a rework or a rarity swap with little tweaks. If the developers could fix these (or at least the biggest) issues in someway, he would be a perfect killer.
He has also good counterplay on the survivorside as you can do good fakes and patient is key. The wolfform is similar to Wesker and he is alright. The Batform is also good to counter with standing still, double backs, or vaults and survivors can see the teleport so they can react to it.
Overall, a good killer with high skill ceilling, fun to play as and against, and not map dependend which is good. I really like him. But I guess he will be not very popular because he is difficult to pick up and difficult to master. He has also a rather high skill ceilling while beeing mediocre, so why should you spend so much time in him when you can spend this time in either Nurse, Blight, or Billy who are much stronger than him.
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No. Your suggestion is basically "make the match a 3v1". The Obsession would become completly useless because this one is either always busy with the totems or useless on a generator and gets ignored by the killer (no reason to chase the Obsession, no reason to hook the Obsession, no reason to do anything with it). It is alreday so friendly from the perk that the survivors have to pop a generator to make the Obsession useless instead of you as the killer must hook the Obsession to make this one useless.
This perk also pairs extremly well with Pentimento and with your suggestion you would make the combination of them stupid overpower: The Obsession is completly useless and when they try to become useful, the Obsession punishes their teammate with Pentimento. And then imagen this in a SoloQ. Obsession players would dc once they see the Icon of the Perk in their HUD.
The Perk is already good because you can ignore one survivor and make this one temporarly useless for the team. I play the combination of Wretched Fate, Blood Favour, Undying, and Pentimento and despite beeing a hexbuild, it is really strong because survivors cannot ignore these totem and once they are cleansed, Pentimento shows up and they get delayed even more.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791085#Comment_3791085
Yeah, Troubleshooter is another perk most of survivors call bad, because their level of a good perk is somewhere between old DH and old CoH. But it's insanely useful and denies any mindgames in loop, especially against killer you need to predrop.
Also it's funny how survivors crying about "too much aura perks" on killer side, when you as survivor can see killer almost whole match and it's WAY more stronger, and killer has zero counterplay to it. And I didn't even start to tell about absolutely beyond broken Key + Blood Amber, which should be nerfed decade ago.True. I love Troubleshooter as the aura reading is so strong while the geninfo comes very handy in SoloQ to not run to your teammates and show the killer which gen has the most progress.
Year, it's really funny. I can't understand why so many survivors sleep on their aurareading perks when they are so strong and good in so many situations but year it's not that stupid strong like old DH. Whenever I see a post about how strong aura reading on the killer side is and how unfair it is that and the developers need to nerf it because they have free wallhacks, I'm always thinking about this Key Addon. You just have to press a button to have free wallhacks on the killer and to make it look like you're either a godlike survivor or a cheater for winning every mindgame and play that the killer is doing.
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@fussy said:
Mediocre? I run Eyes + Troubleshooter + Alert and it's literally non-stop wallhack on killer. Perk is more than fine as it is.
I run a similar build. The combination of Eyes and Troubleshooter is already so good on many loops. It is so funny to have wallhacks on the killer and deny every mindgame they try. It's so crazy.
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No, bring one Perk and everyone gets value from it does nobody need. The Perk is fine as it is.
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I guess you spent more time in how to make her overpowered and broken instead of understanding her correctly and how to play her. Play her for more than just an hour (I also don't know if you just picked up the game and started to playing her, if yes, play this game more to understand the basic of it) and then come back and tell Plague is weak and needs all of these buffs.

