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Huntar

Huntar

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Huntar
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  • For survivor, I consider escaping to be a win. Doing the gens doesn't feel like anything impressive, and killers generally don't have enough pressure or information to make avoiding them actually feel difficult.

    For killer, I don't have high standards. I just want to feel like I participated in the match, and had a chance to play the game. A few nice chases, a few downs, a few hooks, and feel like I wasn't outplayed every step of the way. It still feels like a loss when you bumble your way into a 4K just because the survivors suddenly turned their brains off an started rushing the hook in a line.

  • I'll be honest, they feel way too fast on both sides. I primarily play killer, and having three gens pop at the first hook is absolutely demoralizing.

    When I do play survivor, it still seems way too fast. Unless the killer is absolutely amazing at spreading pressure out to everyone and can track all survivors at least reasonably, it seems like my first gen usually pops before I even see the killer. I might hear their TR for a few seconds, but it's pretty rare that I have to actually worry on the first gen. After that, I'll probably see the killer, but I'm typically about 75% finished with the next gen before they find me. By that point, it doesn't matter how poorly I do at the chase. I can get unhooked, run back to my gen, finish it, and then usually every gen is completed. This is entirely without speed perks or toolboxes, since, I'll be honest, I see how unpleasant they are to play against on the other side, so I try to avoid them.

    I know the devs don't want to increase gen times or add secondary objectives, but it doesn't really feel like things are playing right at the moment. I'd like to see something, I don't really care what, to shake things up a little when working on gens. And please don't just make it another bandaid perk, especially after removing the bandaid of Ruin.

  • Yeah, I never really get why people DC when the match will end in less than a minute. Especially as killer, since you'll get better BP than survivors unless you did truly, abidingly awful.

    Could be people still think the game has the old issue where if the killer silent DCs, everyone loses everything, but that hasn't been a problem in a long time.

  • @scat said:

    Entity sacrifice progress reduced by 50% if killer is nearby and not in chase

    They tried this. Survivors abused it, just like all the easy fixes people come up with.

  • @YaiPa said:

    If you want good people at red ranks then get rid of 5 gen hatch.

    You know what? I think the hatch should count against emblem progress/MMR. Sure, they escaped, but they used the easy out that's just in place to keep a lost game from going on any longer. I feel like that shouldn't be rewarded, just like a killer who sits on every hook they catch has their emblem score penalized right now.

  • The devs don't balance according to rank 1 play. They balance according to average play. If they balanced for the highest-skill players, half the perks in the game would need to be removed, and most of the killer powers would need to be basically turned off.

    Also, the devs have said they won't be increasing gen times further. They're primarily looking at items right now, from my understanding.

  • @Marcavecunc said:

    Suggestion:

    Have Amanda decide on when the trap activates.

    You put the trap on someone.

    • By default, it activates after a Generator has been completed
    • Press M2 again to cycle through the different settings (activate when survivor stands up and moves, or maybe when he does an action)

    I guess that would make endgame reverse bear traps a thing again, or the option to change the settings could just not be there after all generators are done.

    This would be pretty interesting. Set a condition for each hat that's put on. When a survivor starts doing the condition, they hear a noise like a wire tightening for about 2 seconds, and activate with the sound of a wire snapping. They can interrupt the action when they hear this and then they know what the trigger is, or they can power through it and the trap gets activated right at that moment. Have it cycle through popping a gen, healing another survivor, using an item, or working on a totem. Modify one of her less-good add-ons to take away the ability to cycle the trigger, but replace it with things like activating the trap when the survivor is unhooked, or picked up from the dying state. Maybe extend the timer for those to keep the trap from being overly oppressive.

    This would allow survivors to choose how much risk they want to play with, and actually make them change up their tactics if the Pig plays with her hats well.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065014#Comment_1065014

    Reacting to it and doing something to prevent it are 2 diffrent things.

    Let's say - they drop a pallet, Legion vaults over and cancels their power right away. What can someone do in that situation?

    Run to the next pallet, or loop the current pallet since Legion didn't break it. Same thing survivors do in every other situation. LF gets even less of a stun after breaking a pallet entirely, but nobody's going to say he's OP.

  • Absolutely get rid of the ability to DH over traps, since it's overly powerful if used in a spot where traps would actually be useful. Otherwise, I think it's fine. Doesn't matter if it makes sense, as long as it doesn't do anything to ruin someone else's fun.

  • @underlord99 said:

    Honestly if they just decreases the charge time and the penalty for cancelling your chainsaw he would be in a much better place.

    I'd say keep the charge as it is, and either increase the speed he runs while holding the charge, or make it so he reaches top speed faster. He really doesn't need much, he just should be able to catch survivors that aren't directly on top of him while sprinting. Windows would still end him, but at least he wouldn't be in such a bad spot against pallets anymore.

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055514#Comment_1055514

    “good”

    no. It’s why boosted survivors play on low graphics.

    Why would you choose to play in a way that gives you less information, in a game where information completely changes how it works? It's not a sign of skill to avoid things that will allow you to play well. It's just a sign that you're deliberately playing poorly.

  • Yeah, sorry to say that, as a GF/Myers main, you're kinda off-base here. He is survivor-dependent, but not for the reasons you say. If survivors have the sense to abandon loops proactively, then he has very little he can do about it, even with his power. If you don't get a map with good sight blockers, and the survivors are observant, you won't get many chances to sneak up on people. If survivors just hammer gens instead of trying to keep track of you and expose you, then the game will be over before you can start snowballing.

    Also, you don't have to crouch to remove his TR. Any time your shroud is up, your TR and red stain are gone. This is why mindgaming with your power at loops is such an essential part of his kit.

    Also, @DisappointedUser , feel free to take a clip of his reveal not working correctly. Nearly 100% of the cases that people report as it being "broken" are just them not understanding how to reveal him, and blocking him with either their own character model, or allowing him to get close by crouching behind LoS blockers until he's too close to reveal.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1053823#Comment_1053823

    It definitely has the potential to be. I've been chased off of a generator that was almost done, and by the time I got unhooked and went back to the generator, it was right back to zero.

    That sounds like a failure of your team, not the strength of the perk. Since the new ruin completely stops when someone is working on a gen, survivors can turn it off just by having two people work on each gen, have one stick with the chase, and the second continue working on the gen. Sure, the killer can drop the chase, but a decent survivor will be able to recognize that and then start making their way back to the gen. If the killer returned to the gen to chase the remaining survivor off it, then the one that was originally chased can hop back on. If the killer went somewhere else, then the gen is once against free for both of them.

  • You will get banned if you do this. This is a tool to gain an unfair advantage. Do not do this if you do not want to be banned.

  • I'm genuinely curious about even a general timeline on this issue. @Peanits @not_Queen , is there any information available about when this may be fixed, or at least what the broader issue is? In case there's any questions about what I'm talking about, it seems like MM currently has no limits. I'm getting paired well beyond the +/- 6 ranks threshold. Currently, I'm a rank 10 and, given my understanding, I should be paired with ranks 4-16. Instead, the last game I played had three rank 2s, and a rank 20. This seems to fall outside of how matchmaking was previously described as working.

  • @Artemis_LH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1032269#Comment_1032269

    Reveal is fine SOME of the time. I can usually reveal him pretty easily, but there are some matches where he just won't come out of NS.

    Revealing is easy, and I'm already aware how it works, but it does not always work as it should.

    I should also clarify, I'm on PS4. Might be part of the issue.

    I know this is frustrating, but is there any chance you could clip the next time you notice this happening? I know it's sometimes hard to notice issues in the moment, but it'd be super useful to have a video if there is a real issue with it. It'd be best to get a clip of when you're having trouble revealing, and a screenshot showing the post-game showing everyone's perks and add-ons.

    The PS4 has the ability to pre-save video if you haven't disabled this option, so you can just start clipping once the match is over, presuming it hasn't gone over, I believe, 15 minutes.

  • @Onyx_Blue said:

    Yeah, like you're supposed to know that a killer has Infectious Fright right from the start? Talk about skipping over the point

    No, you're not supposed to know. The point is that you can adjust to the match once you find out. The killer can't find three different survivors if they're running in three different directions. They might be able to down one more if all of you were super tightly grouped, but usually you'll be able to sneak away from your scream before the killer can get to it.

    Never forget that stealth is intended to be a foundational skill in this game.

  • The devs have said that they don't expect you to be able to stop that. They believe that you should instead focus on stopping any gens that you can safely protect while only engaging in short chases with easy downs.

  • @PokemonGOPlayer said:

    I mean, the easy way to reach said goal is to put a limit so that a given action cannot take more than X seconds; for example Sloppy and Thana may be affected by this so that the 3rd stack of Thana does not slow down healing since that lower cap has already been reached.

    But that's madness as is a way to brute force "variety" in Killer builds while the other side only has Ex. Perks to keep in mind, right? :)

    Right?

    The devs have said that they don't want to do this, as it would cause confusion about why perks suddenly stop working. Personally, I feel that they could just put in a check to display a warning if your perks would end up stacking above the limit, and just inform the player explicitly that the limit is, say, 10% slowdown on an action, and the equipped perks will have a max above that amount, so any effect beyond that cap won't happen.

    I understand that the devs don't want to give people explicit numbers to preserve the mystery of their game, but since there's a wiki that gives out all of those numbers almost immediately, I think that might be a lost cause.

  • If the design teams feels that they have a good one, killers may get one when they receive their rework. The devs have said that there's currently no plans to implement any new chase music for any of the current killers.

  • @Artemis_LH said:

    His reveal needs to be fixed.

    The real problem with this ######### killer is that he's buggy as #########.

    Fix the bugs and issues with his reveal, and he'll be more balanced.

    His reveal is fine. Literally every time survivors try to show that it's broken, they're messing up something fundamental about how you reveal him. It would be nice if people would learn how something works before complaining that it doesn't work.

    My personal favorite is when the survivor's head is completely covering GF, while they're just screaming and shaking the camera, lamenting over how "busted" his reveal mechanics are.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026129#Comment_1026129

    It's on our to-do list. The issue is that some perks are very easy to buff (simple number tweaks) while others are a little less so. Monstrous Shrine is actually a great example of that so I'm glad you brought it up. In Monstrous Shrine's case, increasing the numbers probably isn't the way to go about it (unless you really want Basement Bubba to be meta). Monstrous Shrine would likely need a new effect, which takes a lot more time.

    I'm fine with meta basement Bubba. Let the boy shine for once.

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026635#Comment_1026635

    And yet there are four times as many survivors as killers. Yet only twice as many rank 1's. Sure sounds like it's slanted in the killer's favor.

    You realize that people can play both killer and survivor, right?

  • @Endstille said:

    I think they are too long. New players survivor players can not be bothered to sit a minute at a gen, we should lower them to 40sec just to make sure they do have fun repairing those gens. Or maybe one great skillcheck and it completes a gen completely, they are soooo hard to hit.

    Agreed! I'm very glad that someone else on this site is speaking sense. I also think that killers should get blinded if they look at a generator while the generator completion notice is still active, since that's when the lights are brightest. I think that would do a lot to stop discouraging survivors from completing gens. Maybe even have killers move 15% slower after kicking gens from getting shocked. With how fast they regress, it's always really hard to finish one when the killer is nearby, especially with the new Ruin.

  • I think the only killers I feel like I outplay survivors with any regularity are Michael, Ghostface, or Hag. Everyone else either feels like the power is either too weak or too impactful. At least with those three, it feels like the way the match goes works entirely off of how well you choose to use their power, and there's an actual choice to their power.

    For survivors, I'm so bad that I never feel like I've outplayed someone. It always just feels like a matter of luck if I survive a match.

  • Are dedicated servers on Xbox yet? We seriously need the DC penalty back to deal with this stuff.

  • @DocFabron said:

    This is one of the funniest b8 posts I've ever read, dude.

    And that people are actually responding to it seriously? Absolutely wild.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017336#Comment_1017336

    Almo already answered, but they fixed it and it still feels terrible.

    To expand, 1 second for the charge to hit, then an additional 1.5 second cooldown after the blast goes off until the doctor can do anything else. Survivors get a delay of 2.5 seconds after the blast where they can't vault or interact with pallets. So you have 1 second exactly to predict their actions and stop them.

  • @KuromiStarwind said:

    The thing is most of the things in this game that are meant to help against the things a killer may do, like camping or tunneling and having DS/BT, simply punish good killers who play fairly. The slower gens get completed the more likely a killer is to play fairly, and Ruin did that.

    I honestly don't buy the devs opinion on nerfing Ruin as being anything other than something for newer players while not caring about higher ranks, because now 80% of matches will simply be Corrupt Intervention, and I guarantee you they won't touch that.

    I'm super excited to spend the first two minutes of every match looking for survivors who are just crouching in some random corner, waiting for CI to wear off.

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008775#Comment_1008775

    Just for that,i will legit make a vid where i show you can't do it anymore. Just cause you agitated me :D I'll post it by monday :3

    That's nice to hear! I hope that you're excited to have other people give you tips on how to fast vault that window.

  • Hag's lunge is the exact same as every other killer's standard lunge. All killers have the same lunge besides Myers in EW1 or EW3, or Pig's ambush.

  • Mind providing a source for that information?

  • @Blueberry said:

    I'd rather it be a trade.

    It transfers the hit from the person rescued to the rescuer. This preserves its purpose of protecting the rescued survivor but prevents completely unsafe hook rescues with no consequence.

    Actually, I like that idea. Extend the timer, make it so that a hit that would down gets transferred to either the closest or farthest uninjured survivor. This way, unhooks are still encouraged to heal quickly, but with the additional time to it, they're given a bit of a buffer if themselves or the unhooker mess up. And it's not a completely costless hit like the current Deep Wounds gives them.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/999430#Comment_999430

    Your anecdotal "evidence" means nothing when there's literal hours of footage of GF being buggy.

    Feel free to post this footage.

  • @Dustin said:

    https://forum.deadbydaylight.com/en/discussion/comment/998658#Comment_998658

    I see the humor in this clip but it doesn't look like Scott was perfectly centered on GF until near the end and the center was at Ghostface's legs rather than center body.

    Granted this just shows how dumb and unclear the mechanic for revealing is currently. The reveal mechanic would be fine if there was a tell on the center of your screen that appeared the longer you stared at him like a visible crosshair. Kind of like the thing that appears in a bug when Clown gases you.

    None of that was the issue. Dwight's fat head was blocking GF through the entire clip. This isn't hard.

  • Love how every single one of the videos posted so far of how revealing GF is "busted" just shows people not understanding how to reveal him. 100% chance that people just don't get him if they're complaining that they can't reveal.

  • Any time I see people complain that it's too hard to break GF out of his shroud, I know I can safely discard what they have to say about him. Every single time so far, it's always been people that didn't understand how breaking him out worked, and are just upset that simply having him on screen doesn't count as revealing him.

  • Very good perk after the buff, very bad perk after the nerf. It's deeply unfortunate that it was only really worth using for about a month.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/985120#Comment_985120

    I ensure you that it wasn't. I could not play both sides more equally if I tried (I played about 53% killer to 47% survivor last I checked).

    I won't disagree with you on the emblem front, but against, I don't think the hatch is the issue here, it's the way the emblem system reacts (or rather, doesn't react) to it.

    So when will the killer emblems see a full overhaul (or even better, a reversion to the victory cube)? Because I'd like to say that there's nothing more disheartening than getting a 4K just for the game to tell me that I lost that round. I'd be fine with losing pips on a 2K, but if only 1 or 0 get away, it doesn't feel right to be punished for that.

  • Trapper change:

    Bear traps break when survivors receive assistance with removing them. They will respawn after 3 minutes.This change was made due to how unclear it was to survivors how the traps worked.

    Increased trap placement time to 6 seconds, as he was too strong at loops.

    For balance! Trapper can now carry two traps by default, but he starts the match carrying 0 and all additional trap add-ons have been replaced with status effect add-ons. When a survivor steps in his trap, they are inflicted with either hemorrhage or blind for 10 seconds after escaping the trap by themselves. They do not receive these effects if another survivor assists them.

  • @Rie said:

    Can only give positive feedback, a much needed and long overdue change. I went from seeing so many people dc during my matches (mostly survivors) to getting almost none.

    Can't wait for it to finally go live.

    Absolutely. I loved it. Not a single DC during the time the test was running, whereas I usually get at least one DC every three or so games. Actually having 100% of my games be real games was amazing.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/929484#Comment_929484

    So you're telling me that if I'm having internet issues and I disconnect from seven games in the space of an evening (which has happened to me once before, because after the first two or three times it happened I tried several different solutions in between games until I found one that worked)... I could be banned from rejoining the queue for an entire week?

    Something is very wrong here.

    Unfortunate, especially if your evening consists of seven hours of staring at a cooldown timer for DbD.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/930623#Comment_930623

    Apparently I am hearing that they are slightly buffing his base shock range.

    But also removing his range increasing add-ons completely, from what I've seen.

  • I was a bit rough on the cooldown when I first heard about it, but thinking about it, Doc will be pretty lethal with an awareness build now. Get something that informs you about gens being touched, go to the area, and then blast around the gen, and you'll have an easy chase. Either that, or the survivors are sneaking away from the gen far enough to stay out of his TR. That's not a small distance.

    Personally, I feel something like 40 seconds, almost on par with Ghostface's CD, would be perfect to keep him strong without just giving it to him every few seconds. Maybe have it cap at 75% when in chase or something to keep the Doctor from being a perfect, unshakable tracker.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/930568#Comment_930568

    They increased the exposed timer up to 60 seconds from 20. Made stalk progress not fade. Removed a global sound on entering stealth. Removed the loud sound he makes while "stealthed" (which was the changed that allowed the current anti-heal build). Increased the stalk range and made it harder to reveal him.

    Those buffs are neither trivial nor small.

    They also made it so he could actually use his power. Before he left the PTB, his power would be instantly cancelled by any survivors looking in his direction from any range, and regardless of LoS blockers. That wasn't fixed at all until he hit the live servers.

  • @Zumz said:

    As much as I hate how unfair the penalties are for people who crashed, got stuck, etc- It is a really short period of time unless you've done it before. The first ban is 1 minute, the second 5- I think a person can go off with a one minute timeout.

    HOWEVER; If I have to go somewhere and I'm being slugged- Yeah, no. I don't want to lose my points, de-pip, and get a timeout.

    Why do you care about the timeout if you have somewhere to go? Why are you playing a game of DbD, a game with extremely variable match times, if you're planning on leaving soon?

  • Hey, good news! The DC test started today. If you're on PC or Switch, you'll start seeing time-outs for DCs.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/912659#Comment_912659

    It's an add-on, so you'd be opting into it. You're not forced to use that. But more importantly, it's pretty nutty for tracking. You're making your power harder to get, yes, but you're also getting a ton of tracking in return. It's a different way to play him, if you want.

    I'm interested in seeing how people feel about how it stacks up next to Myers' scratched mirror. Totally different beasts, but I love builds that give you power through information rather than just adjusting numbers.

  • Survivors now absorb his blood orbs if they touch them, but give Oni 2 seconds of aura reading per orb. This means that an organized team can take his power away completely without actually risking anything.

    Not sure how likely that is in practice, but that's the position people are taking.

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