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Huntar

Huntar

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Huntar
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  • In my experience, GF is very reliable to break out. As long as he's not hidden, not crouching, not leaning, and you actually keep him in the center of your screen, he's very easy to break out. Which is, as stated by the devs, exactly how it's supposed to happen.

    Usually when I see this complaint, it's survivors forgetting that he has to be centered both horizontally and vertically, or they're not looking at him long enough for him to fully break out. You can't swing your camera around while trying to break him, it has to be a solid look. Give up on breaking him out during a chase. If he didn't stalk you enough to tap the stalk during the chase, him having it up won't matter anyway.

    Occasionally, survivors also forget that he can't be hidden, and forget that their character model and his own character model both count as cover. If your character is in front of GF on the camera, you won't break him.


  • @Peanits said:

    Now I'm not totally against it, but there's a bunch of things that need to be considered, such as:

    • Where do these toolboxes spawn? Set locations? Chests? Literally anywhere? Do I need to search every inch of grass in case they're in there? Do you see them?
    • What if I want to use a different item, like a medkit or a flashlight? Would I have to drop that and grab a toolbox instead?

    More importantly, in order for it to be worthwhile for survivors, you would need to find a toolbox and get back to a generator in under 20 seconds, otherwise you'd be better of powering through it. But that also raises a different question, would those extra 20 seconds really be a game changer against a really good team?

    Those are the sorts of things I'm curious about.

    I'd say set locations, in obvious areas. And instead of toolboxes, make them into toolbelts so that they don't compete with other items. So, say, have them be hanging on walls, from trees in maps without many buildings, etc. Make it so that two always spawn near the entrance of the basement, and at least one always spawns in each of the map's setpiece locations. So, say, on the map with the slaughterhouse, one will spawn in the pig room, another will spawn on the cow tree, and (I can't recall if this is on this map) one will spawn on one of the threshers.


    Put most of them in places that are relatively safe for survivors, and give something similar to killer instinct to a survivor when they're looking at one of the belts. The point isn't really to waste their time looking for them, but to give them something else to consider before they start slamming gens.


    Really, I'm not super big on the additional time this task would take from survivors, but I like how it feels like it would make the match more dynamic. The survivors would feel more like they worked and earned the victory if they were able to claim these belts and have things actually change because of them, instead of just getting lucky enough to be able to sit on a generator until it pops.

  • Or at least make it so that a grab also counts as a hit, so that you're not cheated out of a hit that you should've gotten. Nothing is more frustrating than having the grab start, survivor gets away, and they don't even get hurt like they would've on the p2p host.

  • I'd love this. Give a bit more detail to them, too.

    And could I request that you add in skin variants to everyone without their shoes? I don't think it would be hard, it's just one thing to change and then you can use them on all skins.

  • No other exhaustion perk gets a passive effect. That is why they changed it, so that it wouldn't be the clear winner in the bunch.

  • @Clevite said:

    Is this on all platforms?

    The DC penalty will only go live on platforms with dedicated servers. So, PC and Switch right now.

    The basement hook bug is ongoing on all platforms, as far as I'm aware.

  • Humans have to be the ones playing this game.

  • @Venem550 said:

    https://forum.deadbydaylight.com/en/discussion/comment/854822#Comment_854822

    Just found out my gf plays this game all the time lol...

    If you want to play with your GF, make sure you buy it on the same system as her. There is no cross-play in this game yet.

  • @Myers_Is_My_Dad said:

    https://forum.deadbydaylight.com/en/discussion/comment/856566#Comment_856566

    Doesn't Otzdarva beat Green/Purple ranks with Trapper a lot? I know he's a skilled player but still it seems you are exaggerating Trapper being bad.

    Otz is good enough that he doesn't need his power to beat survivors, if I'm honest. He's done quite a few matches as a no-teleport Nurse, and still pulled the 4K. He's a bit of an outlier, and shouldn't be used as the model for a standard killer player.

  • Completely blind means that this idea is 100% unworkable. Humans are visual creatures. No amount of sound support will make up for that.

  • @Myers_Is_My_Dad said:

    This seems like all-around a buff to Trapper without any downsides, which may be justified if he's under-performing. I think any changes to a killer should keep survivors in mind however, you can't buff one without ending up making the other side worse-off. Making Tar Bottle a yellow add-on might make Trapper far too difficult to play against for newer players, would be my concern, since the traps would be nearly invisible in a lot of areas.

    I'll be honest. Trapper is only good against players who have just played their first few games. He usually has basically no luck as anything but a basic M1 killer past rank 18 or so. He needs the buff across the board, especially since survivors who can find his traps can just disable them without any downside.

  • I can't hit the greats consistently, but I have the sense to keep working through ruin and just stop working the gen for a few seconds after hitting the good. Ruin adds just a little bit of time if you don't keep working through when you can't progress.

  • @Haku said:

    Now that is a funny thing that I never heard of before. Here is my suggestion. Why don't the devs axtually fix their the current state of the game instead of releasing new things just for a bit. I mean there are all kind of ridiculous bugs I see/hear of it is just really out of control for me

    Honestly? Probably because their business is now built around the assumption of getting a large infusion of cash every few months. If they skip adding a survivor or killer, they lose that income. Hard to run a company without money to pay the employees.

  • @Almo said:

    The goal was not to nerf Legion. We decided the overall benefits were worth it, and the Legion effect was small. This game is large and complex; it's hard to change anything without affecting something else. So it's always a cost/benefit analysis.

    What was it about Borrowed Time that made the dev team think that it needed a buff?

  • Yes. Post this in bug reports or put in a support ticket.

  • I hit ready as soon as the lobby is full. Don't bother looking at the survivors, just want them to know we can go whenever they want.

  • @CantDrownIfASiren said:

    https://forum.deadbydaylight.com/en/discussion/comment/817139#Comment_817139

    Why not? It's not easy enough to get your first hit as legion that you ask there to be 0 counters to it?

    It's a shame that the first hit doesn't actually do anything, that he doesn't have any map pressure, that securing a down requires him to not use his power, and that he doesn't actually have any way to slow the game down besides mending, which actually takes more time from Legion than it does from the survivors unless he hits at least 3 at a time.

  • I don't want to be rude, but I'm already seeing survivors DCing against Freddy in droves, and complaining about him in forums. It seems this is the typical lead-up to nerfs being announced. Though I will admit that I'll be pretty pleased if you guys punish the DCs instead of the killers being BMed this time.

  • @Peanits said:

    To say that nobody asked for changes is objectively untrue. It doesn't take much searching to find a whole trove of videos, threads, and comments about The Spirit. I think you're missing the point of the argument, it's very rarely about how powerful she is, it's about not being fun to play against. You cannot tell someone that they're having fun when they're not, that's not up to you to decide.

    If you want to argue that a video game shouldn't be fun to play, I'm not sure what to say at that point.

    Any word on how the devs intend to make her more fun to play for killers?

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/815348#Comment_815348

    Oh yeah...

    Michael needs 3 different stats on his profile, one for each tier

    Agreed. It seems that the devs want to make this game more beginner-friendly, and the first step for that should be to make information readily available, and transparent. If having it on the killer info page would be too much info in one place, they can add a new page to the archives with in-depth character, add-on, and item info.

  • @Mrwood204 said:

    So what do the levels mean? So if I miraculously complete every single challenge from tome 1 to 4, I would still have to play a few extra games to get all the stuff?

    I'm not complaining, just honestly curious how it all works. It's a little confusing to me.

    Even after completing all of the challenges in all four books, you'd still need to complete about 700 matches during those 70 days.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/810501#Comment_810501

    That is an average of around 15 matches per day to get one Rift tier (10 fragments), every day, for 70 days. My quick math, after factoring the challenges in (assuming a person completes all of the level 1 and 2 Tomes) cuts this down to an average of around 10 matches per day, across 70 days. Do you guys really think that is reasonable for an average, casual player?

    I remember they said that this was actually the typical number of games that people played per day, back when they first announced that. It also seemed a bit high to me, but then I'm also extra casual, and usually just play a few killer matches until I get bored.

  • If this means "Repair the equivalent of 4 generators", then that would be doable. Just hop off gens once you've 99%ed them, and just touch all seven of them. If it actually means "Finish all 4 gens without anyone else touching them by yourself from start to finish," then there's going to be a big issue with completing this without arranging for an SWF or getting super lucky with a farming group.

  • @Entity_Burger said:

    https://forum.deadbydaylight.com/en/discussion/comment/800176#Comment_800176

    Except the lore is locked behind the challenges.

    And the grind without the Challenge rewards is oppressive. ...Which makes sense, since they don't want you earning Rift shards. They want you buying Rift skips.

    Then feel free not to do them and look up the lore online. At worst, it will all be put up somewhere within a few days of being available.

  • @Entity_Burger said:

    Yep. Gotta grind the battlepass. Which makes the Tier 4 Tome even more terrible for how difficult it is.

    You can still level up without completing the Archive challenges. Feel free to ignore them if you feel that they're too oppressive. The lore will always be available.

  • @bomb1720 said:

    https://forum.deadbydaylight.com/en/discussion/comment/782732#Comment_782732

    i appreciate your answer. to me thought from what you have said it seems like waking up is ideal, so we slow freddy down and so he can't get us when he pops out of a gen.

    If you're wasting more time waking up than you're losing from being chased by Freddy popping out of a gen, then you should stay asleep. Only wake up if Freddy starts to pressure you.

  • Feel free to put in a support ticket if you feel that your ban was excessive or unjustified.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/741718#Comment_741718

    Pallet stuns are unchanged. Line of sight means that if you draw a line between where you are and where you're looking an it hits a wall, you can't blink through it. In simple terms, "You can't blink through walls." (except for windows and low objects that you can see over)

    So, you can still blink over waist-high walls, and through windows with that add-on? What about the fences on Haddonfield and the preschool?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/741529#Comment_741529

    The timeline is a little bit mixed up here. It was increased to 5 seconds and then Enduring was changed.

    What's the timeline on getting it changed back, now that Enduring no longer effects it?

  • Unfortunately, her power set won't change much with levelling. You might get add-ons to make her puke better, but that's about it.

  • Devs have confirmed this will never happen. Old Freddy wasn't good for the health of the game.

  • @Mr_K said:

    A delay to the hatch opening would be nice. Same length as the sacrifice animation time.

    Fingers crossed that the survivor husk after a DC will fix this issue.

  • @ElusivePukka said:

    I mean, the Isolation Room? The one you get an achievement for getting? Surrounded by an upstairs that's heavily killer-favouring? In a map where halfway decent headphones can detect that room from pretty much anywhere?

    It's meant to be the most difficult generator.

    I believe they're talking about survivors bodyblocking other survivors.


    I feel they'll handle this like they do other bodyblocking scenarios. Record the person doing it, report them post-game, and then put in a support ticket with the video attached.

  • @Peanits said:

    It's all equal.

    Survivors have cakes, killers have puddings.

    Survivors have WGLF, killers have BBQ.

    Both have party streamers and gateaus.

    Any word on making WGLF go off more easily for survivors? Killers get BBQ stacks for doing their objective, but survivors have to ignore their objective and save others for their stacks. I say this as someone that almost exclusively plays killer, but it doesn't really seem equal, especially since we have the known problem of survivors getting less BP per match than killers, almost regardless of what they do.

  • Everyone else has already answered this. Unfortunately, nothing can be done to fix this situation. It's literal physical constraints that are stopping her from being able to play. Put simply, everything she does is, bare minimum, at a 3-second delay, assuming that all her equipment is state-of-the-art, and not even taking into account the download speed of the connection.


    I sincerely hope that she's able to move and get a better internet connection soon, but at least there's a lot of really good single-player games in the meantime. Control just came out, and I have to say that it's absolutely amazing.

  • I believe I saw in the PTB one of the devs mentioned it was 4m in all directions?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/693793#Comment_693793

    It's a side effect of some optimization changes. We're going to see what we can do. Ultimately, low is meant for people who can't run the game on higher settings, but we would ideally like to find a balance where it runs well while still looking decent.

    Is there any way that you can make it so players on low settings no longer get the known gameplay advantages, or so people on high settings also get them? I think people would be understanding of things being ugly if they didn't feel like they would be hurting themselves by turning their settings up.

  • It's unclear whether you know this from your responses, but you can hit a survivor in a trap to slug them without having to pick them up or wait for them to free themselves. I know you'd prefer a hook, but you still have options.


    I'm a killer main who hates DS just as much as you, but it's a perk doing what it's intended to. If you grab the survivor, they get to stab you. That's what the perk does. It's kinda like complaining that BBQ lets you see survivor auras when you hook someone.

  • @Yung_Slug said:

    • Sloppy butcher isn't based on terror radius.
    • Coulrophobia is already useless.
    • Dream snares do not suck if you use them right.
    • Borrowed Time no longer activates in the dream world.
    • Even when BT works, getting hit by Freddy means you will go into the dream and therefore lose blood even while he is chasing you.

    So how is this a nerf?

    Also, Freddy might not be top tier, but he is definitely high tier.

    Oh man, I hadn't thought about that last bulletpoint. That'll definitely be a nice deterrent to people playing hook games with Freddy.


  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/683862#Comment_683862

    If we're pausing during a chase, then it should also pause while downed. Force the killer to eat the DS, it isn't that bad, especially since the survivor only gets it one time.

    If they're downed and stay in the TR, sure! You can't call it tunneling if the killer leaves you entirely, especially since you can recover, and someone can come pick you up while they're away. It takes 7 seconds for the killer to walk directly away from a survivor with a 32m TR. They'd then have to stay away for 15 seconds, and then return with another 7 seconds. 29 total seconds, and I believe it takes the same amount of time to pick up a downed survivor as it does to heal a health level, so 16 seconds for that, and that's without recovering or a med kit.


    I'll admit that now that I've looked at the numbers, this exact situation seems a bit too tight with that restrictive of a time limit, especially since the killer can usually still maintain line of sight outside of the TR. I'd be fully down for raising it to 25 or 30 seconds just to encourage actually finding a new survivor during the time a suspected DS user is downed. I don't want to make DS useless, or even necessarily any worse than it already is. I specifically would like to avoid the loop of chasing and hooking another survivor, and then chasing and downing a survivor that was recently unhooked and getting DSed for it. I'm fully open to any kind of concessions that would make this situation less likely, while not hurting DS directly. That's why I'm proposing a pause mechanism, rather than just lowering the timer.

  • @Kumakx said:

    https://forum.deadbydaylight.com/en/discussion/comment/683862#Comment_683862

    15s but paused in chase? oh boy, tunnel guy off the hook, down him and slug for 15s. That would be weaker than its already is.

    Which is why I included the TR limitation, but I see you didn't bother mentioning how that would work. I'll admit, we see how that works with Borrowed Time, but at least DS requires you to put yourself at greater risk if you want to use it to tank for other people.

  • @Ghostingmyteammates said:

    https://forum.deadbydaylight.com/en/discussion/comment/683829#Comment_683829

    I don't know chief it does sound a little bit better than the current legion at the moment.

    Anything that allows him to have an actual power would be better than he is at the moment.

  • @Peanits said:

    It's definitely not an exploit. It's doing exactly what it's meant to do: Stun the killer (or waste their time) for chasing you immediately after getting unhooked. You have the power to completely counter it by chasing the other guy. If you factor in Borrowed Time, chasing the same guy off the hook is a huge risk.

    And, yet again, what about the circumstances when you chase and hook another survivor, happen across the unhooked survivor, and then still get DSed? People keep pointing out this sequence of events to you, but I still haven't seen an actual suggestion for what to do about this. And yes, it happens often enough to become annoying.

    If DS is intended to stop tunneling, why does it not pause when in a chase or the TR, but have a far shorter timer? Say, 15 seconds or so. That would completely nullify tunneling, while also making it so the survivor has to actually play skillfully if they want to retain their DS for a post-hook stun.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/667029#Comment_667029

    They don't stack. The guy on the hook needs to be using the perk and it can only activate once.

    To clarify, once per hook, or once per match?

  • Agreed. If they'll ruin Crows for the sake of not making too much noise, they should give the same consideration for things that are purely just trying to annoy the killer.

  • This used to be the case, but it made it so the killer was extremely limited in how much early game pressure they could exert. They changed this so that the killer would be able to grab more time from survivors while they're picking each other up. Since other survivors can see your aura while downed, they just need to tap you to pick you up if you've been recovering.

    If they don't have the time to do this, then the killer has been very efficient at pressuring survivors and deserve to be rewarded for that.

  • @beautykiller326 said:

    https://forum.deadbydaylight.com/en/discussion/comment/652633#Comment_652633

    Much like a MOBA, I believe DeadByDaylight is a team game. You could leave your teammates on the hook but I do not understand why you would do that.

    To escape, which is the actual objective of the game. Everything else is incidental.

  • You don't need to save other survivors. If you want, leave them. You might benefit from their actions, but you four aren't actually a team. You're a group who happen to have the same objective.

  • Honestly, the fact that normal moris don't suffer from locker jukes, but the tombstone does is a pretty big flaw with it. I'd be fully down for this change, since at that point you've already gotten the survivor and the alternative is playing games with them like dragging them to a place you know is a dead zone and letting them wiggle free before chasing them. Either way, the game is getting extended for no reason beyond just taking advantage of a flawed game mechanic.


    The whole point of the item is to be able to mori survivors, and having such an easy method to avoid it, which doesn't actually allow them to escape but instead just makes it so they're avoiding a way for another player to get an achievement, is an issue.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/632239#Comment_632239

    You would either see them, use your power, then hit them, or you would hit someone else and see a killer instinct indicator on everything that doesn't have deep wounds. If you see them, use your power, then lose them before you hit them, oof, you messed up.

    Why are you hitting them? Hitting survivors with Feral Frenzy is a terrible use of the power. Heck, using Feral Frenzy at all is a terrible use of the power unless you can guarantee that you'll hit at least two survivors, and since Legion has been slowed down, any halfway decent survivors will be able to guarantee that they won't be hit after the first person.


    The best use of the power is typically to close distance, and then hope that there isn't a window or pallet near enough to keep you from being able to just take the stun in order to get a normal hit for a down. Any power that requires you to not use it to perform well is a bad power.

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