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LordGlint

LordGlint

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LordGlint
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  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833625#Comment_3833625

    The game isn't designed for the killer to know where survivors are at all times.

    That's true and that's also why aura perks in general have a limited activation time and a condition to be activated. Let's be honest BBQ, Lethal Pursuer, Eruption, Nurse's Calling, Alien Instinct, Awakened Awareness, Blood Warden, Darkness Revealed, Gearhead and Floods of Rage do not affect you in chase. There are clear activation requirements and no matter how the game goes, these will not reveal you "at all times".

    The way I see it, aura vision helps finding a survivor and getting into the next chase or giving you a helping hand in chase (like with I'm All Ears). They don't do both. The only perk that I can think of that would randomly reveal your aura is Undying and if that's the issue, then I guess we'll have to get rid of that. Not that it would be a big loss anyway.

    What is also certain to happen is that killers know they can burn through tokens and continue tunneling one person while knowing where everyone else is.

    The only perk that can even hope to achieve something like that is BBQ and that has been around for longer than 90% of us have played. It was never an issue before. The only people that really struggled with BBQ are typically newer players because they obviously suck in chase. But even then it's good that this perk exists because it means that excessive hiding won't work and these people won't get very far without learning how to loop.

    A new excuse for camping and tunneling is now "but I'm just playing around distortion by not allowing their tokens to recharge". Not that those people need an excuse, but some people will justify anything.

    Distortion had absolutely no impact on tunneling and camping. A killer that tunnels you doesn't need to see your aura and it's the same with camping. So the Distortion nerf has no impact on this. Also, if it really was about tunneling then why would you use Distortion and not OTR? It's undeniably a better anti tunnel perk.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833840#Comment_3833840

    If you are going to tunnel deliberately, you'll do that regardless of what perks your opponent uses. Distortion doesn't stop anyone from tunneling. It never did. If I want to tunnel you out of the game, the only thing I need is the unhook notification, which is not affected by Distortion. Even then, there is another perk that would protect you way better and it's called Off The Record.

    Feel like Gearhead tends to burn through distortion tokens way faster than BBQ.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833887#Comment_3833887

    Hex: Face the Darkness activates on survivor being injured. NTH, Predator, Floods of Rage, Friends Till the End and Weave combined with Franklin's are all individually vastly more powerful than BBQ.

    Forgot about face the darkness since it has that TR requirement. Means it's not good for aura reading on the survivor you're chasing and you instead have to use it to find a new target without downing the injuring survivor before they heal or break the bones.

    I think people are generally forgetting WHY BBQ was used so much. It activates generally when you need to find a new target to chase instead of while you already have a target. Floods of rage on the other hand can be really potent if it activates at the right time, but you have no real control over when that is.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833634#Comment_3833634

    Are you arguing that going from an aura being read if more than 40 metres away upon a survivor being hooked and if healing but while most likely in the Killer's TR to being able to get your aura read if a survivor is hooked, if a survivor is unhooked, if a survivor is carried, if a locker is opened, if a gen is kicked and you're close by, if a survivor is downed and you're repairing a gen, if a good skill check is made while repairing a gen, if all survivors have been hooked once each, if a survivor stays injured, if a Hex Totem is cleansed or blessed, if a survivor walks by a closed chest, if you lose a Killer in a chase, or if a survivor walks by a dropped item doesn't represent power creep?

    That the two ways that were counterable before (BBQ and Nurses) to read auras are equivalent in power to the at least six options that you can't counter without throwing the game or have no control over (Floods, Darkness, Gearhead, Grim Embrace, Predator, Weave Attunement) and tell you the survivor's aura no matter whether they're close by or far away isn't power creep? I haven't even included the aura reading add-ons that have been introduced either.

    Ironically given the disingenuous nature of the complaints against Distortion the only way to actually reliably and consistently counter aura reading is to not do anything or run Sole Survivor where you only get value if a teammate dies.

    So, from having two ways to read auras that could be countered to at least three times as many perks that are uncounterable or unable to counter unless you're in a 4 person SWF and the plethora of new aura reading add-ons the survivors have no control over you're saying that aura reading hasn't been power crept?

    Well... you just listed off the effect of like 10 different perks. If your asking if someone hacked the game to allow them to have all those perks equipped, if THAT would be stronger than BBQ and Nurses... of course. Some of those are questionable though. What perk shows auras based with no other activation requirement than survivors being injured?

    If you start comparing 1 to 1, you'll notice aura reading perks haven't seen an uptick in strength. How many closed chests are there in the match that you wanna compare THAT to something reliable like BBQ? T

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833634#Comment_3833634

    I never said buffs, although that's also true. This isn't 2020 anymore where nurses calling, I'm all ears, and BBQ are the only aura perks that exist.

    When BBQ was meta you used to have a base kit counter to the meta aura perk because you could hop in a locker when the killer picked up. It was like a base kit distortion that survivors could use.

    That doesn't exist any more, because the telegraph is simply non existent for most of these perks.

    Lethal was buffed to increase the power level of all aura perks.

    There have been an absolute ton of new aura perks added to the game over time. Killers can get aura reads from kicking gens, breaking pallets, a survivor being near a dropped pallet, opening a locker, unhooks, and I'm likely missing a ton more. That doesn't include add-ons or add-on reworks

    Oh, and most recently the survivor just having an item.

    That's power creep. So when you say "what do you mean?" That sounds really tone deaf.

    I never used the word "buffed". Power creep refers to the practice of making new stuff stronger than the old stuff, usually in an attempt to get people to buy the new stuff. Providing more options in itself is not power creep.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833634#Comment_3833634

    I'm also just going to add that this:

    The last time we've gotten an aura perk that DIDNT announce itself was 2 years ago.

    It's deliberately attempting to miss the point or just a lie.

    If I "play around" weave attunement and don't bring an item, it doesn't notify me if someone else's item reveals my aura. It only notifies you if you pick up an item, which, coincidentally, means your aura isn't being revealed any more.

    That's not two years ago. Try like 5 months.

    That's false. Anytime you're in weave attunement aura reading area, a red icon appears at the bottom right to alert you.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833617#Comment_3833617

    The power creep on aura perks has been steadily increasing over several years now. Distortion was likely the only thing holding them back, so there will probably be a number of changes and nerfs needed to aura reading. The game isn't designed for the killer to know where survivors are at all times.

    While I appreciate that your instinct is that this will help the killer spread pressure (it might for some players) that's certainly not the play style we see dominate in the actual game.

    What is also certain to happen is that killers know they can burn through tokens and continue tunneling one person while knowing where everyone else is. They can camp the hook knowing where everyone is and how they will probably approach for rescue.

    A new excuse for camping and tunneling is now "but I'm just playing around distortion by not allowing their tokens to recharge". Not that those people need an excuse, but some people will justify anything.

    How exactly have aura perks been power creeped? Things like BBQ bitter murmer and nurses have been around FOREVER. We've gotten more aura reading that trigger from different causes, but I wouldn't say they are necessarily stronger. Stuff like Friends til the end or Alien instinct I wouldn't say is STRONGER than BBQ. Many of these perks also announce that you've been seen. The last time we've gotten an aura perk that DIDNT announce itself was 2 years ago.

  • My go-to anymore is Dredge. Dredge gets faster nightfall for every survivor that's injured, so... don't be afraid to drop chase and harass a new target after getting a hit. I've been taking advantage of gearhead for this. Survivors typically think they're fairly safe if you are in a chase with their teammates... ESPECIALLY if they're not even in your TR. Make sure to remind them that you can pop out of that nearby locker at any moment, lol.

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832898#Comment_3832898

    Ehm you're the one here assuming things and making what I said personal. I'm talking about myself and that I don't have the time to keep up with every update every single time, for some reason you felt spoken to and think it's rude? You're making it personal for yourself, not me. Someone else already answered my question.

    Literally anyone would understand "I have a life" to imply anyone with the information you don't have to NOT be like you... Unless you're in the habit of saying completely unrelated things in the same sentence. Do you in fact have such a habit?

  • I usually go for the mori, but you have challenges that require hooks that might get people to hook rather than mori. You also have people that just wanna hurry up the process if the last person's teammate is dragging out their death on hook.

  • If it gets to the point of "This Ace is pretty cool", we just want to be able to yeet you through the hatch. Some of us have even gotten good at dropping survivors at the exit gate boarder to the point their characters crawl out.

    I remember playing against a Nemesis who brought a red morithat we decided to serenade with 3 people using bardic inspiration. After doing a Congo line and goofing off abit, he took his 2 hooks and refused to mori anyone, instead dropping us at the boarder.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831358#Comment_3831358

    The stats they gave on this is that they can track survivors who die on first hook. Which, while it may include survivors who are simply not rescued or heavily camped, those situations are pretty rare. So that's most often going to be someone taking attempts and missing skill checks.

    Might be a slightly inflated number, but since the most egregious example of this is probably skull merchant, and the "death on first hook" for her specifically was about 3%, we aren't taking about numbers that are going to drastically change the kill rates here.

    That example you gave is why I have 0 faith in its validity. There's no way in he'll SM, the most hated killer that so many people openly admit to killing themselves against... only had 3%.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831494#Comment_3831494

    There might be too many killers to effectively cover in training/content. However more could be done to teach new survivors the basics, so that when they encounter a new killer they have something to fall back on.

    Currently you get one go through a few training exercises, a couple of bot matches, and then you're thrown to the wolves. That's nowhere near enough to actually learn how to play the game.

    There should be a modest single player campaign. A gauntlet of about 15 bot matches that pit you against the first 5 killers (which have bot programing already thanks to 2v8) on the five core realms, with increasing difficulty owing to the killer gaining more perks, taken from the pool of their own perks plus the generic ones. E.g. match 1 is Trapper on Shelter Woods with Agitation and Brutal Strength, match 2 is Trapper on Suffocation Pit with Agi, Brutal and Unnerving, match 3 is Trapper on Coal Tower with Agi, Brutal, Unerving and NOED. Match 4 is against Wraith... and so on. And you only move on to the next one after you've escaped.

    This would expose you to perks like Tinkerer, Nurses Calling, Huntress Lulaby and NOED. All of which could be safely highlighted without negatively affecting their opponent. It would teach survivors how to deal with a range of different killer powers, traps (trapper), stealth (wraith/tinkerer), ranged (billy/huntress), anti-loop (nurse), exposed (NOED) and Hexes in general. That's enough to get the fundamentals.

    Make it repeatable. Give it a modest but fixed bloodpoint reward (from 5K up to 15K per match depending on the "difficulty"), with a one time 250K reward for completing all 15 for the first time to set them up with some perks.

    That might be a thing in the future, but killer bots are still a work in progress. I remember reading just recently that there was an issue that killer bots didn't react any differently if blinded. They'd still go directly to you. The bots in this game having wallhacks kinda makes things tough. Maybe one day though something like you said could happen without the Nurse bot always knowing EXACTLY where you are.

  • @H2H said:

    I see your point, but I think some guidance would be appropriate.

    for sure, but you cant mess with gameplay in the name of "guidance". If I found a nice angle to stalk from as Ghostface, I wouldn't want a glowing neon arrow with a message saying "Break LOS from this guy right here". I feel like this is why they have the system they currently do with the loading screen messages. Those provide useful information against that killer for the first few times you face it without interfering with the match itself.

    The problem is... there's so many killers that's it can be hard to remember them all unless you're like me and try playing as them all. Killer updates make this situation worse.

  • @H2H said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831373#Comment_3831373

    For that aspect, I think a lot more in-game guidance is needed. I know having minimal HUD/on-screen elements is part of the visual design, but IMO that’s doing a disservice to a lot of players.

    What I’m imagining is this, for example: if you get infected by singularity’s pods, the game should state right on the screen “use an EMP [with a pointer to the nearest EMP box] to remove the pod!” If there’s a camera in range, it should get a “disable this with an EMP” note. When it re-enables, put “camera re-enabled” on the screen. If he teleports to you, it should say something like “Killer teleported to you because of the pod on your back! Remove it with an EMP!” Once a survivor has this stuff down, they could have an option to turn it off, maybe on a per-killer basis.

    Same with various sound cues. If a twins player unbinds Victor, it should say something like “Victor has been released!” That way people can actually learn what the sound cues mean.

    I’m sure there are game UX folks who could make that better, but that’s the kind of thing I’m thinking about: on-screen, clear messages and HUD elements about the game mechanics.

    Having arrows point out everything kinda screws with gameplay. We really shouldn't be pointing out ever camera placement anymore than the killer get an arrow saying "ATTACK the survivor that is hiding behind THIS bush" or "Remember, you can pull survivors out of lockers".

  • @H2H said:

    While I agree that a lot of it comes down to survivors simply playing poorly and many of them refuse to get better, I think there’s also a lot to be said for the fact that there’s dozens of killers, each with unique mechanics. If you see a killer once every thirty matches (or even less for a lot of killers), how are you expected to learn their mechanics and how to play against them?

    Most DBD players are not obsessive perverts like the rest of us (complimentary 😝), they’re not going to read forums or reddit or watch videos to find out how to play against Singularity or the multiple iterations of Skull Merchant or Freddy or whatever. And honestly, they shouldn’t have to. This game absolutely needs better guidance and tutorialization, in-game and out.

    How would tutorials help with the issue you stated though? There's a ton of killers with unique powers and addons/ perks. How is a tutorial suppose to help you memorize all that?

  • @AmpersandUnderscore said:

    Say it with me:

    Matches. With. A. Disconnect. Aren't. Included. In. Kill. Rates.

    How do they know which matches to not include for hook suicides?

  • I USE to play soloQ when I played survivor. The constant early suicides pushed me away from that. Now I'll only play with a SWF, not because of comms but because a SWF teammate is less likely to suicide since they'd have to wait for the match to finish.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831060#Comment_3831060

    i remember seeing a video from someone on twitter the last time they removed DC penalties where they were playing killer and just disconnecting every time a map they didn't like loaded

    Sounds about right. Alot of survivors do that if they see a killer they don't like. If killers could immediately "go next" without a DC penalty, I don't think Erie of crows would get much playtime. You'd see the exit gates open before hearing the terror radius.

  • @trapners said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830948#Comment_3830948

    Its not used as proof more so example, you saying its harder to consecutively play as sef than killer only helps my point


    Not sure if you know this, but playing at random intervals doesnt make streaks die faster.. blight 2k streak also played at random intervals… what is your logic

    My logic is being able to play more makes it easier to get those streaks. As survivor, you'd have to schedule a time when all 4 people can be on. As killer, ANY time you want to play is sufficient. Even if I could guaranteed wins ever match as survivor, I would need a minimum of like 500 hours of back to back matches with a SWF to make an attempt at that 1947 winstreak that was mentioned. That's a whole lot easier to do when I can just work on it whenever I have some free time if I'm playing killer. More time=more attempts to reach higher winstreaks.

  • Something tells me if the killer could decide they didn't wanna bother when they noticed the smallest inconvenience at the start of the match, some people would have their minds changed on the topic of "just go next". You'd also probably have less map offerings get used.

  • @Autharia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831000#Comment_3831000

    It's not as hard as you think it is. If it was that hard no MMORPG would exist now as you need more people in them to do high end activities then you do for DBD, and people do those activities 1 or more times a week.

    It's not hard to get a swf together. It IS harder to schedule 4 people to get on than it is for 1 person to get on. 1 person alone doesn't have to abide by anyone else's schedules. Even the MMORPG example isn't really a good one since you arnt expected to run with the same people to get whatever loot you're after for that day. You can be "soloQ" with a team of randoms and be fine as long as you have the roles covered.

    To match the killer winrates on DBD, you'd need 4 people to schedule several hundred hours of playtime together. If you wanted to match the 1947 winstreak Ayodam mentioned, you'd have to figure out when you'd be able to all get on for roughly 500 hours. This is assuming queue times are short.

    Point being... killer doesn't have to schedule around a team and can just work towards their winstreak at any hour while survivors do. This should be a fairly obvious point and has nothing to do with balance.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830948#Comment_3830948

    So even when survivor players coordinate these win streak challenges they still don’t get anywhere near the numbers of literally any killer on the roster (highest for a survivor group is 230 while the lowest for a single killer is IIRC 400. The highest for a single killer was 1947 or some such). It has to be about more than coordination because even with that present, they’re not touching killer numbers.

    All I'm saying is even if the magical game balance fairy waved her wand and made EVERYTHING perfectly balanced... a group of 4 getting together and agreeing to play will be harder to schedule than 1 single user. Everyone who's ever played D&D knows this. I'm not arguing balance, merely stating that bringing up win streaks is pointless because of scheduling. It is not proof towards pointing out imbalance.

  • I'm always annoyed when ppl use various win streaks as "proof". The reason you don't see high survivor win streaks is because it's harder to organize 4 people getting on than it is 1 single person. As killer, if I feel like hopping on for a random game at 4 am... I can do that and add it to my winstreak. If I try to do a winstreak as survivor, I HAVE to plan it with 3 other people that have the same goal.

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829856#Comment_3829856

    How many times have you got a last survivor wiggling out?

    It's certainly not impossible but I can't recall having experienced that for years, if ever.

    Worst case, if the survivor has a funny build, I'll drop him and let him bleed to death. That's pretty rare too, maybe a handful per year?

    So yes, an extremely small buff as far as I'm concerned.

    Did it ever happened to you?

    While I agree with you it's mostly just a QOL change... I DID have a memorable escape awhile back with my duo teammate. Killer downed us both with NOED RIGHT before we could open the gate. Killer hooked me, then picks up my teammate to hook her. I managed to 4% and get the gate open while my teammate got off via power struggle. 4k quickly turned into a 2k.

  • @Sngfun said:

    At least now if the killer picks you up you know you will be spared...

    That's been my expirience at least

    I'll pick up a survivor to put them in a better position. Had a game the other night where someone used hatch offering for main building. I downed the last survivor while their teammate was dying on hook, then carried them away from main building incase hatch spawned under them.

  • @Mr_K said:

    Bots knowing where you are will always try to be opposite of the killer. This is fine with low wall loops with a killer that can hit over walls. With all other killers, don't bother mindgaming. You can't mindgame something with no mind.

    Just imagine when killer bots play by the same rules. Something tells me people arnt going to like it going against a Nurse or Pyramid Head with permanent wallhacks.

  • If your going against a slugging Huntress that's not hooking, how are you killing yourself on hook?

  • Been getting my challenges done with scratched mirror myers tonight. People don't bring map offerings during the event mode that much and the ghosts are pretty handy for covering his terrible chase ability.

  • I agree whole heartedly. Had a match earlier where halfway through I was like... "What was my challenge this time?"

  • Couldn't help but notice Nea didn't even make the list

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829030#Comment_3829030

    We are talking about killer perks. Territorial perks for killers are generally not a good idea because they would be effective in 3gens and not much else. Maybe on a small map like The Game or Midwich but these maps are already not good for survivors. You generally have very limited capabilities to decide the direction a survivor will run in because they are the one that is running from you, not the other way around.

    Seeker perks are fundamentally not in tune with the killer role. Putting a second objective on the killer can only work, if it was somehow stronger than going after survivors. Which would immediately result in the perk either being broken or incredibly weak. Not to mention, that it would take away interaction between the killer and the survivors.

    Meme perks are a fine idea, although we do have some of those already. Distressing is mostly a meme perk and though Two Can Play doesn't nerf you directly it's pretty close to a meme perk as well.

    Disinformation perks similar to Freddy's dream pallets might sound like a good idea but the problem is that they need some restrictions and are likely not going to work against SWFs (see original Legion concept). These restrictions could either come with these perks being hex perks or something else. Hex perks in general are probably not the best approach anymore. Let's be honest, there is a reason why they are quite unpopular. Other restrictions again are very hard to balance. There is also the issue that as of now 2 killers already have fake pallets (Doctor and Freddy).

    I have no idea how you would even attempt to balance an ability overriding perk. Not to mention, that these would also need some restrictions so that you couldn't just dash and immediately get a M1. Otherwise, playing against a Myers or Ghostface would be a horrible time. Exhaustion perks for killers have the same general flaw in concept.

    Resource manipulation counts as chase perks. We do have some of these already. Bamboozle, Crowd Control and Blood Favour come to mind. What else would you do? Something like Mage Hand? That's literally a killer power, so that will never happen and with good reason. If it was Mage Hand for windows, that would be horrible to play against and I guarantee you such a perk would be hated. Unless of course it came with a downside so terrible that the perk would never be used. Remote pallet breaking is already a part of Knight's power, so that is not an option either. Not to mention that people would hate such a perk as well.

    You only have so many options and you need to keep in mind that these perks could synergise with killer powers. We already know that the devs are not too keen on the idea to ban some perks from specific killers, so that issue can't be disregarded.

    Just wanted to add devs try to avoid perks that are used to buff killers powers since it makes balance a headache. Remember the original function of tinkerer?

  • Why is someone waiting 15 minutes for a game? Are the queues to play as survivor SO packed full when the experience is apparently just horrible every match?

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829083#Comment_3829083

    "Bloodrush lets you use Head On twice"

    BOYS I KNOW WHAT IM DOIN TONIGHT

    You gonna clip it to post on YouTube? I don't think anyone has done that yet.

  • @SuspiciousBrownie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/431099/dbd-shorts

    I know exactly who you’re talking about. The worst part is they bully baby killer too. They tried to do that to me and I shut it down and clipped them.

    Unfortunately a lot of other people are doing it now to because they like griefing killers. And now bloodrush let’s you use head on twice.

    I'm not even talking about anyone in particular, it's just SUCH a common clip to see. That means ppl do it... THEN say to themselves "I need to clip that and show strangers my amazing play".

  • I need a new gaming chair...

  • @Laluzi said:

    If they're hanging by my gate and won't check the other one, I'm assuming they have Whispers. That, or the other gate is close enough where they have line of sight on both gates. Nothing for it but to go up to the killer and pray the puppy dog eyes work. Good thing I almost always bring my lute.

    For this particular case, I was actually the killer. I closed the hatch which had spawned about 10 meters from an exit gate. I assumed the survivor was waiting at an exit gate...and they'd surely would have heard the hatch if they were at THAT one. I didn't have whispers or any similar tracking perk, just some deduction. Found out about the survivors perks after.

  • Just press the open gate button HARDER. It'll speed up the progress, lol.

  • That's the were elk one. Some skins have unique twists to them.

  • @Ayodam said:

    I would go to the other gate.


    Somewhat related… is anyone noticing that both exit gates are spawning on the same wall more often now? There’s no patch note information about this, of course. It seems really strange.

    Not really. Even the case I was talking about here had the gates on the polar opposite sides of the map.

  • @AggressiveFTW said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823580#Comment_3823580

    Trapper and Jason doesn't look anything alike so I don't know what you mean. Sadako and Kayako are like identical almost.

    Was this an unintended slip in that when thinking about someone who resembles Jason, you thought of Trapper? Lol

  • @Autharia said:

    Cause Bad killers cant 4k on hooks and cry about SWFs.

    Wouldnt that mean slugging is more effective?

  • @Viciusaurus said:

    If it weren't for the fact the they make a sound when teleporting, Unknown would be fantastical at jumpscares if you were to combine Third Seal, Undetectable, and aura reading.

    Or just an Unknown with insidious

  • @VantaNite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822348#Comment_3822348

    Right, because video games are supposed to be completely realistic. Id like to see how easily you'll be able to use your shoulder after getting thrown on a hook. Or when killer just kicks a gen and it blows up in their face they take no damage. Or when we jump off a two story building and we dont break our legs. If you made the those attacks have such a wide area of attack they'd basically never miss and the game wouldn't be a survival game. It'd be a killer's game. If you wanna be realistic you should let survivors be able to kill the killer and fight back. Sure most of them would win hands down, but alot of killers wouldnt be able to hold their own if survivors could defend themselves.

    Just so I understand this right, you're saying that when a killer's attack makes contact with a survivor's hitbox, it's ok that it slides off instead of doing damage because... you don't want realism in your video games? Thats the argument?

  • Surprised no one has mentioned window tech how a survivor can pass through a killer hitbox as the killer is vaulting.

  • @MechWarrior3 said:

    hags jump scares still get me. Unknown freaks me out 💯 Sadako scares me sometimes.

    It’s mostly unknown though. Dredge sometimes.

    Sadako gets me at the when she jumps at the screen as I'm lvling her bloodweb.

  • Use to basically have panic attacks when I was still new against Spirit.

  • NOED has been nerfed afew times already by being a hex perk that shows it's aura to survivors.

  • @Devil_hit11 said:

    it is almost like dev agree that current scamper was useless so they're stealth changing it. now i can finally counter god pallets like RPD pallet that purely blocks your way.

    Current scamper feels pretty useless MOST of the time since your forced to basically keep running straight. The only times I get value from it is in spots like hallways where the survivor tosses a god pallet and can only go straight.

  • @jasonq500 said:

    I honestly agree, this should be an actual feature

    The past few games as Chucky I actually have more fun scampering with him

    https://youtu.be/vYlqPPi9JzA?si=QH1NFIS3iL8mNinO

    Didn't know this was a thing. I've been wanting a change to allow turning like this immediately after a scamper so... here's to hoping.

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