MechWarrior3
MechWarrior3
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@glitchboi said:
I noticed that whenever I play Clown many survivors leave the tile once I begin to setup bottles on it, forcing me to reload if I use too many in that singular tile, so you could try that. That said, my playstyle for Clown is really, really weird, so it may not apply to other Clowns. In low wall tiles just predrop right before he can reach you and hope he whiffs if he tries to outplay the predropped pallet with both bottles.
I’ll give it a try 🤣 I need to try something cause he was whooping my butt lol
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@bioticer said:
Sprint burst, Window of opportunity, Kindred. I was considering Adrenaline but it recently got nerfed, Same thing with OTR but im not sure, I would like a opinion
I love OTR in general but Adrenaline is still good. I use it.
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I don’t really do that, it depends on the situation and when I need him.
for example yesterday, I had Victor latch onto the survivor that was near generator that was almost done… I could tell she wanted to finish the generator, but she was incapacitated due to Victor thank goodness so instead of recalling Victor, I just left him on her back while I went towards the generator. At this point in the game, I already had two survivors dead, but I couldn’t afford for that generator to be completed.
(made some edits. Sorry for the terrible typos) -
@Livion said:
Yeah tbh you have to hold w forever if not he is going to out speed you with a bottle.
You can try to dodge the bottles but clowns usually throw bottles mid range so that dodge might end in a hit anyway.
So yeah don't stay at a loop to long and if you can choose go for god pallets .
And if you have an ungodly amount of time in your hands you can try and learn how the clown plays to counter him.
These are what?, 144 pages?, apparently he is extra complex at high levels
https://docs.google.com/document/d/1umXUJy-If1bzdN-Mw3LIr12YYzVFkRv10R-6akE1v5o/edit?usp=drivesdk
144 pages 🤣 I do not have that kind of time
I appreciate your comment though! -
@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707792#Comment_3707792
I really don't think content creators should give marching orders to professional game developers.
I don’t either but they play behaviors game hours on in day out and day in advertising their game, bringing in them new gamers/customers everyday.
I’m sure they have some valuable feedback to provide to behavior.
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@Sava18 said:
WIth how little changes they make a ptb like that shouldn't come into existence. They spend literal months and come up with blantently bad changes, small amount of changes and just bewildering changes such as the mere idea of the twins rework, soul chemical and summoning stone going from mid but interesting to trash and lame, DS animation being removed. This patch amounted to almost nothing, years spent talking about the twins rework for them to get slight number changes and nothing else.
You don't spend 1 and a half months to make nothing changes and when one big patch a year. I'd like to think there's no more than 2 devs on the balance team, one that thinks up the changes and one that implements them into the game.
The reality though is that frustrating games can be ever growing if they get properly updated but bhvr even if they have some how upped their game since I joined in 2021 is so below expectation that it isn't the case.
I couldn’t agree more, I have several friends that play with me on PC and PlayStation that are not on the forms here, but I can confidently say that they would agree with this response you put in as well.
Behavior is a talented crew. I give them that, I just think I need to be more careful and allow more time for things to get rolled out before releasing certain aspects.We have other aspects of the game that takes what should be only a couple months takes years for them to push out.
Sadako is the perfect example of a rework that was thrown together changed so many times and then thrown out to live service. She still has a lot of things that behavior should’ve taken care of and didn’t, and I feel like that goes with a lot of other killers as well.
For example Freddy should not have taken almost 5 years for them to finally get around to a rework. My fear is it will be the same result of the twins son number changes a possible revert on some thing.
All reworks should aim to be as successful as Billy’s was.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707482#Comment_3707482
Thats quite a bit of speculation... Also a weird thing to call him egoistic when he always tries to point out when something is busted for ordinary players.
Fair, but then we would need a full power rework, again... And I don't think that will be the top priority as of right now.
which is frustrating once again because something should be worked on until it’s fully completed. Not half. A lot of their reworks are like that. It’s frustrating for sure
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@FrostySeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707518#Comment_3707518
Aight, where's your proof for that? Or I guess we could just make incorrect assumptions. She was hated then for 3 genning, and she is hated now for the reasons I already stated. If she had a Skillful power that had a lot of depth to it, rewarding the Killer for mastering it whilst also giving the survivors a nice amount of counterplay then she'd be loved by all. Look at Hillbilly, most players love going against him and playing as him because how fun his power is. He gives survivors ample amount of counterplay whilst also giving the Killer a very, very strong kit that can give even the best Survivors in the game a real challenge.
The proof is in the pudding with how people have been behaving towards her, there’s no getting the bad taste out of their mouth with her. 🤷🏼♂️
Not to mention, I already disproved your originally post with facts you completely bypassed because well….there facts…so I don’t have much more to say on this topic of your thread other than what I did say, some of the community needs to stop beating a dead horse especially when they know they keep doing it. It’s pointless. Skull merchant isn’t the monster she use to be. It gets old… -
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707485#Comment_3707485
Well honestly I don’t think it would even matter if they stacked still since the kicks per gen is limited.
I would agree. It was more of a what “if” scenario if they felt it was too strong, but I don’t feel it would be too strong either.
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We both know they could rework her 30 times and some of the community would still be complaining such as the author of this Post unfortunately.
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@FrostySeal said:
Seriously, going up against this Killer is easily the least fun experience in the game, and that's saying something considering the Twins still exist. The fact that this Killer has a 70 percent Kill rate it shows just how badly this Killer needs to be reworked, overshadowing practically everybody else except for Freddy. And before anyone says, I know that the kill rate is inflated due to the mass amount of DCs, but regardless that's still a bad sign. The only other Killer to get such mass DCs was old Legion, and he was literally an uncounterable Killer. DBD has to abandon its roadmap because the community can't just keep having to consistently wait for completely overpowered or useless things to be fixed. Dead Hard took years to nerf, Made for This took 6 months to fix, Trickster took years to become viable, Legion took years to fix, we can't keep waiting years for some of these things to be fixed.
This dead horse is becoming tiring to hear about.
False…..The 70% kill rate is due to hook suicides…not actual kills, so no it doesn’t.Also false. DCS are not included in the data report here in the screenshot. So no, it doesn’t.
Id be more than glad for Skull Merchant 1.0 to return since the 3 Gen System is in place, by all means.Skull merchant is b tier at best.
Let Freddy have his rework.
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@Blueberry said:
I mean we already had a small meta and then they nerfed stbfl and sloppy making the list of viable perks even smaller. Not even getting into all the other perks they destroyed like all the gen kick ones and Thana. Honestly old Thana was fine and the gen kick perks should get buffed back since now that we have the 3 gen limit their old strength is no longer an issue. Most all the other perk options are just so awful the current meta gets defaulted. We need another patch with significant perk buffs. They need to stop nerfing perks in general and focus on buffing bad ones. If you nerf and buff we just replace one meta for another. If we just buff other perks then we get a larger pool of viable perks diversifying the meta, that’s healthier.
I would love to see gen kick perks get buffed back since we have the 3 gen system in place now. Would be nice. At least put COB back to its original numbers, just don’t make it stack with OC.
Boom 💥 done -
@humanbeing1704 said:
glad it did I saw people on twitter arguing that there’s nothing wrong with abusing this bug it’s the devs fault
It’s the devs fault? They’re delusional. Like they control every bug that exists lol
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Not my hatchets 🪓 lol. Mine hit the smallest of debris..
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@SimpleSage said:
This is gonna be pretty long winded as I quite enjoy game development, and who doesn't like to chat about things they enjoy? However for a quick answer, yes and no. Yes as in departments do focus on a specific area but no because no one department creates something from concept to finished product. Its multiple departments working together in smaller teams.
I don't work for Behavior and every company is different, however I do have a general knowledge on how this works and you have the right idea.
The "development" aspect of game design is kind of like a cube, it has multiple sides, each responsible for a different core element of the game. Generally these sides are Design, Writing, Art, Audio, Sound, and Programming. These are just the larger sections of the development process and are broken up further into specific areas of focus similar to what you suggested.
This is where things might change for Behavior specifically. Mostly this is broken up by new content and reworking existing content. Its also common that once a specific task has been completed that team may be assigned a new task that may not be in the same field. For example, If a team was tasked with creating a new chapter for DBD, after that chapters release, They may be tasked with any immediately fixes over the next couple of weeks. They could hand over the maintenance to another team and start working on the next new chapter. Or they could even jump to a rework of a previous chapter. How that specifically works changes from company to company.
For Example, While Alan wake was in development, One team worked on that, another was in charge of "All Things Wicked", a third working on this most recent midchapter that releases tomorrow, and probably even more teams working on 2 maybe 3 more chapters that are yet to come. The Devs have mentioned a few times that chapters releasing now have been in development for months, maybe even a year or more and this is pretty standard. As for how each team is broken down, in regards to the Alan Wake Chapter, this means some were working on Alan Wake and his perks, some were working on the Anti 3-gen system, another focused on Blights new add-ons, another on Onryo, and another on Billy, so on and so forth. These teams featured people form all the different areas who would work together to build each piece of the chapter.
As for the scope of each aspect of development :
Design
This is 2 rather large aspects, on one had you have the designers who "design" features and content for implementation, they create the blueprints for the other departments to follow when completing their tasks. But you also have designers who build physical objects in the game.
For the "ideas" designers: If we look at DBD specifically this department is probably broken up into teams that each focus on their own chapter or midchapter which is then further divided into the specific area of the chapter/midchapter they are responsible.
This means there was someone/multiple people who fleshed out Alan's perks and how they would work, as this is a license physical design wouldn't have been as big of a feature. Someone/a group designed the 3-gen system, designed the solution, how it comes into play, what it looks like in effect, and dictated how various perks would interact with the system. This would have been very similar for the Blight, Onryo and Billy in regards to their reworks as well.
As for the "physical" designers, level design, or map design in this case, is a really good example of what they do. They created the actual maps we walk on, chose the layout, designed the tiles that can spawn in it, placed the trees and rocks and other visual elements. Of course this isn't all they do, but its really good example to give you an idea.
Writing
These are the Narrators of DBD. They are in charge of writing killer and survivor backstories, dialogue, tome stories, perk and cosmetic descriptions and flavor text, etc.
This probably works similar to the design team and how that's split up as well as potentially having another team whose job it is to correct spelling errors throughout DBD and not just in content actively being worked on.
Audio
Chase themes, voice overs, the various killer and survivor vocals, map ambiance, SFX, and promotional commercials and videos are all handled by them. Generally these guys are working on new content unless there's an audio overhaul in the works for a map/killer rework (new chase music anyone?) These guys might also be broken down into slightly different areas, You have a team who works specifically on killer/survivor voicelines, Another that focuses on chase music/ lobby music, another that does SFX, things like that.
Art
These are the visual designers, rendering the killers, survivors, and maps, designing cosmetics and charms and even promotional art like collection and tome banners.
You'll have people who specifically design concept art for characters, maps and cosmetics. People who specifically design the 3D renders for in game use, You'll have your promotional team that does things like tome banners or other artworks for social media. You'll have people who specifically work on the 3D map visuals. And of course its not uncommon to have people that do all the work from the concept design to the in-game render.
Programming
This is where things get complicated. Programming is an extremely large umbrella with many many different things that fall under it.
You have your programmers who work specifically with the base game, these are the people in charge of things like maintaining source code and the games security as well as base game play mechanics, things not specific to a killer, survivor, item, and so on.
Animators (I'm just going to include this under programmers) these guys… animate. They are the reason your character moves their body when preforming actions or just moving. They also deal with things like physics, think about hair or clothes moving when you run or plants swaying when you brush against them.
You'll have people who specifically work with AI, Think Knight's guards or Nemesis zombies, they design the "brain"
for these characters. How they navigate, how they process information, and how they react.The other aspect of level design, these guys are the ones who create the map generation, the reason environmental objects have hit boxes, Why you run on the ground and don't fall through the map.
And then you have the programmers who do what most people think when they think of a programmer. They write the code for killer powers, add-ons, items, offerings, perks etc.
thank you for taking the time to humor me and writing this out. It means a lot. 🥰
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I like it too 😁
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/412169/did-they-shrink-ada-s-body-size
Well they changed the engine to UE5 and as far as I saw on youtube the gens look a little bit bigger. So maybe they didn't get the sizes right with the new version.
I would be impressed if that update is without any bugs xD
Absolutely - to be expected 😁
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@I_Cant_Loop said:
The fact that this is being complained about just proves to me that UW got exactly the treatment it deserved
I’m not sure why people don’t use floods of rage. It’s an excellent intel perk. I like it at least 😊
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706735#Comment_3706735
Do you WANT the Killer to be broken?
Victor CANNOT be out all the time.
True, it would be a little too strong now that I think about it. There has to be a cooldown somewhere.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707289#Comment_3707289
It does look a lot to do with the engine upgrade, I don't know any game which is Live and has made the switch to not have problems. I can assure you that the team is doing everything they can to try to resolve the issues as quickly as possible, it's definitely not a pleasant situation for anyone, and one we'd rather not have.
We appreciate players patience whilst we work to resolve all this <3
Honestly it was only a bit patchy the first day. After 24 hours it was smooth sailing for me. 🤷🏼♂️🥰
I think it was handled very well. Most games I’ve seen make switches like this take weeks before it smooths out. You guys did it 24 hours.
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I went up against it twice yesterday. It was plenty loud for me. Didn’t sound any different in loudness than it usually does just with a deep voice 🤷🏼♂️
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In my opinion, it’s part of the game. Sometimes I will start to tunnel early like this. Not often, but simply because I want to establish early pressure and put the pressure back on the survivors.
Gens in my lobby pop so quickly, so if that match I wanna sweat or ultimately secure pressure in my favor that’s what I do. A solution doesn’t need to be made for this. It’s part of the game in my opinion. I don’t think we need a solution for every little thing.
In most matches though I don’t really care, gens are gonna pop with or without me having regression perks because the survivors I go up against are really talented, so generally I just pick random perks I think I’ll have fun with 😅🤣(Generally only 1 regression perk. My favorite is surge because I don’t have to waste time kicking the gen.)
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Great…sigh. Recalling victor while latched would’ve been neat. Instead it’s a bug…back to boring 🥱 twins again. I’ve lost all interest again sadly
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I would love another skin for Sadako
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706684#Comment_3706684
It’s a tough fix. The core problem is that there’s zero fun on charlotte, she does nothing. She’s an m1 with no power. So the more you limit Victor chain hitting the more the player is forced to walk around as an m1 with no power, boring, plus weak, but more importantly boring. People want to limit Victor and I get it, but the more we do that the more we need to give some additional fun factor to charlotte. Maybe charlotte needs an ability of her own as well.
I agree with this 💯
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@Stino57070 said:
A lot of rollback and my controller vibration no longer works. All this since the update, I'm on ps5
Same.
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Not at all
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Terrible Idea.
@AnxietyDrone said:
I've been having issues with my dbd, working closely with tech support on it. During testing with them my DC penalty is now at 6 hours. I've sent them everything on it, my files on my computer, screenshots of errors, I've verified my files, and nothing has worked. They can't get rid of the penalty for me because it's "completely automated" like #########? We're testing this ######### together and you have no way to waive a penalty I shouldn't be accruing in the first place because YOUR game is the system not working??? It's absolutely ridiculous. It's still kicking me out and they've refused to help me saying they'll pass my info on. To who? I have no idea. I do know that I went two days with no error kicking me out then boom today I get booted and 6 hour DC penalty is back. Fix your game. It's not my system, not my internet, not my problem. You should've fixed it for me and waived the ban.
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@_Onyx_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706564#Comment_3706564
All of my experience with Knight leads me to the conclusion that the Devs did something to Knights coding while he was kill switched to make his guards worse. Whenever stuff like this happens, I always assume they're doing stuff behind the scenes with like a rework or a fix with their power. Clown was 'buggy'/couldn't do things he normally could for a few weeks, all before they announced his rework and then the stuff that was "buggy" suddenly synced perfectly with his new kit and it mads sense. Twins were recently bugged for about a month, and then when they got fixed it was announced they're reworking them (obviously the full rework never went through) but you see my point. I'm hopeful all these issues with Knight are the team fiddling with him behind the scenes.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706602#Comment_3706602
Knight used to be a powerhouse when chasing a Hunted Survivor, now he's a pushover.
Don't get me wrong, there are play styles that do work and make Knight stronger and more threatening. But comparatively speaking, Knight is the worst on the roster. Down there with Freddy. I always rank Killers comparatively, I find it helps you get the most logical looking Tier List for the Killers.
B Tier is Killers like Plague, Demogorgon, Myers, Clown. Killers that have insanely good snowball potential and can maintain a good amount of pressure, but not as well as the A or S tier Killers can. Knight is definitely not on par with that level of gameplay.
sounds more like a conspiracy theory….its not rational and it wasn’t in the patch notes. Anywho, that’s my opinion, but I am going by the facts.
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@Tyler3 said:
Once The Pig uses up all of her traps, she pretty much loses any pressure she had on the trial. Well what if she had unlimited, or even just a few more traps, that would spawn in her inventory one at a time, every 180 seconds, or more? I feel like this could be a really good buff for her, allowing her to delay generator progress much more efficiently and keep consistent, but not constant, pressure on the trial. What do you think about this?
I love the idea of the bear trap regenerating over time but I don’t think they’ll do it sadly.
It would lead to other nerfs. -
I miss the haste effect. It takes a hot minute to catch back up.
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it feels so weird 😅
It feels like I am getting stuck when I go over the window lol.
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@_Onyx_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705897#Comment_3705897
Gotta say, I've never been stunned until recently. If that has indeed been a thing since the ptb, I struggle to see how in all my hours and many matches as Knight (since his release) I've only started to get stunned since he came back from being kill switched. I always sent out a Guard at a pallet before it was dropped preemptively and was never once stunned by it.
@kit_mason @MechWarrior3 the nerfs I'm referring to are the coding for his Guards. There is no doubt in my mind that they're extremely less sophisticated now. I refuse to be told that the Guards were always like this. Early on in his gameplay the worst thing I'd see a Guard do is hole themself or go around a wall that wasn't necessary delaying the hunt by 1.5 seconds at most. Ever since the kill switch, he's come back and his Guards are worse than useless, unless the Survivor just straight up panics and essentially lets them hit them. They get stuck at least once a match, they get manipulated every chase. This rarely happened before the killer switch
I don’t think the developers went out of their wait to make the guards less sophisticated… I don’t believe that for second and then if so they didn’t put it any of the patch notes?
No. Knight has bugs that should’ve been addressed while kill switched for so long but they weren’t. The game in general in my opinion has been more buggy since knight came back. (Not blaming him)
Especially these last few weeks
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billy is fine. He doesn’t need a nerf.
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@_Onyx_ said:
The Knight has been absolutely gutted. A once excitingly unique power has undergone heavy nerfs to the point where their power is a joke and ultimately a hindrance to the player.
This is how The Knight's power currently works, for those who aren't too familiar:
- Has access to 3 Guards that cycle through the list after one has been deployed.
-- Carnifax; performs Orders in the shortest amount of time, has a medium sized detection radius, and has a long Hunt duration.
-- Assassin; performs Orders in the longest amount of time, is the fastest while Hunting, has the shortest Hunt duration, and has the smallest detection radius. Inflicts Deep Wound on a healthy Survivor that is damaged by it.
-- Jailor; performs Orders in the longest amount of time, has the largest detection radius, and has a long Hunt duration.
- While creating a Path, The Knight's Terror Radius and red stain is removed, does not see Survivors; their scratch marks; or blood. The Knight does hear footsteps, groans of pain, and Survivors' interactions with the environment.
- The Guard being Summoned can be stunned by a pallet. The Knight is immediately removed from controlling the Guard's Path, and suffers the stun duration.
- When a Guard is Summoned, they can be used to create a Patrol Path. The Knight gains Haste for a few seconds when deploying the Guard.
- The Guard can alternatively be used to perform break actions on pallets, walls and generators.
- A Guard that is patrolling will detect one Survivor inside of the detection radius if they are spotted or if they perform a loud action, regardless of elevation difference.
- The Guard takes a few seconds to spawn at the location where the Survivor was detected.
- A Hunt ends by a Survivor outlasting the duration, coming into contact with the Standard (flag) once it has activated during the Hunt (the standard becomes active when the horn sounds during the Hunt), any Survivor being damaged by the Guard, the Hunted Survivor being damaged by the Knight, or by performing an unhook action.
- The Guard can remove a Hunted Survivor from a locker and put them into the dying state.
- When a Guard damages a Survivor during a Hunt, their location is revealed via Killer Instinct for a few seconds.
- While Hunting a Survivor, the Guard gets distracted when the Survivor vaults or drops a pallet and goes towards that as a priority, instead of single-mindedly following the Hunted Survivor.
- The Guards can also get stuck on objects that are in the direct route to a Survivor instead of going around them.
- The Knight must have a clear space of about 6 meters in front of him in order to be able to Summon a Guard. (Meaning no object, no dropped pallets, no wall in that 6 meters -- give or take a few)
The Knights add-ons are a joke too:
- A green Undetectable and an Oblivious add-on that are reliant on Survivors escaping a Hunt (something you ideally don't want to happen). While also having a short duration, not worth because of the criteria to activate it.
- Guard specific add-ons that don't offer an amazing effect, not worthy of being purple. Scream, Aura near dropped pallets, Haste.
- Exhausted and Hindered 15 seconds for escaping a Hunt. But doesn't specify how much % Hindered.
- Boring browns and yellows to boost the base numbers of the Guard's affect. Patrol speed, Path range, Order time, Hunt duration, Detection range.
- Ultra Rares that don't give the player enough time to do anything with in the majority of situations. An Exposed effect that lasts 8 seconds. And a Bamboozle and Blood Warden effect that isn't the most useful when you consider how Survivors play around the Knight when they're summoning a Guard.
- Hemorrhage and Mangled that only apply for a Guard damaging a Survivor (never gonna happen against good players).
- Blindness for 60 seconds, which is actually pretty decent, but still not worth using when trying to get the best out of The Knight.
- The specific Guard appears back-to-back in a cycle. Actually really useful for specific play styles.
It's just annoying. A Killer that has the potential to be very fun to play as, with room for Survivors to counter in many ways, reduced to this laughing stock.
Ideally, The Knight should work mechanically like this:
- Summons a Guard directly on himself.
- Guards spawn in 0.5 seconds on a Survivor when they're detected.
- When Hunting, the Guard will always take the route that reaches the Survivor the quickest. (This allows Survivors to manipulate their own movement in order to cause a Guard to redirect through a vault location, through a pallet, rotate a certain direction around a tile etc. Providing engaging interactions with both the Guard and Knight player when being chased by both at the same time. While also effectively applying pressure to a hunted Survivor when the Guard is being left to hunt them alone.)
- Majority of add-on effects are activated on Guard deployment or Guard detection. With the number values Increased.
If there's anything I missed, then please correct me. Knight needs to be looked at and fixed asap.
He hasn’t been gutted because there hasn’t been any nerfs. Is he buggy? Yes. That should be fixed. He is as buggy as twins use to be.
He’s never been nerfed so I am not sure where you got that from, unless I missed a patch note.
If you know which patch note it was I would like to take a look so I can provide better feedback.
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These were great changes! Thank you! :)
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I’m only excited about the new store layout. Disappointed about the rest.
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@[Deleted User] said:
"SuCh a SaD LowEr FoRm of ExisTancE."
"ParTiaL DaRknEsS. FixiNg CoRTeX."
"YeS iT HuRTs. GroWTh OfTen DoEs."
ohhhh!! I love these too!! 🥰
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@Senaxu said:
I know a lot of people are upset that many of the planned changes aren't coming and for the Twins most of the planned changes aren't going live, but it's the right decision.
It's also important to point out that BHVR is now listening a lot to the community's feedback and that's a good thing and a big improvement compared to how it used to be, props to BVHR at this point.
We'll definitely get a rework of the Twins or various perks that are still problematic at some point, but it's better that these only come when they're ready and not released in an unfinished/unbalanced state.
I agree 🥰
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704905#Comment_3704905
Of course they are going to fix him at some point.
I most certainly hope so.
I'm not saying they shouldn't fix his issues. I'm just acknowledging that the company has limited bandwidth, and I want to express my opinion about where they should focus their time and energy.
That’s 💯 valid and I would agree.
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@appleas said:
3.0 condemned pressure is a nice balance between 1.0 and 2.0. I don't think passive condemned should make a return and her yellow and purple addons need an addon pass. The lack of viable addons is what makes her feel restricted. Having addons that give various debuffs to Survivors who hold tapes would encourage them not to hold on to tapes indefinitely.
On the topic of basekit buffs, I think making current ring drawing basekit and the addon increasing the amount of Condemned stacks to other Survivors from 1 to 1.5/2 when a Survivor holding a tape is hooked would introduce more pressure on a macro level. This would help offset the relatively ease Survivors can find a tv and turn their tapes in.The previous iteration of Ring Drawing giving one Condemned stack when healing a Survivor from injured to full could also make a return via another addon.
This would be nice too :)
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704383#Comment_3704383
BHVR will prioritize fixing and improving content that people enjoy and will continue coming back to the game for.
So I'd say my feelings on the matter are fairly relevant to the discussion.Well, feelings and facts are two different things.
“Feelings” are not really relevant in this particular situation. The Knight may not be a major priority for them, but that doesn’t mean that he shouldn’t be fixed… it would make the experience better for the player playing him as well as for the survivor. The killer matters too
He’s still a character that the developers took 11 months to create. Of course they are going to fix him at some point.
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@Skitten56 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704695#Comment_3704695
I call her 3.0 version global condemn lite. While it is not a true map wide condemn like 2.0, it still retains many of the flaws that came with global condemn but at a reduced value. The main flaw being that it can apply condemn on multiple points of the map at once without require Onryo to be nearby and as a result survivors have to disable TVs in order to protect themselves. This means that with one action survivors can protect themselves from condemn while also limiting Onryo's map mobility by teleportation. This is the opposite of 1.0 where survivors didn't need to turn off TVs to protect themselves and were actively discouraged to do sure by the threat of cursed tapes.
However, while I strongly prefer Onryo's release mechanics when it comes to condemn and TV tapes, in any version of her power were survivors are punished by not turning off TVs such as 2.0 and 3.0, we cannot have passive condemn from TV tapes. This is because it would create a lose-lose situations for the survivors.
For example with her global condemn lite 3.0 form, a survivor has to grab a tape before working a gen in order to protect themselves from condemn. If they do not do this, then the survivor will quickly gain condemn as Onryo teleports around. However if grabbing a tape applies passive condemn as well, the survivor is equally punished for grabbing the tape to protect themselves and takes the risk of condemn over time. Both of these scenarios can be dangerous if the survivor wants to make any gen progress and it gives survivors no means to effectively counter condemn while progressing the objective in a timely manner. A lose-lose situation as said and one that I think would be unhealthy for the game.
These problems come from the concept of map wide condemn, even if it is in a reduced form such as her 3.0 current version. I've been saying it since the 2.0 PTB but any sort of map wide condemn on Onryo makes her hard to balance and punished soloq/new players; attempts to balance this results in her being too weak in higher MMRs against skilled teams.
I truly believe the best way to make Onryo balanced and fun for all MMRs is to go back to single TV condemn upon Projection like in her 1.0 version but with some new QoL buffs such as an increased basekit condemn range to 18 meters, while also reverting the changes to TV tapes so that survivors holding tapes gain passive condemn again.
”I truly believe the best way to make Onryo balanced and fun for all MMRs is to go back to single TV condemn upon Projection like in her 1.0 version but with some new QoL buffs such as an increased basekit condemn range to 18 meters, while also reverting the changes to TV tapes so that survivors holding tapes gain passive condemn again.”
This ☝🏼💯 agreed. I want this so bad. I never wanted these new changes with condemn. I do appreciate the Deb trying to do something different to make her stronger, but I still wanted to keep all the other stuff the original
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@Skitten56 said:
Good showcase of some of the issues with current 3.0 Onryo. Especially how easy it is to drop tapes off in the killers face mid-chase and how bad her stealth is with the VTR. I love your suggestion of a map wide lullaby to help resolve this.
Only thing I would disagree with is Iri-tape and Tape Editing Deck being trash. Tape Editing Deck is on the weaker side but not useless. It has niche value for early condemn buildup. Iri-tape can be exploited by good survivors which can make it very weak due to their ability to see TV auras and rapidly disable your TVs leaving Onryo powerless for an extended period of time. However, when I use Iri-tape, I bring builds to counter this and aggressively defend my TVs as well as trying to keep their whole team injured. Essentially overload them with tasks to do like gens, heal, totems, and then their desire to touch tapes diminishes. Although against really good teams it will still be a struggle, but it can be a fun struggle.
Overall I agree with you and also would love to see a return of the 1.0 release Sadako but with the QoL buffs.
”Overall I agree with you and also would love to see a return of the 1.0 release Sadako but with the QoL buffs.”
facts! I agree ☺️Thank you for your time my friend. :)
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A couple of years for a twins rework that resulted to some number changes.
I agree 💯
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I would like to see Behaviours Response to this thread. I’m curious to know their thoughts.
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Freddy is priority though. He needs to be first. He needs a dework than rework.
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Perhaps a feature at this point in the game where crows notify the killer where the survivors are because objectives haven’t been worked on for X amount of seconds.
If this sounds like a bad idea Whispers is an option. I know I know a perk shouldn’t be the solution, but hear me out. There was a span of a few weeks where I kept running into this issue but that perk helped so much.Another possible mechanic would be a scream followed by a notification?
I am not sure. 🤔The survivors are at a huge disadvantage at this point but they shouldn’t be “compensated” 2 survivors are dead. The killer was working on his objective while the other 2 survivors are just hiding.
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@opxtreme said:
https://forums.bhvr.com/dead-by-daylight/discussion/411542/combining-survivors-inventory
Mobile does this, idk why core doesn't
Mobile has a lot of neat QOL changes that we don’t and skins. It’s sad 😔
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I love it when he says vision compromised 🤣
Or “tHis iS Beettterrrrrrr”
