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Ohyakno

Ohyakno

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  • Just revert her in the meantime. Or at least give her two scan lines.

  • @BbQz said:

    Everything should be in general. This part of the forums is a ghost town and don't think I haven't noticed mods moving problematic threads to this area to kill them off. Or greatly reduce visibility! The forums should always be moving quickly separating something as wide as suggestions and feedback from general discussion is crazy as the anything from talks about a new perk to telling some one to "get good" can be moved here with our technically being incorrect. To terrible system and FAR to wide of an umbrella so the mods just use it to kill threads

    It's dead because they ban anyone that says anything even mildly contentious. A few years ago it was much more active. There's only a certain subsection of people interested in longform, old fashioned forums and they've been whittling that popularity down for years.

  • @Flexyy said:

    i hope so, i feel like they dont ever test this stuff. what goods a ptb if they dont listen

    Because they are professional game designers and the community should not dictate every single change

  • These are pretty smart and much less intrusive and convoluted ideas than what BHVR tried to fist into the game.

    That being said absolutely no to voice chat. I don't even like the ping idea for how immersion breaking and sweatier the game would become, but maybe it's necessary.

  • Ridiculous. If you're seeing tunneling this often then everything the killer does is tunneling. It's not that prevalent.

  • They paid money for the terrible algorithm that runs this. They will never get rid of it.

  • @BugReporterOnly said:

    Next update they are giving him a delay again and before he got his bottles you see people using Pinky Finger which is an insta down when used correctly. He's fine as is. They wanted to put a thing across the board to prevent killers to stack haste and hinder effects and there was massive backlash so they didn't go through with it but removing his yellow bottle isn't the answer.

    Pinky finger is one of the worst add-ons in the game. It is truly awful.

  • @Mandy said:

    Thank you for such detailed and constructive feedback!

    There are threads with dozens of insightful and well thought out comments from insightful and experienced sadako players...... And this is the one you pay attention to? What's the rationale behind that?

  • @[Deleted User] said:

    I don't think this will be an issue at all. They could double survivors repair speed and a killer would still have an advantage in a 3v1. Unless the repair boost is extreme, a 3v1 is still an almost impossible to lose scenario. Like, genuinely ask yourselves, how often do survivors even complete a single gen in a 3v1?

    Depends on how many gens are left, what killer you're playing and what the map resources look like.

  • You wanna nerf legion? Really?

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990802#Comment_3990802

    So, even getting into a locker to avoid BBQ (which was literally meta pre-6.1) is slowdown. You have to find a locker, wait out the aura read, and go back.

    Pop isn't avoidable. The only way to prevent kicks is either gen block (so, repressed alliance) or to give up a health state or two working the gen while the killer gets free hits.

    Honestly not sure what the middle paragraph is trying to say, but you should look up base movement speeds at minimum. It might surprise you to learn that killers are faster than survivors.

    Gens aren't the killers objective, survivors are. Gens are a consumable resource for the killer, and, coincidentally, the killer can still get kills or even 4k after all gens are complete.

    What games are you playing where you have time to actually kick a gen?

  • People don't remember this but years ago during the one of the live streams they introduced some stuff for survivors and then someone said well we have some cool stuff for Killers too and two devs there literally rolled their eyes. Killers don't have any advocates left on the dev team and frankly I'm not sure they have anyone that understands the bones of their game and what made it successful. They're trying to ape other failed asyms by shifting power to the survivor role. How'd that work out for them?

  • Or like, you could just ask for rift skins to come back. I don't think money needs to be involved?

  • I don't think adding like ten perks basekit at once was the way to go. Give base unbreakable and work from there.

  • @vol4r said:

    If anything, we should be buffing killer chase perks, to make them more appealing.

    If killers with have lower kill-rates after the changes, they will be buffed accordingly, don't worry.

    We just will need to give bhvr some time, because that will be big change.

    If they genuinely buffed chase perks to compete with game stall chases would last so short for survivors they'd barely have a chance to interact with the killer. I don't think that'd be fun for anybody.

    I also don't think killer is in such a bad state that we need a new 6.10 patch

  • This is not quality of life. These are buffs.

  • @DxveWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989086#Comment_3989086

    po-tay-to/po-tah-to

    They're the least played killer, you're mostly forced to run the same 2-3 add-ons, most perks dont work on victor and they're one of the most if not the most bugged characters in the game, they're only "good" because most people don't know what to do vs them, the moment people catch up, they're toast, that and the upcoming anti-slug, they're in danger : (

    No. It's not a matter of semantics. Words mean something.

    Quality of life is something like saving load outs or bulk bloodpoints spending. Balance adjustments are things like the recent pyramid head changes or huntress getting extra hatchets base.

    This community already doesn't know what a rework is. There's no need to muddy the waters further.

  • They changed her twice and just gave up, I think.

  • This is not quality of life. They are buffs.

  • Do you think only medics should be able to unhook? That comes with a whole suite of problems. And 2v8 will never be permanent. It hurts queues in the real game too badly

  • Yeah I already upvotede but commenting for visibility. This is a very good, well researched post and should Garner an official response

  • All he needed was the different bottles on their own supply. Reload them both with the reload action. It's a much easier way to get people to use yellow bottles

  • I thought play while you wait was really wet received? I don't understand complaining about it

  • I've always been a fan of adding Monk, from the 2002 drama series Monk. People die in it, so it fits DBD perfectly.

  • If it helps your can simply pretend like you have the achievement. It has the exact same effect as actually having it.

  • I dunno if that dude has never played vs onryo or what. I've only ever been condemn killed once and it was on The Game, I was extremely drunk and it was extremely embarrassing. All you have to do is turn off the TV near your gen. You can even hold onto the tape.

  • @StickyFingaz said:

    I’m discouraging the lowest-effort play with zero counterplay. The killer still has full control - chase someone else, defend gens, trade the person on the hook with the one that saves them or simply find the unhooked person later. Survivors still have to move somewhere or risk getting caught once the stealth ends. Sure, this removes some cases where you use the unhooked survivor to bodyblock and take a hit for the person who unhooked them, but that’s a small price to pay to prevent constant camping/tunneling. At least the unhooked survivor gets a fair shot.

    Right now, one bad unhook can basically remove someone from the match. I’d rather lose one niche tactic than keep rewarding one of the most toxic and frustrating behaviors in the game.

    This isn’t about dumbing the game down; it’s about giving both sides meaningful decisions instead of rewarding proximity camping and tunnel vision. If a killer has to tunnel to win, maybe the design needs to change — not the survivors’ chances.

    You are pruning decisions from both sides. It's absolutely dumbing the game down.

    Let's say I go against a team judiciously using their hook states. Two survivors on death hook. Unhooked survivor comes and trades 1:1. There's two gens left. The absolute dumbest thing you can do in that circumstance is to hook the guy with no hook stages or piss off to go wander around gens. It's game losing. The only thing you can do is to get the guy with no hook states out of the game and then maybe you can claw the game back. Maybe. You are removing that possibility.

    Conversely I am playing survivor. I have DS, and dead hard. My unhooker is on death hook and is about to trade. The smart thing to do is is bodyblock and try to lead the killer away and use DS offensively. Can't do that anymore. That agency has been stripped away because I am a spectator now.

    You can't make it illegal for players to do this stuff without addressing why they do that stuff. Like unicornmedal says it has to be tied to progression. There's no reason to tunnel somebody out at 5 gens. You might have to at 2.

  • @Luon said:

    Wow, I didn't expect such a negative reaction to something I've kinda felt was common sense, and also seems to have been recommended by some of DbD's biggest streamers including those who main killer…

    I guess I'll take these in order:

    • You can't show perks in lobby, people will dodge what they don't like
      • I think this risk is massively overblown for the benefit it could provide. We're in a game space where survivors DC in the first 60 seconds of a game because a teammate does a totem or chest instead of hopping on gens or if a teammate had No Mither. Maybe if they could see that said person had inner strength or hardened they wouldn't be so eager to dip - and if seeing that a person had no mither in the lobby would make people dodge, that's better than getting all the way into a match to have them DC. I see no reason not to at least TRY showing perks in lobbies and see if it truly has the horrible effect you're claiming it would or if it actually improves people DCing during matches.
    • Blindness/The Third Seal
      • Uhh… So Ultimate Weapon, Mindbreaker, and Septic Touch don't exist? Not to mention that MOST killers have a blindness add-on… And I mean, Knock Out /does/ still give blindness (to the person who got knocked down), and claiming that the status effect it gives other teammates is totally distinct from blindness because it has a 16-meter grace range seems disingenuous.
      • The truth as I see it is that very few people use blindness PRECISELY BECAUSE most survivors groups are SWF. That's not to say they're all 4-mans, it's not to say they're all OP, it's not to say they're too strong - it's just to say that in the case of blindness, nobody uses it because it, specifically, is useless against most teams. Even if they're not comp - calling out "I'm blind" or "I'm by shack" is NOT competitive. It's 12 year olds playing together with 30 hours in the game stuff. I NEVER said that we should balance the game around people in 4-man sweat lodges.
      • Nevertheless - I only play solo queue and killer, and my main killer is Ghost Face and I'm getting close to P100ing him and Dredge: I /know/ that plenty of killers struggle, especially against SWF's. Here's the thing though: I'm of the firm opinion that the reason that most of the killers I like can't be buffed is BECAUSE they're already so oppressive vs teams without information. I want to try and get every survivor team to have access to ROUGHLY the same information because otherwise certain powers, effects, perks, etc (much like blindness) will be too oppressive to be buffed and simultaneously too weak for most people to use.
    • Information for free
      • Look, being able to see your teammates perks, status effects, whether they're in terror radius, and whether they intend to go for the save or stay working on gens is NOT too much information. It's information that ANY SWF - again, not a competitive group, just a small group of friends who play the game for fun and suck at looping - will have access to. As long as the gap between SWF info and Solo Queue info is so wide, certain killers, powers, add-ons, and perks won't be able to receive the buffs and changes they need to be effective enough against a potential SWF group to be useful. Again, look at blindness: So many add-ons to use, NONE get picked. Blindness is pretty strong - I recommend when you see a lobby in which survivors slowly trickle in so you can be reasonably certain you have at least a couple solo queuers, run a shaman build and throw in the third seal instead of devour hope. Then try again when you think you have a 3-man and solo or 2 groups of 2. I bet even though it's very unlikely that those groups are super professionals you'll see a big difference in how much of a disruption blindness causes.
      • DbD was originally created with the ability to play with friends explicitly EXCLUDED from its design. As in during the intiial days they said they would not implement a 'SWF'-type feature because it would break the balance of the game. Everyone agreed. Then they added it anyways because it helps the game have longevity and we can all agree that's a good thing: The game needed to permit SWF if it wanted to stay relevant. All I'm asking is that we now acknowledge that we're in a game where SWF is more frequent than having 4 solo queuers, and we try to level the playing field between solo queue and SWF so that we can balance the game for all groups.
      • A final thought here: Information isn't going to make you better at chase, and chase is the main bit of skill expression as survivor in DbD. Giving survivors more information isn't going to stop the Sable from running straight ahead without looking backwards, getting cut off, and going down in 30 seconds. What information WILL do is help to ensure that if the rest of the team does poorly, it's not because they all went for the save because nobody knew if someone else was closer, or because they expected David to go for the save because they couldn't tell that even though he wasn't technically in chase he was still avoiding the killer within terror radius, etc. They'll be able to make effective decisions. It doesn't mean they WILL make effective decisions, but it at least gives more opportunity for skill expression and coordination. I want killer buffs - I especially want ghost face and dredge buffs - but that doesn't mean "anything that hinders survivors from doing well is good for killers". If you, like me, play weaker M1 killers then you should want solo queue and SWF to be made as close to equal as possible so that the devs don't see "Oh well your kill rate is high enough so we don't need to buff you" when really it's that you almost always kill solo queuers and almost always lose to any SWF (which is an exaggeration trying to make a point - killers should be good or bad against both SQ and SWF as equally as possible so that they can be buffed or nerfed accordingly).
    • Chat Wheel Vs Immersion
      • Really? Even if it were just symbols that popped up next to someone's portrait just like the current symbols for generator/totem/chest/etc? It would ruin your immersion more than the Castlevanie theme playing aginst Dracula, Billy's ridiculous 'BLARGH', the fact that the xenomorph is literally chasing you around a trash can and can't catch up, the fact that pyramid head is stunned because a block of wood was thrown on his head or was blinded through his helmet by a flashlight, chucky's constant foul-mouthed trash talk, teabagging and flashlight-blinding killers to make them look ridiculous, and a million other immersion-breaking features? I'm sorry, even if this really would be the straw that breaks the camel's back for your immersion in particular, I genuinely think it's for the benefit of the game's overall health, balance, and longevity.
    • Complicated Killers
      • On the one hand I agree - I certainly don't find Pinhead complicated. But I also have several thousand hours in the game, I play a lot of survivor as well as every killer (except ghoul), I watch streamers play and give commentary, I watch youtube guides on fun/meta builds, I read reddit threads, I try out PTB's, I know what every perk in the game does, if the devs released something that was complicated for players like myself (and presumably yourself as well), it would totally alienate newer players. That doesn't change the fact that Cenobite has never dropped below a 53% kill rate, and if you do play mostly solo queue (just like I do) then you MUST have noticed that solo queue groups struggle mightily in figuring out when/who should go for the box. That DOES NOT MEAN every solo queue group struggles against pinhead - there's more to him than just going for the box - it means that solo queue groups are going to have more instances where multiple people unnecessarily go for the box and stop working on gens or going for the unhook, AND they have more times when due to poor communication nobody goes for the box until it's too late. This isn't because solo queue teammates are bad - it's just obviously going to happen when you can't communicate. Level the playing field so that we can tell if Pinhead is winning because he's in a good spot or if he's winning because solo queue players can't coordinate.

    I also exclusively play solo queue as survivor, and I'm sorry to say but if you truly disagree with every point I've made then I firmly believe that either 1) You're misunderstanding what I want here or 2) You're lying.

    If it's the former, let me be super clear: I don't want these buffs to happen so that survivor generally gets stronger. Survivor is already quite strong and I hope killers, especially my dear Ghost Face and Dredge - get changes and buffs to compensate. I want these changes because as long as solo queue has limited access to information then certain types of killer powers, mechanics, status effects, and perks cannot be buffed because they're already too strong against teams with limited information, but also won't be used because they're too weak vs the average group.

    I will once again bring up blindness:

    We both agree that it's weak, hence why nobody picks it. I hope we both agree that it can't really be buffed - IE, you can't make it stop survivors from seeing the bubble when another survivor is hooked - STRICTLY BECAUSE then it would be too strong against teams that can't communicate through blindness. IF we lived in a hypothetical world where all survivors had voice chat, then even nooby survivors would easily counterplay blindness, and would do so automatically because it's just very natural to ask "Hey, can you pick me up" and then to respond "I can't see you" "Oh, I'm behind you near shack" and so on. So it's too weak for most killers to run against msot groups, but too strong to be buffed against other groups. THAT'S the thing I'm trying to avoid.

    SWF simply /is/ stronger than solo queue. It's not a subjective opinion, and it's not always by a tremendous amount, but one side has the opportunity to provide information to their team and the other side does not. Until that gap is lessened, some things are going to be super weak against SWF and super strong against Solo Queuers, and because most people play SWF, those things are always going to have a high chance of being very unsatisfying to play with or against.

    I said indefinite blindness. All those other perks have a duration. Also septic touch and ultimate weapon may as well not exist. I refuse to believe you've seen them once this year. Mindbreaker lasts five seconds, for Christ's sake. And knockout doesn't do that anymore. You are operating on outdated information.

    People don't use blindness because it's worthless against everything but WoO. Why would I run a blindness addon when vigil is meta and there are ten better add-ons? It's nonsense. Has nothing to do with the swf boogyman.

    You're saying swf are relaying this information constantly, infallibly. They are not. They make mistakes like anybody else and giving them that information while taking out the human element is an objective buff. Which they do not need.

    Saying information doesn't make you better in chase is absurd. Why do you think Windows is Opportunity is one of the most used perks in the game? Taking out the guesswork of where to lead the killer is a huge boon to chase. Ridiculous.

    53% killrate isn't good. That's underperforming. In the vast majority of my games survivors do the box when I am in chase, carrying or hooking someone. Are they solo? I have no idea. I can only assume that they are because otherwise I'm playing vs a hell of a lot of swfs.

    When you say "blindness" again you just mean hex: third seal. You have to. It doesn't make sense otherwise. Every other perk and addon has a duration much shorter than a bleedout or hook stage assuming people can't remember where a bubble is. Pretty much the only utility for blindness is disabling Windows. You aren't using it for slugging or hiding hooks because it's not viable for that.

    I'm not really buying the swf is so much better than solo line. The stats don't bear that out. 4 man squads only have a marginally better escape rate than solos. So from my perspective you're just buffing survivors.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987044#Comment_3987044

    Onryo has 7 TVs. I was rounding up for your benefit. Your idea in practice is just original Onryo but with less counterplay, unless you're saying even off TVs stack condemned, which would be even more broken than slug onryo when that was meta.

    I will again reiterate, mapwide teleports should never have become normal. It is unfair design unless the killer is weaker in chase, which then killers will complain about. Springtrap, dredge, xenomorph, and onryo SHOULD be weaker in chase if they are allowed full map mobility on command.

    The TVs are entirely under control of survivors.

  • You are taking away agency from both sides. Sometimes the killer has to tunnel. Sometimes the smart play is to bodyblock. It's dumbing down the game by removing potential decisions.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986612#Comment_3986612

    TVs will spawn next to gens, that's correct, so that's 5 out of about 8 or 9 TVs total. There are more than 9 tiles to loop at on the map. Therefore, there will be loops that are not next to gens or TVs, hence it coming down to RNG. Not complete RNG for every TV, but still RNG. If you haven't heard people say that they lost to RNG, you haven't been on the forums enough because there's a new post practically weekly about RNG affecting both survivors and killers.

    M1 and M2 counterplay should come down to map knowledge, looping knowledge, and macro knowledge. Killers should not be guaranteed hits at tiles with a pallet or window without first interacting with the elements of it. I'm not saying a pallet should be broken or window blocked by the entity, but given any killer, and the killer and survivor both playing optimally, it should come down to a 50/50 at the worst. Killer mains need to know a fraction of the knowledge a survivor player does to see the same amount of consistent success. That's just the pure truth. Heaven forbid killers actually use an iota of game sense at loops or win a mind game instead of the killer playing itself to secure a hit.

    Even your example of pig. Do you think survivors find it fun that pig essentially gets infinite value off of ruin or pain res because the "optimal" play is to 99 gens until the traps are off? Especially if she has the addon that hides box auras until the trap is active?

    In regards to knight "missing" his pincer attack, that is a player mistake, not a killer limitation. Hoping that a killer misses is not counterplay, and it should never be considered counterplay. That's how you get nurse and blight. Hence why I said played perfectly. Those killers I listed cannot lose if both the survivor and killer play perfectly. That is not fair, and we shouldn't strive to make Onryo or any other killer that strong, even if TVs are based on RNG.

    Onryo has a base kit mori, map teleport, undetectable, a power that prevents the use of items because the tapes are held items, a spirit blink when manifesting, and immunity to pallet stuns when demanifested. She is the personification of the famous phrase: "a jack of all trades is a master of none, but oftentimes better than a master of one." Taking out ONE tape isn’t preventing her from teleporting, and that's not even factoring in that the TVs play two roles: map traversal AND condemned. If you're playing them primarily for map traversal, you will fall short on the condemned because survivors have time to take the tapes out. If you're playing them for condemned, then you won't have many for map traversal. It's called a trade off and adjusting your playstyle mid match is a skill that leads to success because she has flexibility.

    Onryo has A TON in her kit, is top 3 in the official kill rate stats, and is a complete solo queue demolisher. Asking to buff her because OP had 3 bad games while still refusing to show their total kill rate on onryo is not indicative of a major problem with the killer.

    There are four survivors and one killer. Killers have to outplay survivors two times each for one down. That's a great deal of time and game losing for most killers, which is why the best killers in the game have antiloop and can turn many 50/50s into a guaranteed hit. Giving individual survivors that level of agency vs most of the cast would make winning on them vs competent survivors extremely difficult. If you think playing most of the cast should be absurdly difficult just say so.

    Knight has similar counterplay to spirit. Using guards works almost exactly like spirit regarding tracking, except you don't get a hit at the end of the phase. Instead of spawn an unreliable guard that probably isn't doing to do anything. So what do you do vs spirit? You double back. Take unique pathing. Same thing vs knight. If he was as strong as you propose he is them he'd be one of the better killers in the game. He is not.

    I hate it when people describe killers like that. Did you know there's a killer that can traverse the map very quickly, has an enhanced lunge and stealth on top of that? It's wraith. It sounds good on paper until you hit all the conditional aspects of the character. Just like onryo. She can do all that stuff only if survivors let her. They have complete agency over the meat of her power. Comparing her phasing to spirit is also wilfully disingenuous because she cannot hit out of phase without an audio queue. It's completely different.

  • I really like these add-ons. They're way more creative than what we have now

  • I genuinely do not believe this happened frequently enough to be an issue

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986826#Comment_3986826

    This is so very true! Also, there are so many departments that come under the word "developer" - do we expect a project manager to be playing at high MMR, does it matter whether they do or not?

    Understanding game mechanics is also a big part of understanding the game, having that ability does not correlate with player ability, same as design ability does not correlate with player ability.

    There are many of us who do play the game on live, a few of us are also high MMR (we see the numbers!), does it make any difference to our actual jobs? Nope not in the slightest, because our understanding of the game does not change.

    I do not agree with your assessment that playing the game doesn't help you understand it. Hands on experience will always teach somebody stuff that conceptional theory does not. It's the difference between making and testing a proposition. You learn in the doing.

  • I can't edit posts anymore for some reason but instead of hinder maybe a mapwide lullaby? The visual terror radius really butchered any semblance of stealth she may have had. Lately I've been running an undetectable build and just not demanifesting, which is rather sad.

  • I wish they'd remove the lethality from condemned and give it stacking debuffs. Blindness at 2 stacks, small hinder at 4, long duration aura at 6, exposed at 7. Then keep the spooky Mori for final hook kills at 7 or something.

    Then buff her in other ways from there. It's obvious the playerbase is confused and frightened by interacting with a glowing box on occasion so it needs to be less of her power budget.

  • @rvzrvzrvz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985695#Comment_3985695

    agree that nerf was unnecessary, with lethal pursuer, BBQ chilli, nowhere to hide, friends till the end, so many strong popular aura perks… even if you pick distortion it's gone very quickly, useless perk right now when old one was a viable pick

    That's it. You just named every aura perk that's ran. The other ones are niche or awful. Friends even tells you it's in play.

  • When was the game fun and fair, in your estimation?

  • @YouShouldBeAshamed said:

    Hey, here's a strat, don't slug. Pick up immediately and conviction is useless. End of story.

    Conviction is only strong if you don't counterplay. Otherwise it has little impact if the entire build isn't a synergistic one, like some of the perks you mentioned.

    To add to that, someone running this type of build is meming more often than not and not particularly spending a majority of time doing the important thing, fixing gens.

    In a very rare case scenario it may help the solo remaining survivor get out after hatch is shut powering the exit gates. if the killer was not suspecting the build because you don't show your cards til the last moment, you have a chance but not a guarantee.

    Sometimes you have to slug. A survivor is in the area after you down another one, for example. Saying just never leave anyone in the ground for five seconds is untenable. It just happens sometimes.

  • Yes, I would love to mod survivors to be neon pink blocks that conform to the shape of their hitbox

  • I remember this post from last time. They're all really smart, good changes except trying to make feral slashes into Oni lunges. Oni's lunge is the way it is because it is a one shot down. Even with these changes making legion's lunge similar doesn't track because it merely injures.

    There's some other minor nitpicks(I quite like the broken addon) but otherwise excellent writeup.

  • Oh yeah. Forgot about that. Killer queues were just getting back to normal for me :(

  • Imagine a baby trapper getting stunned over and over because a swf keeps chucking rocks at his face. Do you think he's having fun?

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984967#Comment_3984967

    A 30m, on-demand circle of aura reading would absolutely be too strong. Especially considering there's no cue that Wiretap is active for the Killer.

    Stick it on a generator that's already regressing or bring Repressed Alliance and then it becomes impossible to destroy.

    That's 75% of the survivors build dedicated to seeing a killers aura. It's hardly on demand, it requires you to have repressed alliance and wiretap up. I'm not sure if you've used either pork, but I can assure you they do not have 100% uptime.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984378#Comment_3984378

    This actually depends on what specific source material we're talking about.

    There's a pretty constant "fear for your life" theme, and a general "final girl" trope. Many people who look at the "horror" aspect of the game focus on movies, games, or other stories where the killer is some fearsome, unstoppable force.

    But there's also a common theme where the survivor(s) turn the tables and eventually win. For at least killers like Ghostie, Nemesis, or Xeno, the killer dies at the hands of the survivors in their respective story.

    Everyone fantasizes about giving Nemi a rocket launcher, but it's equally canon for Leon to get it.

    The survivors turning the tables in this game is escaping, not violence against the killer. Getting a risky EGC save is the equivalent of Leon rocket launchering legion.

  • @Gastongard said:

    I think this tweet represents pretty good everyone reaction to playing against ghouls

    https://x.com/daniBlizz/status/1956131840529461491

    A 2 out is pretty good. I'm fairly certain they could have gotten 3 if they'd pathed better.

    Also I cannot imagine getting this upset about a video game.

  • @solidgamer44 said:

    nearly unplayable, i cant stand playing survivor solo you go against the sweatiest most 4k hungry killers that will slug you til your bleed meter goes out or they find the 4th person so they can get a 4k.

    having to run something like kindred already makes you weaker compared to a swf cause not only do u get not even remotely close the same info but you get 1 less perk that could benefit with other things.

    im a killer main and i sometimes play survivor but that its literally unplayable idk how people do it, killers play so nasty sometimes and people dc on first down cause they had a bad first chase.

    Does being in a group somehow give you different killers? How is killer behavior an issue with solo survivor?

  • I have no idea why they don't just rebuff her in the meantime. It's insane to have an intentionally gutted killer on the roster.

  • @ReverseVelocity said:

    Probably would be too strong, honestly.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984888#Comment_3984888

    No, Open Handed only works on aura reading that emanates from a Survivor.

    The wiki explains it in more depth:

    https://us.v-cdn.net/6030815/uploads/QBCY9AOXONYC/image.png

    Considering how trivial it is for the killer to disable I don't think it would be too strong at all.

  • @nakedcat said:

    Yeah… one thing I’ve noticed is that every time BHVR implements anything to improve the survivor gameplay it just makes survivor worse and killer better / easier. The AFC system does jack all against proxy camping which was countered mostly by survivors focusing on gens (now gens take longer so you can’t complete them during a full tunnel anymore). And the AFC punishes survivors for being tunneled. I’m nervous about the anti-tunneling, anti-camp, and anti-slug stuff they’re going to bring in because I know it’s just gonna hurt survivors more, some how, with the concessions it gives killers as a matter of inconveniencing them

    This is absolute nonsense. You think the killer not being able to face camp helps them? Because of the gen changes like ten patches before that system was implemented?

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