OnryosTapeRentals
OnryosTapeRentals
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What will happen to the information center here on the forums where all of the Patch Notes are? It's very convenient to have all of the patch notes for both PTB and live in one place in a nice ordered list. Will this be moved to the Discord?
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A lot of these look really good, although one I'm immediately hesitant about is the Borrowed Time change.
It was a solid perk for giving your teammates a bit of extra protection after an unhook, especially because it belongs to a free character — Bill.
Of course my opinion might change after some testing, but from the description I don't understand the use case of the reworked version at all.
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DbD really needed a big perk overhaul — I'm really looking forward to seeing all of the changes tomorrow.
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I thought she was reasonable with the 0.6 second curve window. Upping it to 0.8 is excessive. The Exile changes are so-so to me, but the curve window should probably be reverted.
I'm worried that the strength conferred by the 0.8 second window will be used to justify nerfs elsewhere in her kit and end up with her feeling bad to play. Really hope they just walk the changes back instead of doing something convoluted.
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Tried launching the game and Windows Defender blocked the DbD executable as part of "Smart App Control". Never had this issue before.
DbD has now been uninstalled. I'll be back when the test is over as I do not agree with being forced to trial third-party software, especially if it's going to cause issues with my antivirus. Tests like this should be opt-in.
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I don't understand the purpose of this add-on. From reading the description alone it sounds like a net nerf to me.
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I'm probably just going to take a hiatus from the game while they're doing this.
I'm a customer — not a playtester. I'm not here to trial various third party software I've never heard of. I'm okay with online games having an anticheat, but it's up to the developers to test and find a suitable solution internally. Forcing players to download and test these anticheats is unacceptable to me, given the intrusive nature of how anticheat software works.
Having one anticheat come with the game? Fine — a necessary measure to ensure fairness. Asking users to download multiple from third parties? Unnecessary security risk IMO.
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Seems completely broken for me. Permanently stays at "0:00" regardless of how long I've been waiting.
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Why though? The regular queue is still perfectly playable during Lights Out. If it's not your cup of tea, then you can just skip it and play the normal game for a week until it's over.
Not every modifier or event is going to resonate with everyone, but that doesn't mean it should be permanently scrapped. Some of us enjoy it for what it is.
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It's come to be my favourite modifier.
I've had a lot of fun with it this time around. There's some rough edges and choices I don't agree with, but the concept is appealing enough to me that I can overlook it.
I understand it's not a fan favourite like 2v8, but I'm really hoping all the criticism doesn't lead to them axing it completely. Would it really be so bad if they brought it back just for one week each summer? It's not particularly destructive on queues or anything like so it can easily be skipped if it's not your cup of tea.
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This is so vague and ominous.
"Important Developer Update" from the "Security Team" but gives us no real details or specifics to work with.
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Mine isn't working either. Says the code is invalid and when I tried again later it said cannot be redeemed due to a server issue.
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I think the post-Jump Scare Haste is a little excessive. I honestly think he'd be okay without the Haste at all, but obviously that'd be an unpopular change to make. Reducing its duration sounds reasonable to me.
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088585#Comment_4088585
Disliking a Killer is not a valid reason to leave a match. Accessibility issues are one thing — this is entirely different.I don't know about you but if I'm getting my 3rd or 4th ghoul match in row I will just dc and take the penalty.
I don't want to verse ken repeatedly but also wanna give the others a bot. Maybe this could help with killer repeat prevention outside new releases rather then a blacklist so people are not just getting back to back matches with the same killer repeatedly when the game has 42 that can be picked from.I don't know about you but if I'm getting my 3rd or 4th ghoul match in row I will just dc and take the penalty.
That's what you sign up for when you hit ready up.
the game has 42 that can be picked from
The game has 42 options on paper, but very few of them are actually consistently played. Because of that the effect of being able to block 1 Killer is not going to be evenly spread across the 42 — resulting in some Killers becoming unplayable due to long queue times.
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@Wezqu said:
Its a bug you can fix it by pressing esc and then going back to game.
Thank goodness. Hopefully it's fixed soon, but this workaround will do in the meantime.
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Games that end with Hatch. I hate having to look for it as either role. It's just an unnecessary elongation of a match that's already over IMO.
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I'm sorry to hear this.
I don't know him personally, but I've seen him around the forums a lot over the years.
He'll be in my thoughts. I hope he gets well soon.
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First tips that came to my mind are:
- Enable the visual Terror Radius: It gives you a visual indicator that a Killer is approaching — denoted by a heart beating in the centre of your character's chest. You can find it by clicking on the cog icon in the bottom left of the main menu, navigating to the "Acessibility" tab, and then flipping "Heartbeat Visual Support" to on.
- Check your Survivor keybinds: Cog icon > "Controls" tab > "Survivor" subheading. Make sure "Pick up Item/Interactions" and "Actions" are bound to separate keys. On controller, I believe they're the same key by default which creates problems when trying to perform interactions where multiple prompts are available (e.g. healing under a pallet, or unhooking next to an item).
- Survivors are mostly cosmetic so you can play who you want, although the order you level up your Survivors will influence what perks you have available. Levelling up Meg for Sprint Burst is generally a good place to start if you're not sure.
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I have no idea what to expect from Art. I honestly didn't really understand what he was supposed to be in the one movie I did watch with him in. He didn't seem expressly supernatural, but also didn't seem entirely human either. I vaguely remember something regarding aliens happening. Maybe his powers are more defined in the Terrifier movies, I don't know.
As for Frank Stone, I also don't really know what to expect. TCoFS was the first Supermassive game I didn't buy due to poor reviews after launch, but from what I understand he's sort of a ghost of a former infamous Killer who manifests from a cursed camera. So maybe he'll be a Killer with an object the Survivors have to interact. Maybe like Pinhead's box but a camera instead.
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@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087617#Comment_4087617
Its fine if you missed anything i appreciate the answer. i dont know who frank is but it sounds cool, nice to see a liminal space map enter
Just adding something I forgot. BHVR is going to be publishing more indie horror games under a new name "Miss Behaviour" (not entirely sure if that's how it's stylized):
- Terrible Lizards: The trailer showed parkour and exploration in a museum environment and some kind of dinosaurs/lizard enemies.
- Don't Fret: No idea what this one is to be honest. Trailer showed off some kind of haunted music school. Looks like the player wields some kind of handheld device that relies on battery power to navigate the game.
- Mr Magpie's Harmless Card Game: Seemingly a horror-themed card game where you sit opposite a creepy mascot wiedling a gun.
There'll be some incentives in DbD to buy these games — charms were shown off for two of the games.
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@Nazzzak said:
From what i saw, no, unfortunately
I believe the words improved progression and onboarding were mentioned somewhere, but I can't remember exactly who said it and where. Either way, it's vague so I'm not getting my hopes up — but I'm certain it was briefly acknowledged.
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This is off the top of my head, so forgive me if I miss anything.
- The DbD movie now has a director and shooting is targeted for 2027.
- A new Survivor — Shane Wiigwaas — will be coming to the game in late June. He's DbD's first Indigenous character.
- Frank Stone from The Casting of Frank Stone will be an actual Killer joining DbD — not just a cosmetic.
- Cosmetic collaborations with Scooby Doo, Ice Nine Kills, Silent Hill f, Diablo, The Walking Dead, and Iron Maiden.
- A new Rift will be themed around the desert and sun
- Old Survivors will be getting voice lines at some point in the future.
- New map set in a mall and inspired by liminal spaces will be coming in December.
- The new event for the Anniversary, replacing the Twisted Masquerade, is the Black Banquet which will involve Survivors trying to prepare meals for bonuses and Killers trying to poison them. The cosmetics that come with the event are red and black, and feature mythology-inspired masks.
- They're looking at implementing new game modes — namely a 1v1 mode and a zombie mode where the Killers and Survivors contest a number of "infected". Survivors try and cure them, while Killers try and turn more to zombies.
- There's a major overhaul to DbD's graphics in the works, featuring overhauled models and animations for the Survivors, as well as updated maps. The previews looks very atmospheric and immersive.
- There's a dynamic weather system in the works — light rain, heavy rain, thunder storms, interactive fog, snow, grass blowing in the wind, etc.
- Progression, onboarding, quality of life, etc. were mentioned but specifics weren't given.
- Art the Clown from Terrifier appeared at the end and a collab was announced. I believe it's a Chapter, but I'm not 100% sure.
Edit:
- They're working on providing support for modding. They stated that there'd of course be limitations on what's possible, but they're interested in giving the community the ability to curate their own content like custom gamemodes and maps (at least that was my understanding of the announcement).
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I generally don't play Survivors that have in-game voice lines. In the menus and lobbies is fine, but I find in-game lines kind of distracting. It's not a total dealbreaker, I do still occasionally play Orela. But I would prefer to be able to disable the in-match dialogue.
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@not_Queef said:
inb4 "don't worry guys, you can enable MFG to get 60fps…"
I'm curious how they will get this running on older hardware. Unless they plan on simply sunsetting the old gen console versions.
I'm curious how they will get this running on older hardware.
If the previews are an accurate reflection of what the game will look like, I don't think it's possible.
They'd either have to support 2 versions of the game — akin to how mobile DbD and the core DbD used to work — or they'd have to cease support for old consoles and hardware entirely.
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Any major graphical overhaul to DbD NEEDS to come with the ability to individually toggle the quality of different elements: shadows, global illumination, effects, post processing, etc. It's the only way to improve the visual fidelity of the game without alienating large swathes of players on low end or previous gen hardware.
Games like the Outlast Trials are able to provide modern visuals while still running well thanks to their optimisation and scalability — DbD should be able to aswell.
One of the biggest — and most overlooked — contributors to DbD's success is its relatively low hardware requirements, and I really hope they recognise that with the upcoming visual updates. What they previewed looks incredible, don't get me wrong. But if the average DbD player cannot run it, then what is the point? I'm hoping with how long they'll be working on it, they'll be able to strike a good balance between visuals and performance.
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No idea if this is helpful or not, but on my previous PC I would run into exception access violation every time I did a clean Windows install. "sfc /scannow" would fix it until the next time I reinstalled Windows.
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It's bad. You should only really be Manifesting when you're likely to land a hit anyways, so this add-on gets no value.
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I genuinely have no idea what they're teasing with this.
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I played against him the other day and his guard got completely lost while chasing me. It was on Crotus Prenn (I think) and I ran towards shack and the guard just went off in the other direction for seemingly no reason. Totally bizarre.
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As other commenters have explained, it's not possible for them to differentiate between intentional and unintential connection losses for the purposes of preventing pentalty evasion.
Although, I'd love to see them pursue a "rejoin" system in the future, where you can reconnect to matches and take over from the bot again if your connection issue resolves. Outlast Trials managed a similar feature and it works pretty well, although DbD has a much older foundation to work with, so I don't know if it'd ever be possible.
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I cant believe the level of incompetence in most of this games survivor community
It really is dire. DbD is the only game I play where the playerbase has somehow degraded in skill over time instead of improved. The quality of the average Survivor match is bad these days, and it's almost always due to poor teammates.
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Wait, current gen consoles can't get above 60 FPS? I've played on PS4 before so I know the performance for last gen consoles was subpar, but I kind of just assumed that things worked fine for the newer consoles.
If that's the case, things really are dire. DbD's graphics are nowhere near impressive enough to warrant such bad performance.
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Anything actually in the match, I've largely grown to not care about. It used to bother me a lot but my outlook on the game changed, and I'm better off for it. I don't care if the Killer tunnels, or the Survivors "rush" Generators, or the players emote at me. That's just silly in-game stuff that I signed up for when I readied up.
For me, toxic, is anything that spills outside of the match. Name-calling in post-game chat, harassing people on their profile, flaming them on social media etc. I personally don't use the word "toxic" to describe this kinda thing though, because I feel like the community overuses it to refer to trivial matters and it's sorta lost is meaning.
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Really showing how pointless diminishing returns is
I don't see what this has to do with diminishing returns. It's not unusual for numbers on a PTB to be overtuned and need reduced for the live release.
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@Semper_Fi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081997#Comment_4081997
@Rapid99 I think this is exactly where the issue is though .
Even if not everyone uses reshade that way, the fact that certain setups can be used to gain an advantage is the concern. In a PvP game, advantage is not only about making something visible or invisible. It can also be about making information easier to read, faster to process, and more consistent during gameplay.
That matters in a game built around red stain, scratch marks, blood, auras, shadows, stealth, tracking, and reaction time.
So I do not think the discussion should be dismissed as “console players being salty.” Console players are part of the same crossplay pool, but they do not have equal access to the same external visual tools. That is a fair competitive-integrity concern, even if people disagree on how big the advantage is.
Console players are part of the same crossplay pool
No one is forcing them to be. If PC players using filters provides enough of an advantage that console players consider it unfair, they can disable crossplay and play only with fellow users of their console.
The fact that no one actually does this, makes me think the unfairness is often highly overstated.
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081983#Comment_4081983
Because that's a very specific setup of the reshade to make it look like that, that is not used to make the game look better. That's used to gain an advantage though the advantage is again, pretty much nothing because if you have working eyes you can see these things regardless of the reshade or not.
Not everyone is doing that with reshade.
Edit: atp I'm starting to think it's just console players being salty downvoting because they can't make the game look better because there's no way we are all playing the same casual game and trying to act like reshade is this immense game changer that MUST be taken away or the game's competitive integrity just deteriorates. Like… it's genuinely not that big of a deal.
atp I'm starting to think it's just console players being salty downvoting because they can't make the game look better
IMHO that's what 99% of arugments against filters are actually about, masked as concern for competitive integrity. It's obvious that there's an anti-PC sentiment to a lot of discussions about filters because no one ever considers console players who use monitors with built-in options that can achieve the same/similar results. Console users might not be able to do it at the software level, but hardware certainly can — and if the end result is a brighter, clearer game, then what's the actual difference?
Why does a PC user upping their brightness through their GPU's built-in software turn heads, but a console user turning up their TV's brightness not? It's the same thing, but only PC users ever get heat for it for some reason.
@ Topic
If we decide to hyperfixate about the specifics of the word "competitive advantage", instead of going by the rules the developers set, then the logical conclusion is that everyone who owns stronger hardware is a cheater. There's no question that playing at higher frame rates offers a competitive advantage through less input delay over someone limited by a last-gen console. Or someone with noise-cancelling headphone will be better able to pick up on Survivor sounds. Or someone who owns a modern monitor with built-in crosshairs will have an advantage when playing Huntress. Or someone whose mouse or keyboard has additional buttons for key binds, build-in macros, or whatever else. VOIP too provides a competitive advantage. Is Discord or a Playstation party call also a problem?
Somewhere you have to draw an arbitrary line in the sand and just say, "Yes there's a disparity, but it is what it is." because it gets to a point where the number of people you'd be condemning as cheaters is untenable, or enforcement of regulations is unrealistic. Changing brightness, contrast, or color squarely fall within that line for me. There's no way to police casual players tuning these values externally — so what good does it do to consider it cheating in the first place? Same goes for VOIP. You can't prevent Survivors from being on a call with each other, or even from playing in the same room — so to consider it cheating because it provides a "competitive advantage" is moot.
The only time strictly defining cheating through competitive advantage makes sense is within the context of an actual competition where there are stakes and a proper means of enforcement, i.e. when money is on the line at an e-sports event. For a casual, at-home hobby, the rules aren't so strict, and some of what might be deemed unfair at competition is allowed to slide for the sake of convenience or impossibility of regulation. Filters don't show you anything that isn't technically already on the screen, they just highlight what already exists. That advantage is real — I concede — and would mostly likely be considered unfair at tournament-level. But the average DbD match just isn't serious enough for me to bother caring about that kind of thing. Playing Chess at a tournament — for example — there are strict rules about the boards and pieces you play with. But playing casually on Chess.com, you're able to customise the board and pieces however you want. You could argue that's detrimental to "competitive integrity", and it probably is, but scope needs to be considered too when setting the rules.
Not to mention that the vast majority of users of filters/reshade do so for innocuous purposes, and the advantage provided is small. I have two filter presets I use for DbD. One ups the gamma by 20 so I can play during the day without screen glare, and the other lowers the gamma specifically so I can play on Forsaken Boneyard without getting a migraine. Using filters allows me to change over at the push of a button, instead of having to mess with the slider in-game every time. If people think that's cheating — then fine — they can have that opinion. But the alternative is I spend the first minute of every Eyrie of Crows match messing with my settings, and then they'd just complain that I'm AFK or throwing. Regardless of which option I pick, someone will have something to say about it.
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@Shinkiro said:
If its a post with a topic that would be beneficial to killers in any way it'll get downvoted into oblivion, nothing new there.
People like to pretend this isn't true, but the proof is in the pudding for me.
Anything that skews towards Killers always gets mass downvoted around here, even if its the most lukewarm take ever.
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Yikes. This many pallets around shack is a problem.
I'd be fine with these loops existing in the space behind or to the side of main (am I right in thinking this is Groaning Storehouse?), but chaining into shack like this is kind of outrageous.
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Nice for him to finally come to the game. He's long overdue.
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Yeah, it was poorly executed.
The concept isn't inherently bad — the issue lies with a failure to manage player expectations.
This would've 100% worked if they'd just silently started streaming the footage in the night, and then we all woke up the next day like "Oh, BHVR has been streaming this eerie cabin for hours. What does it mean? Let's search the footage for clues."
But marking it in the roadmap, promoting it on Twitter, and emailing people that we should tune in to watch it live gave the impression that it was going to be a more traditional stream and reveal. By announcing this early, they gave players expectations that then couldn't be met.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080667#Comment_4080667
I mean, I dont want to be too negative. But it is 3:30 AM right now where I live. Which was my own decision to stay up, but it was more like "Ok, in 50 minutes is the reveal, I just wait until then for the Trailer"…
it was more like "Ok, in 50 minutes is the reveal, I just wait until then for the Trailer"…
Same boat here. I probably would've been awake anyways, so it's not really a huge deal. But like, was image of a dirty shack really worth hyping up and putting in the roadmap? Just doesn't seem interesting enough to warrant getting your playerbase excited over idk.
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20+ minutes of a random shack is just trifling, especially considering how late the stream is compared to their normal ones.
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@Aven_Fallen said:
This "reveal" really isnt it.
I'm glad someone else thinks so because I wasn't sure if I was just being too harsh.
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There are so many mediocre, bad and/or niche perks that only get to shine a bit when used in combination with other perks.
This is why we need diminishing returns in the first place. Too many perks are forced to stay individually weak to prevent problematic combos forming when similar perks are stacked. DR allows them to finally buff these perks to be appealling on their own.
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I've been having way more fun in the last few days than I've had in DbD in months, and the map variety is a big part of it.
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I assumed they were going to do this way back when they added a unique Vaccination animation to Nemesis. It just made sense to me that they'd go back and touch up healing at the same time, although it never happened.
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@Rokku_Rorru said:
I love this idea bar the text/voice chat, I don't trust anyone in DBD when they all harass peoples profiles on platforms when they lose as it is.
I didn't really make it very clear so I've made a quick edit, but I'm not actually in favour of voice or text chat in DbD. I was just giving a couple of thoughts on them in my post because they're very common suggestions, but I don't think they're good solutions — a big reason being exactly what you've described here.
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@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079573#Comment_4079573
Pinhead cant see the box aura right? it gives off a sound when your near it?
Yeah, it makes a distinct electricity crackling noise.
There is one add-on — Chatterer's Tooth — that allows Pinhead to see the aura of the box, but it also removes the main benefit of Pinhead picking up the box. Instead of a Chain Hunt starting, he gets Undetectable for 25 seconds instead. But otherwise Pinhead can't see it.
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We can only speculate as to the exact reason why he left, but I'd imagine it is very likely related to the rights of the franchise changing hands. The US rights reverted back to the original creater Clive Barker some time ago, and he's making his own game with it — Hellraiser: Revival. After decades of the franchise being mishandled, I expect they'll be more selective about how they give the rights out.
Box logic refers to being able to triangulate the box's position based on where all the players are at the moment it spawns. The game attempts to spawn it a reasonable distance away from any of the players — both Survivors and the Killer — so that it's not immediately picked up and solved as soon as it appears. This means that if you have a rough idea of where all the Survivors are at the moment the box spawns on the map, you can make an educated guess as to its location.
For example, if the Killer is chasing one Survivor in the corner of the map, and knows that the other three are spread as follows, it's most likely that the box will have spawned in the unoccupied corner of the map — shaded in lime. This allows the Killer to find it, pick it up themselves, and initiate a Chain Hunt to bother the Survivors.
Even though Survivors can see the aura of the box, it can also be useful as a Survivor to be able to predict where the box will spawn so you can plan your movements or delegate duties more efficiently amongst yourselves. Obviously there's some randomness involved, so you can never predict with 100% accuracy. But box logic is more consistent than not.
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Onryo is just not a very satisfying or consistent Killer to play. Most of the matches you'll win as her are not because you played well, but because the Survivors just have no idea what they're supposed to do against her. The average Survivor doesn't handle side quests well, and when the stakes are life and death like Onryo's Condemned, a single bad player dooms the entire team and results in a boring, one-sided match.
On the flip side, if you get matched against a competent team, she's a nothing burger. Her kit is made up of various gimmicks that work well against inexperienced players, but are easily-countered by anyone knowledgeable. Intermittent invisibility mindgames don't work if the Survivors pre-run and pre-drop, her stealth is rendered obsolete by the Lullaby and visual heartbeat indicator, and her Condemned is easy to manage if you have reliable teammates that get in the tempo of disabling TVs as they turn on.
