Philscooper
Philscooper
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@gingerGeorge12 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942441#Comment_3942441
But the killers aren’t tho survivors still can get on the gens instantly if they are lucky enough to get a good spawn. Just in the future they have to split up at the start, with this mechanic it makes it so it’s nearly impossible for survivors to get on a gen instantly after spawning in.
And how is this not a competitive game when the devs added Skill Base Match Making SBMM to the game to make it more competitive, if they didn’t want that then they would have it so any killer player can play against any survivor regardless of their skill or experience.
SBMM only exists so its not just random chance or luck, doesnt really make sense to have veterans or sweats be matched against new players, there is no justification to do so
the game isnt going to be casual if you removed it and then suddenly have new players be stomped alot more. -
@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942439#Comment_3942439
Plague and legion have more to their powers than just “you are injured”, though they definitely don’t have as much as Kaneki does. (Red puke and 5th hit down)
If they remove the injury you would only see more blight/nurse/billy. There would be zero reason to ever play this character as opposed to one of those, his power would be completely countered by hugging a vault so he tags you without going over it.
What Kaneki needs is a shorter bound continuation window, kidnap tech fix (at the very least make the counterplay consistent), and better validation to prevent bites after you’ve already rounded a corner. Removing mend is fine but not necessary.
sure, but at most and main thing, they make you injured for the rest of the trial and make you play safe as possible to avoid a down.
you dont really get to feel or see any 5 hits because survivors are rarely ever grouped up, even in soloq
and with plagues red puke, it more common but also not forced and shoved down your throat every chase you have with her.
at most 6 times even with her iri addon, which comes with its consequences.
meanwhile with kaneki you almost always deal with his m2 and other 6 things in chase :
kaneki can injure (1),
can vault alot faster via windows or pallets (2),
has mobility with his short cooldowns or extra tokens (3),
has a power up when injuring with his m2 bite (4),
has such a smooth mobility that leaves open to bodyblocking loops or just simplying flying onto you and downing you with his short cooldown (5),
injures you when you stay close to him vaulting (6),
blocks the gate when bitten near it (7).
this excludes addons, which give or take would add more things he can do like block windows while enraged. -
@QuantumEcho said:
In solo queue, I've been mostly running perks like WOO, Kindred, Deju Vu, Lithe or Bond but I've been wondering about what other kind of survivor builds for solo queue would be good for an inexperienced player that mainly plays without friends in solo queue matches, I'm somewhat decent in looping but not exactly the best and i mainly do gens, heal or go for unhooks, what are some builds that you would recommend me?
either study content creators and their moves or play your own game and gain important knowledge of the game
or
play the game and gain experince on the how and know to's.
soon you'll learn that its more psychology/luck then it is skill. (when it comes to the 1v1)
i would recommend something your team lacks heavily or something you specialize in where other people arent as good,
healing, saving, looping, gens, endgame, knowledge, stealth/support, ect.
but my important recommendation is to not get addicted and to have fun. survivor or killer. -
@gingerGeorge12 said:
How it would work is that the farthest 3 gens from the killer are blocked for 80 seconds with the new Corrupt Intervention being able to add 20/30/40 seconds to the base-kit if equipped.
If the Killer downs a survivor this base-kit mechanic deactivates like what current Corrupt Intervention does.What this solves is that it buffs weaker killers more than the strongest killers (Blight, Nurse, Spirit, Ghoul, Hillbilly, Dark Lord) because the stronger killers tend to get the first down on the survivor really quickly and weaker killers tend to struggle.
you are getting essentially basekit corrupt next patch with the spawns survivor update, having everyone spawn together unless an offering counters that. which killers can hard counter with zero way to go around it
yes, you COULD pop that gen in time, but in that time, you basically got the same value, if not more then you would've had otherwise.
if you really think you need this then i suggest not playing dbd, because its not supposed to be a serious comp game where every match is just ds/otr/unbr/adren and nurse/blight/kaneki 4 gen slowdown.
you arent missing anything from not needing this basekit buff, noir is it really required, maybe for the very weaker killers, otherwise no. you are asking for the survivor equvelant of basekit unbreakable. -
@meg_solos said:
Like the title says my hot take for the ghoul is that he shouldn't apply deep wounds and he shouldn't be able to cancel his power WHILE he's flying. that's just ridiculous lol
no this is a pretty common take once you play against him almost all the time
(which most of these players who say otherwise wont ever do)
but being able to essentially have a free injury with zero struggle and then have more on top of that while others dont?, makes no sense. (yes even in this modern state)
theres a reason why plague and legion's power revolves around BEING INJURED AND ONLY BEING INJURED.
the power of forcing to always play safe or risk being downed without any way of healing yourself back to full.
and before anyone says it, yes you can heal against it, does it make sense to do so?, no. because its not the same as when a blight or nurse can shred health states, but its the same when legion just takes 2 secounds to injure you while that time it took to heal via teammate, alot more, killing the micro and only advantage you have.
they really should just remove the injury and only give people the mark, turn him into a more technical mobility killer.
if you wanna injure and down people, do it with your m2 that already does everything already,
like quick vaulting or giving one of the best mobility in the game.
theres a reason why everyone calls him blight and legion hybrid or blight 2.0, because thats what he essentially is. -
@Coffeecrashing said:
There is a lot of complaining about the New AFK Crows, but it doesn't seem like anyone knows how they actually work, so here are my notes that I've collected so far. This information is good for the sake of discussion, so people can argue if some of the rules feel unfair:
Rules for AFK Crows...
1) 10 second grace period for not doing objectives
2) At 100% AFK point speed = 1/2/3 crows at 60/75/90 seconds
3) At 50% AFK point speed = 1/2/3 crows at 120/150/180 seconds
4) Not doing any objectives and not moving = AFK points happen at 100% speed
5) Being near the killer = AFK points happen at 50% speed
6) Moving (walking back and forth in a line works, because the distance threshold isn't big) = AFK points happen at 50% speed
7) Being in chase a few seconds = removes all crows
8) Repairing a generator for 12/13/15 seconds = removes 1/2/3 crows
9) Repairing a generator when it reaches 100%, regardless of seconds spent repairing = removes all crows
10) Healing a survivor for 12 seconds = removes all crows
11) Healing a survivor when it reaches 100% of a health state, regardless of seconds spent healing = removes all crows
12) Going into the dying state = removes all crows
13) Breaking a totem = removes all crows
14) Unhooking a survivor = does not remove crows!
15) Looking through a Springtrap camera for a few seconds (maybe 12 seconds?) = removes all crows!16) Opening a chest when it reaches 100% progress, regardless of seconds spent opening a chest = removes all crows
Things I still haven't figure out:
17) Potential grace period for being unhooked?
18) Potential grace period for being healed one health state after being unhooked?
19) Potential grace period for unhooking a survivor?
20) Healing a survivor from deep wounds to injured, regardless of seconds = removes all crows???
21) Healing a survivor from dying to injured, regardless of seconds = removes all crows???22) What happens with other killer powers? Does interacting with every killer power remove crows? If I disarm a Trapper trap, does that remove crows?
24) Do flashlight saves, flashbang saves, and pallet saves remove crows?
Concerns about AFK crows:
25) The distance threshold for moving (Rule 5) should be much larger. If survivors want to run long distances to get to a generator, or find totems, or whatever, then give them the 50% AFK point speed. But if they're literally running back and forth in a line, in a corner of map, they should still have a 100% AFK point speed.
26) Looking through a Springtrap camera (Rule 14) shouldn't remove all crows. It's too easy to bypass the AFK crows when Springtrap is the killer.
27) If you start a game, and want to run all the way across the map to repair a generator, you can easily do that because you'll be at 50% AFK point speed.28) Being able to remove all crows by opening a chest, seems questionable? If the killer doesn't have the Human Greed perk, do survivors really need to be opening chests?
29) If only two survivors are alive, and one of the survivors is in the dying state, the other survivor maybe should have their AFK point speed paused. Otherwise, killers might be further encouragers to slug for the 4k, hoping the last survivor will get AFK crows before the slugged survivor bleeds out.
30) Hex totems might be an issue, as some survivors might legitimately need over 2 minutes to find a totem. Hex totems might need to always show their aura to survivors in at least a 16 meter radius, or they might need to be loud like boons, or maybe something else might need to happen, to reduce the maximum time survivors need to find a hex totem. Also, this aura reveal might need to be immune to the blindness status effect.
31) Finding generators might be an issue at some MMR levels, as some survivors might legitimately need over 2 minutes to find a generator, especially if the generator is indoors and might not easily be viewable at far distances. Maybe if the survivor has been moving a large distance for 40 seconds, the closest 3 generators can be aura revealed, and this aura reveal is immune to blindness? An alternate trigger might be a certain AFK threshold (i.e. the survivor has 3 generator auras revealed when they reach 2/3 the AFK points needed for the first crow).
32) Are there any other times where AFK points should be paused? Oni during blood rush? Myers during (non-infinite) Tier 3? Haunted grounds during the 60 seconds of exposed? Are survivors expected to repair generators during these times?
I mean, this still is just another nerf for survivors trying to play stealthy. Which is kind of dumb considering its a valid strat to not waste resources or yknow, try to survive by not being found?.
I kinda see why distortion had to be gutted, but this is just absurd.
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@Kapkan said:
I always say GG after every match even when the survivors insult me.
Another "us vs them" post. :/
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@XDgamer018 said:
we might need a healing speed cap now. someone got unhooked and just got insta healed…. and there was nothing i as an m1 killer could do about it
This is probably less bad then survivors genrushing, using looping builds to never be downed or 2nd chance perks
They also have to constantly worry about the killer never letting them heal or anti-heal killers like plague, legion or kaneki.
Its the equvelant of limiting killers basic attack if they refuse to hook people since "all they do is m1 but never play the actual game" (which yes, sounds stupid)
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@daikaimon said:
Now Kaneki will again be following the SM path. The vicious survivors will still be screaming hate when he gets to D-tier.
How many more times will BHVR repeat the same mistakes?
I love killer mains never playing against the killers they defend. (The whole distortion is good post rework all oevr again)
Because everyone else who did, thinks he is bullshit and shouldnt have this many mechanics or powers in one. (There isnt a counter besides playing a map offering for the game/lerys)
When legion and plague can only do one thing,
Wraith has to work for the injury and struggle for the down.
but kaneki can injure for free and still have powers to down survivors for some reason.
Makes no sense. Unless they want him to be busted, which its clear they dont want, otherwise he wouldnt be getting nerfs.
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@ad19970 said:
Good to see more Ghoul nerfs. I really hope this change is enough to make it so Ghoul doesn't get free hits after vaulting pallets in enraged mode anymore. But if it's not, I hope that the time to slide over pallets in enraged mode finally gets increased a bit.
Hes still a better blight easily
Sure its a nerf but this is just a correction from what they tried to do last time.
I dont know why he cant just be fast or lethal in chase.
Not both. It doesnt make sense. Having to wait 6 months for this dude to be properly nerfed but chucky is gutted after 1 month as a 4.4m/s stealth killer, doesnt make sense.
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Are there going to be added conditions to change the outcome of a surrender?
For example if all survivors havent touched a gen for 5 minutes and then if the killer dc's, its not considered a loss due to the survivors deciding to refuse to operate on an objective
I dont see how that would be problematic as there isnt a way to stop survivors from doing an objective even if the killer goes into a match with the goal of surrendering with no gens complete
If so, you could change the map or killer powers around generators, like trappers or hags traps
TL;DR is adding new conditions to already existing surrenders options a thing you guys thought about to give survivors/killers a win and vice versa?.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910812#Comment_3910812
So you’re wanting to nerf an already bad killer with more cooldown? Also nerf his Undetectable addons? Town Watches Torch giving him Undetectable on guard hunt is the only thing making him barely functional. Without that addon you’re literally just an m1 killer with no power trying to run people down while they hold W from a mile away.
What would you be giving to compensate for this loss?
hes not a stealth killer, hes more of a varsetile lethality killer that has one guard for every situation
so i dont see why he was even given such addons in the first place, if he actually needs those to be good because "survivors hold w the moment they hear their tr" (not like thats kind of every killers problem who even have a tr), then i dont know why hes giving such addons and not every other killer aswell like clown or unknown.besides that, you can easily just put a guard around or infront of where they are going to run. i dont see why knight should get such treatment in that apartment. Knight mains use that addon and kill just fine so idk why you think its a "must have"
if you want stealth addons, sure, but dont make them spammy or stronger then perks are, huntress undetectable addon after a reload for 30 secounds is honestly the perfect example, you know what triggers it, its only one addon and, while spamable, its not as easily abusable as the knights addons.
for the compensation buffs, i would like to give the fallowing examples.
if you use the jailer to patrol an area, he wont get a cooldown penalty,
if the jailer finds a survivor, even if the survivor escapes, they get their cooldown reduced by 5 secounds
remove the penalty and reduce the cooldown for the carnifex for busting down generators, pallets, breakable walls. by 2 secounds
removing the penalty and reducing the cooldown if the assain successfully hits the survivor on a hunt by 3 secounds
if you dont use the right guard for the situation, then you should accept that you suffer a longer cooldown since you want to spam a guard on all pallets, this would also counter guard spam patrolling brainlessly or just hovering around a gen/hook without much of a consequence.
this would also push the idea further that you should use your guards for the proper situations and get rewarded for it. rather then brainlessly spamming them for one thing and one thing only like most people did on the PTB. -
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910809#Comment_3910809
I don't quite buy that argument. I mean, even if we were to assume flashbangs are dead in the water (which I'm on the fence about for now), that doesn't kill the playstyle of going for saves, it just means you don't use flashbangs for it.
Same for Distortion. Even if that perk were gutted (which I am not on the fence about; it's still a very good perk), that doesn't kill stealth. You just play for stealth with different tools, or in a different way.
What it actually feels like is that the devs don't want either side to have access to unfair tools within those playstyles, which seems more reasonable to me.
everytime someone says "distortion is still a good perk" never actually used the perk and is talking out of no experince.
its the euqevelant of me saying "skull merchant is good" after she has been nerfed to d-tier.
no offense. i played the perk, i almost never get value, i take chases and usually i get tunneled out or it doesnt trigger
even when i do get a chase and then they leave, i only got two stacks just for aura reading, so its not gonna be really enough against like the strong or spammy aura perks like nowhere to hide, bbq, darkness revealed, weave. and if they decide to do a full aura reading build then its basically worthless
i know you dont get scratchmarks when activated, but this is only useful in chase, meaning you either need to pair it up with something and then also time it outta nowhere
if you say "skill issue", like most usually do when they are called out on how bad distortion actually is,
then you arent really making a point on why its good and probably shouldnt talk about how good of a perk is, if you never used it or just think making a good chase is making the perk good. it doesnt.
point was, stuff gets overnerfed and people dont care, so why shouldnt people just result to the most broken stuff that most likely wont ever be nerfed like toolboxes and hyperfocus?
i dont mind if flashbang is nerfed, i quite frankly dont care since i dont use it at all.
but it just makes me question why people would want to continue using it when its probably not as effective as it used to be. -
@Blueberry said:
How do y'all feel about The Knight currently? Both in terms of power and fun, against and as. Changes you'd like?
He's a killer I've always wanted to like but just feels so incomplete.
- Call to Arms still needs to be base kit. I can't emphasize this enough. He actually has some more interesting addons now, but one addon slot is basically permanently closed as you must take Call to Arms. This is even more emphasized now that they have pushed his split pressure play style even more.
- I really think Knight suffers from too low of a skill ceiling and needs some form of skill expression added into his kit. I think we could do this by having his guards movespeed scaled based on proximity of detection to the survivor. IE the closer the survivor is to exactly the initial place spot when the survivor is detected the faster the guard is. This rewards the Knight if he better able to gauge the survivors location through his hearing when trying to place it on them. You can even add a stipulation of it only functioning when The Knight is at least 24 meters away or something so this is non existent if he's trying to place it at a loop. This would increase his skill ceiling a lot.
- Town Watches Torch really needs to be base kit. Without this addon you're literally a killer that just keeps 1 person busy as you walk around as an m1 killer with no power. Not only is this boring but its weak. Torch actually gives you some play potential from the Undetectable. You can basically never take this addon off.
While we got some well improved addons, there's still many severely lacking I'd like to look at.
Knights Contract - Causes a Guard to linger around for 8 seconds after completing a Guard Order, triggering a Hunt, should he detect a Survivor in that time.
This just feels so irrelevant and I can't think of why you'd want to run this. Give it an additional affect that your guard kicks now apply your perks as well. Now it's solid. We still have a gen kick limit so this doesn't seem overbearing at all.
Blacksmiths Hammer -Causes Survivors damaged by a Guard during a Hunt to suffer from the Broken status effect for 60 seconds.
Guards realistically do not get hits. These effects are irrelevant. Unless we implement my #2 change from above this needs to be changed. Make it so The Knights basic attacks while another survivor is being hunted apply the Broken for 60 seconds. Done. Easy.
Broken Hilt - Survivors damaged by a Guard suffer from the Hemorrhage and Mangled effect for 70 seconds.
Again, same problem. Guards realistically don't get hits. Fix it the same as Blacksmiths Hammer. The Knights basic attack while a survivor is being hunted apply the affects. Done. Easy.
Flint and Steel - After summoning the Carnifex , The Knight can see the auras of survivors within 24 meters of downed pallets for 8 seconds.
Completely useless. Pallets are basically never left down. Keep the effect, reduce the radius substantially to like 8 or 10 meters and make it either destroyed pallets or pallets still up. This makes it either really good early and bad late or bad early and really good late. It's also only 1/3 guards.
Healing Poultice - After summoning the Assassin, all survivors within 8 meters from the guards initial position have their aura revealed for 8 seconds.
This is almost never seeing value. It's again only 1/3 guards as well. The range of reveal needs to be upped substantially.
Jailer's Chimes - After summoning the Jailer, survivors that cross his patrol path have their aura revealed for 8 seconds.
This is literally a meme. Drop the aura reveal to like 4 seconds but make it just trigger on any survivor coming within like 8 meters of the patrol path. Again, we have to keep in mind that this is only 1/3 guards, not them all.
Sharpened Mount - Increases the time it takes for the banner to spawn by 15%.
No one takes this and no one would even if we increased the number. Make it so the banner also emits a 32 meters TR. This would at least give some more perk synergy and allow for more mind games.
i genuinely wish canceling his power if you ######### up or dont find anyone should give a cooldown
that means you cant no longer just spam your power until you hear a generator being worked or vice versa, even artist has a cooldown if you place a crow but refuse to use it, for a few secounds, knight doesnt have thati would also wish that he would have more of a universal cooldown per power since, he got 3 major that he can somewhat always use, especially Carnifex being 20, its honestly pretty rare to find a knight killer and either have them not spam any guard possible 24/7 or never be on cooldown since, why wouldnt he?
he doesnt really get punished for using them and failing besides a cooldown which he doesnt get effected because he got two other guards he can always use. and at 20-30 sec later he can redo it all over again
if there wouldnt be so many other horrid killer designs, knight wouldnt be so high on the light, im just glad its not a singularity or kaneki killer
the only real problem i have is his oblivious addons, i never can tell if its the perk or addons since its so spamable. maybe both.
give it a cooldown so not everyone is constantly oblivious just from his addons. -
@HeyBlakee said:
Hello, my name is Blake. I've previously gone by Renfurr and been playing this game since 2016. I'm a survivor and Hillbilly/M1 Variety Main. I'm kind of known as being the flashlight/flashbang locker dude, generic "toxic" survivor main as I've been doing locker saves since as early as 2017. Just a quick headsup that it is currently like 4am for me and I am sick with the flu so please bare with me if I forget to cover some things in this post.
This is going to be a pretty in-depth post regarding flashbangs and the recent change that was made in the latest update.
As of the recent update with the release of Tokyo Ghoul, the developers decided to make a change to Flashbangs. This change was written in a way to make it seem like this was a bug rather than a straight up nerf to Firecrackers, Party Starts, and Flashbangs.
Perks
- Fixed an issue that caused a Killer to be blinded while looking away from a Flashbang.
In reality, this change was a direct nerf to the Flashbang perk and Firecracker/Party Starter items. What this change does is that it decreases the blind angle/radius of these items.
Here is the exact line of code from the tunable values file pulled straight from FModel.
After 8.6.0
"Firecracker_BlindEffectLineOfSightThreshold": {
"Value": 0.422618,
"Description": "Angle threshold above which players will be blinded. Value of 1.0 means staring directly at the Firecracker, 0.0 at 90 degrees, and -1.0 at 180 degrees"
},
Before 8.6.0
"Firecracker_BlindEffectLineOfSightThreshold": {
"Value": 0.0,
"Description": "Angle threshold above which players will be blinded. Value of 1.0 means staring directly at the Firecracker, 0.0 at 90 degrees, and -1.0 at 180 degrees"
},
Why Does This Matter?
Well, this matters for a multitude of reasons. To make it short, here's a small list if you don't want to read the entire post.
- Makes it near impossible to hit Flashbang Locker Saves on killers with KBM inputs/on PC.
- There is no sensitivity limit to KBM/PC Players, it takes only 2 frames to turn away
- There is no buffer to locker saves (KEEP IT THAT WAY)
- The reduced cone/angle decreases the amount of frames that a Flashbang will potentially result in a grasp rescue
- It is pure luck to actually hit a locker save (explained later on)
- Directly provides a disadvantage to killer players on Console
- Because there is a sensitivity cap for killers on controller inputs or on console, they cannot possibly turn their camera like a PC player, making it still pretty easy to hit locker bangs on them.
- You can no longer hit saves at a 90 degree angle, or "Wall" saves, where the killer is facing a wall.
- Creates really weird scenarios where the Flashbang or Firecracker looks like it should blind, but doesn't.
- Flashbang popping in the killers POV but still not blinding or being right at their feet and still not blinding.
- Removes a skill ceiling from the game, removes re-playability, and takes away a lot of fun interactions between survivors and killers
And before I continue with this post, it should already be obvious but I do not have a bias to either side. Yes, I main survivor and have been playing since 2016. But I want healthy gameplay for both sides, to promote any form of skillful gameplay on both sides, and to promote fun/different playstyles outside of running your generic anti-tunnel or chase builds, rushing gens as fast as possible and just outing the killer.
Proposed Changes (TL:DR)
From here on out, I will be going more in-depth. If you can't be bothered to read everything, here are the proposed suggestions.
- Revert the blind angle back to 0.0, or 90 degrees - killers being blinded while turning away is an issue with the network/latency from either the game server or the client, the blind angle is NOT the issue.
- Readjust the new blind angle to be somewhere between 65 and 75 degrees.
Cont. Information
From here on out, we will get more in-depth with the actual mechanics behind firecrackers and flashbangs.
Here are some basic numbers pulled from the game files.
Disturbance Distance Min. (Loud Noise): 2m
Disturbance Distance Max (Loud Noise): 100m
Blind Duration: 3s
Firecracker Explosion Radius: 7.5m (3/4 of One Wall on Shack or 3/4 of Max Flashlight Distance w/ no addons)
Flashbang Explosion Radius: 5m (Tip of Red Stain where it fades out)
Default Explosion Delay: 1s
Time to Throw: 0.5s (How long after pressing the throw input before triggering the default explosion delay)
Server Tickrate: 60Hz, or 60FPS.
Bang Blind Angle after 8.6.0: Unknown exact value, but roughly the size of the red stain.
Normal Pickups, Grab Saves, and Dredge Power (Locker) Saves all have a 0.4s Buffer, similar to flashlights
Locker Flashbang Saves do NOT have the buffer applied to them. (And we DON'T want it)
Locker Pull Animation Duration(No Perks): 5s or 600 Frames (120fps) 300 Frames (60FPS)
Normal Animation/Grabs Duration(No Perks): 3s, 360 Frames (120fps) 180 Frames (60FPS)
General Rules for Flashbangs
- If the killer has Higher FPS/Lower Ping = The more perfect your timing needs to be because the killer's client/network is sending and receiving data at faster intervals.
- If the killer has Lower FPS/Higher Ping = Survivors must adjust timing to throw LATER than normal timing because the killer's client/network is sending and receiving data at slower intervals
- Killers on console or controller inputs are easier to hit locker flashbangs on because their maximum sensitivity is limited, resulting in slower turns and more frames where a flashbang has a chance of blinding. (About 8-12 Frames after the animation depending on their hardware and sensitivity)
- Before the 8.6.0 update, you had about 4-6 Frames after the animation to hit a flashbang locker save on a PC killer who was trying to flick or turn away from the blind quickly. This solely depended on their ping as PC killers with less than 60fps is NOT common.
- After the 8.6.0 update, PC killers now flick away in 1-2 Frames after the animation because the blind angle is severely reduced as opposed to the original 90 degree blind. There is less area that the killer needs to cover when turning in order to avoid the blind.
- Looking straight up while flicking/moving your mouse and using the up arrow/camera up keybind as Killer makes your character look all the way up in 1-2 Frames always, so killers who knew about this were impossible to save against, even when the blind angle was wider.
Because the server is running at 60Hz, for every 16.67ms, is equal to 1 Frame (60FPS) or 2 Frames (120FPS).
An example of this would be the survivor having 40ms and the killer having 80ms.
The survivor now needs to factor in their input delay (2 Frames, 40/16.67) and the killers ping (4 Frames, 80/16.67). Assuming we are playing at 120FPS, that means the flashbang needs to explode on Frame 604 to be considered a perfect or "God" frame.
Note: Can yall make the blind radius/range of Bangs and Firecrackers the same btw? :3 <3
Inconsistencies/Bugs
The actual time before a flashbang/firecracker explodes is roughly 2 seconds, which is kind of odd as it should be 1.5s according to the code. I assume the time to throw time is applied twice, once when you press the input, and once again after the item icon actually disappears from your hand. I'm not 100% sure on that, but the timing is roughly 2 seconds.
Certain killers (Hunchback Killers) have bugged animations that make them sink inside of the locker making it extremely hard to flashbang locker save against as the bangs need a precise spot to land or an extra world object to line it up perfectly (for example, spots where two lockers spawn next to each other: Water Tower Locker on Macmillan Maps, Double locker spawns on generic Autohaven Tiles)
These killers include;
- Blight
- Demogorgon
- Singularity
The time between pressing the input to throw the flashbang/firecracker is inconsistent. On the release day of Tokyo Ghoul, we sat in customs for over 5 hours just throwing bangs and trying to hit on a killer on PC that is trying to flick or turn away. I recorded about 15 of these saves that I went for and marked down the timings of the frames when I pressed the input and when the flashbang exploded. The gameplay was recorded at 120fps, therefore, the time should be consistent, the bang should explode after 240 frames if we go by our 2 second rule. Well, it is inconsistent. I've attached a spreadsheet with my data from those 15 saves.
The TL;DR is that the lowest amount of frames before the flashbang exploded was 227 Frames. The highest amount was 237 Frames.
I will provide a spreadsheet to view my data from these 15 saves in this post as well as a link to view on Google Docs towards the bottom of the post.
ErrorPermission ProblemBang Testing.xlsxClose
General Conclusion and Counter Arguments
This change was extremely harsh, for zero reason. It completely removes a skill from the Survivors which is already extremely rare. You don't see flashbang squads every day who are really good at what they do. Most people don't even understand the mechanics behind them fully.
This angle change completely ruins a playstyle for many people and communities out in the fog, and it only affects players who have been practicing or playing for a long time/put in countless hours of trying to practice in public or custom games just to get a grasp of the timing.
By keeping this change in the game, you are killing the item/perk, removing killer/survivor interaction, reducing teamplay mechanics of an unconventional playstyle in a team-based 4v1, which by the way, has a perk that completely negates anything this item can do (Lightborn) as well as the new perk that came out which throws off timing completely and makes it a guessing game (Forever Entwined).
Not to mention, this forces the game into a more competitive direction. Players who run these perks/items, guess what they want? To have fun. To have equal and shared killer-survivor interaction. Typically, they don't want to escape and will be slammed by someone who is actually good at killer while also allowing for less experienced killer players to gain chase experience or try out their power in different ways, albeit it may be frustrating, the game is still being progressed and if progression does stop, the abandon feature now kills the survivors essentially.
We don't want to be forced to run the meta anti-tunnel or full chase builds every single game, rush through the objective, and be out of the trial within 8 to 10 minutes. The fun of this game comes from interaction between both sides. This playstyle allows for players to have something to do outside of the objective, allowing for teamplay in high risk, high reward and exciting situations. Sharing chases and trying to go for nasty plays is far more interactive and fun for both sides than having one person being tunneled out all game or being chased the entire game because they're running a syringe with Finesse, Vigil, Lithe/SB/Dramaturgy, and Resilience while the rest of the survivors sit on generators and escape.
Anyways, thanks for listening to my TED Talk.
Onto the Counter Arguments!
Locker Flashbangs aren't fair, I'm locked into animation for 5 seconds!
Survivors must be attentive to the ping and platform of players in the match and learn a very specific timing for varying pings, input delays, frame rates, while also not getting downed outside of a locker. Many killer players have told me how skill-less it is to do these over the years, but I have yet to see a killer player try to hit a locker save. It may seem easy, but I promise you, it is very impressive to consistently hit these types of saves when you consider all the nuances of the mechanics, chase powers, teamplay/coordination, and other nuances in the game.
Double Locker Setups are extremely broken, if they have Head On, I have no choice but to pull them and eat the stun/save or wait out crows just to get ONE!
I completely agree, lockers should not spawn right next to each other within Head On range. These were spawning in abundance after the Dredge update as a way to incorporate him into map design. Double lockers are indeed broken and lead to very unfun and frustrating experiences for the killer. In fact, that is why flashlight locker saves were removed. I used to do flashlight lockers before it became popular on twitch and in content creation. Once it gained popularity, people started bringing flashlights with built to last and double charge addons and would just sit in lockers until their beams ran out or until the server closed. The issue was never flashlight locker saves, the issue has always been double locker setups. These absolutely should be removed from the game and I apologize if you've ever had to deal with survivors like this. It is fun for one side and not the other, and we don't want that. We want fun interaction for both sides that rewards better plays. As a survivor main, I promise, we aren't all evil and out to hurt the other side <3
Well, it's also not fair that I can kiss a wall and still get blinded!
Again, I absolutely agree that it can be frustrating. But this can be countered by simply doing a quick glance around the area for other survivors and pushing them away far enough to where they cannot get the save in time. Remember, they have to throw that bang in front of your feet between 0.6 and 1 second after starting the animation. Unless there are multiple survivors covering all angles, forcing them away a certain distance and doing a unique turn will often give you a free hook. Hitting a wall save is simply a misplay on the killer players' behalf and a reward for positioning on the survivors behalf!
I can't counter grab saves because they just abuse the buffer and spam vault pallets/lockers.
If you lunge instead of short swinging, it will always result in a slug rather than a down. As for the buffer, as an old head DBD player, I think buffer should be removed completely to add skill back into the game. But from the developers' perspective, buffer exists to make these items and shenanigans more accessible to newer players or people who do not play as much. As much as I would love to have no buffer, it's unfair to newer players. Though, that doesn't mean it can't be revisited later by the developers to reduce the duration of buffer to make it require a bit more skill.
Survivors refuse to leave the Killer Shack or other tiles and don't progress the game!
There is now an abandon feature for situations like this where if you're just fed up, you can abandon the match after 10 minutes of no objective progress. But to not sound like an ######### and just say GO NEXT, you have to remember, flashbangs are a finite resource. For every 40% of a generator completed, that is one flashbang. Meaning survivors have to progress the game in order to craft more or your perks regress generators so that survivors can craft more flashbangs. Survivors can also bring in a firecracker to carry multiple flashbangs in their inventory. But as I mentioned, their resources are limited, if you genuinely don't know what to do, take that risk and JUST PULL the locker. It's a gamble whether the survivors hit the save or not. If they hit the save, remember, it's high risk and high reward. If they miss the save, that is a hook stage on your behalf!
Survivors who do this type of stuff are always BMing me and being toxic though?!
Try not to take it personally, bad days happen and we get that. At the end of the day, it's a game and we just want to have fun. Anything that happens in the game stems from a grain of salt or to spice up the game by getting in your head. At the end of the match, nobody is there to genuinely make you feel miserable outside of a few bad apples. <3
As an M1 killer with no perks or useful chase power, I can't do anything against survivors who are really good at abusing single locker rotations, what can I do?
Sadly, this has always been an issue for killers like wraith, plague, pig, bubba, etc. Luckily, not many players out there actually know how to use the locker rotation strategy properly against Tier 3 Bloodlust. I understand this is a frustrating thing to experience when you eventually do run into a coordinated squad like this, but believe me, it is rare. For now, the only option is to just pull and waste their bang resources. This is another one of those things that comes down to the developers and how they would want to go about nerfing this strategy, whether it be a locker pull change (like changing the animation from 5 seconds to 4 seconds) or increasing the length of certain tiles to prevent this strategy. However, like I said, this is kind of a non-issue because it is so rare and probably hasn't been on their radar nor is it an easy issue to address in other ways without affecting other aspects of the game.
If I missed any arguments you may have, feel free to ask below and I can provide a response, though, I'm pretty sure this covers most of the main complaints I've gotten from players and content creators over the years.
Extra Media
Example of a Flashbang Save that should've hit, but didn't hit. Looks really odd seeing a grenade blow up in front of a killer and not being phased by it at all? No lightborn, they had Deadlock, Lethal Pursuer, BBQ, Pain Resonance.
40ms Survivor, 80ms Killer. Both 120fps. Bang explodes frame 604, same frame that killer slightly turns to the left. Should be "god" frame but does nothing because of the angle change update.
Wall bangs no longer work because of the angle change, also some footage of other wacky angles that SHOULD blind.
I would post some screenshots of the bang being like a pixel outside of the red stain right in front of the killers' feet and not blinding them but it is giving me permission errors on here, but you can always go test it out in a custom if you want to see it yourself in game, sorry <3
If you have any other footage or clips of your bangs being whack and not blinding killers during this update, please reply to this post with it or say something. The only way we'll get this reverted or adjusted is by being very vocal about it towards the developers <3
#SaveBangs
P.S. Make lockers glow with a bright yellow or white aura that intensifies when a survivor is in it with Head On ;) Had to slide that in there for the SoloQ gamers
naw, survivors arent allowed to have variety or fun via different playstyles that SLIGHTLY displeases the killer in any way or shape of form
i mean, look at distortion being gutted and aura reading getting buffed, essentially killing stealth to the ground for survivors.
i honestly would prepare myself to play the most meta stuff imaginable every match just to send a message that, no, nerfing variety perks like distortion and flashbang, does not really help the game. AT ALL. -
At most you can either expect them to "update" the mori changes or include health changes so killers wont pointlessly slug to avoid hatch or for the 4k
Sad but i dont see them removing them
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I know the game doesnt explain it but the game already has that feature
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@Alicia_Tried6041 said:
Survivors need base kit unbreakable after 60 seconds. Slugging is busted beyond belief in this game. Whether killers like it or not base kit unbreakable is the answer. It will force them to hook survivors as the game intends. BHVR please fix slugging asap.
ngl i would love a way to get unbreakable basekit because it is beyond boring and annoying to be on the ground consistently over n over again
yes killers like twins exists and yes killers are allowed to slug, but needing slug for someone for a minute is beyond unreasonable
if they would've keept the WGLF buffs, i wouldnt want that, but since they didnt (and overall not really effective)
killers bleeding survivors isnt a problem in the dev's eyes so its very unlikely they will do anything related to this unless the team changes (which takes years which by that point dbd probably ran its course or we get dbd 2) -
@Feneroe said:
Map repetition prevention is fine, since people don't pay for and queue up to play as a map. People do, however, queue up to play as specific killers. If you want people to play as more killers, you make the other killers stronger and more fun, and perhaps throw an incentive in the form of extra bloodpoints and shards to play as the least played killers.
the system would already be an incentive to make people play less popular killers
plus adding a bp bonus to anything killer does would just make the killer queue times even longer for everyone involved
thats why the bp bonus in the loppy is mostly survivor. (atleast in my region n mmr) -
@Memesis said:
Resilience makes a big difference. Your vaults are visibly faster, fast medium and slow vaults all benefit from the speed. Whiffs right after you vault really reinforce the feeling of value from the perk.
Slap it on with deja Vu for also noticably faster gen speeds.
At the end of the match, it can come in clutch with even the smallest time cut off the exit gate, or cleansing noed for your team.
Theres a reason it's one of the most picked perks, you always get anywhere from decent to game changing value every match.
Does not need a nerf. It's no where near as busted as old made for this despite some similarities.
maybe time for a meta-shake up
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@DNet89 said:
You gotta think about all the perks that combo with it. Unbreakable, Soul Guard, tenacity, flip flop, the invocation perks, resilience, boon exponential.
My buff ideas would be to somehow make Dead hard work with it without requiring you being hooked. And only increase the recovery speed up to 50% by taking a protection hit which would be 21.33 seconds. 200% is to much that's a 10.6 seconds heal
you could give a penalty if you tried stacking recovery perks like unbr, tenacity, resilence, expo by half
maybe the recovery itself be not 200%, but legitmately, what else could you give for being permamently injured and the killer knows you have no mither?
i dont think it should need a "combo idea" when its supposed to be a perk that should be fine to work on its own, if people abuse it one way or another you could just add more limiters/penalties for it -
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841601#Comment_3841601
What is your source for this claim?
I would much rather see bHVR tell us since they must have numbers on this, checking all games where one side has much larger ping than the other, if the game is skewed to one side or another.
i sadly dont have sources for this, just experinced with and against people playing with high pings
i almost never managed to get any advantages as a survivor having high pings due to the hitboxes being massively delayed and slowed down
compared to the killers powers/hits being faster because they are essentially teleporting or being fully delayed
i doubt behavior would care or bother with something like this sadly -
@Masterninja said:
Your changes to improve the shrine by buffing the numbers of the free perks would be catastrophic in terms of balance (especially the ones you suggested for botany and sprint burst).
What could make the shrine very appealing for players, would be doing the next steps…
First: increase the number available, +2 survivor perks and +2 killer perks
Second: remove the free/universal perks from the pool
Third: licensed perks such as Finesse (Lara croft) and Rapid brutality (Xenomorph) can only be bought with 250 auric cells = 2,50 $. Original perks such as Decisive strike (Laurie strode) and Bamboozle (Clown) can be bought with 2000 iridescent shards or 200 auric cells = 2 $
A whole character costs 500 auric cells = 5$ and you get +3 perks and a skin
A lot of players sometimes want only the perks from a character, so giving the options to instantly buy it (iridescent shards can only be earned by playing A LOT) would definitely give the devs a lot of extra money.
its only temporary (1 week) and numbers can be easily changed
at worst you can just give it the smallest number buff imaginable or even outright not buff it for balancing reasons
they wouldnt increase the perks avalible in the shrine to 4 to 8, because that would hurt their money revenue, a higher chance to get license perks for free instead of buying them from the character
they wouldnt remove the free/universal perks because again, money
3rd would probably just make the game p2w because sometimes new perks are released in a powerful state that they wouldnt change in months, what do you do if someone doesnt or cant pay for the perks?
i would forever rather have licensed perks possibly be free if the shrine is lucky, then be slightly more accessable
Decisive strike (Laurie strode) is not original, its from micheal myers and thus liecensed
the license perks needing money defeats the point and creates a really disgusting noob/uninformed trap
possibly paying for perks instead of just paying the character for cheaper -
@smurf said:
200% recovery might be a bit much, but I agree about No Mither being awful. As killer, if I see someone start injured, I usually think I'm in for an easy match.
maybe but at the same time idk how else to make no mither remotely worth using without giving it a new effect/rework
+ this still wouldnt make people use no mither because killers would probably just pick up
even if you do get urself up, its unlikely that the killer will give you the chance to do so again, i can imagine it might be problematic with power struggle, but idk -
@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842016#Comment_3842016
I hope you're aware that 80 ms isn't insanely good on itself although still playable (And I can say that confidently because I have 40-80 depending on the mercy of my internet). Also you'll drop to 120-200 ms probably as soon as it's not perfect for that moment if you're on 80 most of the time xD
sure 80 isnt good but its not so bad that you'll see someone like me teleporting or getting vaults/no-hitreg wen im not supposed to
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@Lord_Kaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842016#Comment_3842016
it would have immense consequences on que times for people with faster connections if this is actually a huge problem.
sure, but at the same time, longer queues probably wont get it fixed unless its slow just to make sure people dont play with +100 pings, then i would be up for it
but behavior make their mmr system to priortize quick match ups rather then accurate "mmr" -
@Lord_Kaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842015#Comment_3842015
obviously yes, survivor also needs some additional changes to make it less stale, but i'd argue it's already less stale than the standard mode. i'm sure every itteration will have those kinds of changes.
its less stale for killer
but honestly i get more replayabilitiy with the 200+ survivor perk combos then this mode has provided -
@Lord_Kaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842013#Comment_3842013
Again, this punishes people for not having the money to spend on crazy fast internet.
i shouldnt be punished for having good wifi while someone else has bad wifi
+ my country has slow wifi speed yet i still manage to get my ping around 80, not 120-200 🤮 -
or maybe actually make an effort to make survivors not so boring to play in 2v8
its kind of stupid that people think flashlight/pallet stuns is going to fix survivor queuing time
sure we got class buffs and a "ultimate" but you can only play a class so many times until you had enough (3 per class)
meanwhile killers get more basekit killers and classes to play….something that hasnt happened and gives alot of replayability (not like playing duo killer is enough
so unless they make more classes with possible combos that are fun ot use against eachother, i dont really see the point of playing survivor besides the bp (which isnt a good bandaid either) -
@Lord_Kaine said:
I don't think this is possible to do on any level that doesn't just favor people that can afford to pay for better connections.
hopefully they could do a ping limiter so anything past this ping is a no-reg
they can still play the game but i shouldnt be punished for someone having high ping -
i would love to stop fighting against killers with absurdily high pings (mostly ranged killers)
but behavior sadly doesnt wanna bother upgrading their servers or their code to even detect an anomaly or someone possibly using vpn (because it probably still detects which ip is trying to connect onto what host)
but behavior didnt bother for 8 years so it probably wont start now….probably in 2040 if its still alive but who knows -
@ArshieMeBob said:
Greetings! I'm ArshieMeBob (Arshie for short), and I main Vecna! And uh… that's about it. I have around 700 hours on Vecna, and I'm #8 on the Steam leaderboards for him, so I play him a fair bit.
https://us.v-cdn.net/6030815/uploads/2EEW6LQVTZOX/image.png
I've seen a lot of people take the Vecna changes as nerfs, when I think the complete opposite. I think these changes were undoubtedly a BUFF. So, I wanted to go over what I like about the changes, what I dislike, and what I would like to see Behavior do with him in the future.
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- Decreased Dispelling Sphere's cooldown to 35 seconds (was 38)
- Decreased Flight of the Damned's cooldown to 35 seconds (was 38)
These two changes are super nice. I've been a big advocate for taking away power from Ring of Spell Storing and Pearl of Power and putting it into the base kit, so this change is welcome. Three seconds means a LOT in terms of spells, as it can be the difference between getting a spell before a survivor reaches a safe zone or them making it.
- Decreased Fly's cooldown to 25 seconds (was 38)
This change is HUGE. Genuinely. Fly has always been in this weird limbo of wanting to use it for map mobility, but also wanting to save it for a chase. Knocking 13 seconds off it's cooldown LETS YOU USE IT FOR MAP MOBILITY, WHILE ALSO HAVING IT FOR CHASE. This is super significant, and it causes addons such as Potion of Speed (which I predict will become a top 3 addon, even though it was super good before) as well as Raven's Feather. If you don't know how to use Fly for chase, start practicing, cuz fly is going to become more important if this change goes through. Vecna will also be a better snowballer, allowing you to potentially down someone and have Fly up more reliably. Personally, I would've liked to see Potion of Speed basekit, but this is a welcome change.
- Increased Mage Hand's cooldown to 40 seconds (was 38)
- Increased the cooldown after cancelling a spell to 1.25 seconds (was 1)
I'm grouping these changes together because realistically, cancelling a spell should only really affect Mage Hand. While, on one hand, I'm glad they're nerfing the part of Vecna's kit that had the most controversy, I think just keeping mage hand at 38 seconds would've been fine, especially since the cooldown addons were nerfed (more on that below) and that indirectly nerfs mage hand. The cooldown after cancelling a spell I also don't like, as it'll only serve to make Vecna feel more clunky. Since cancelling a spell is mostly used with faking mage hand, I see the vision, though I would've liked it if they didn't nerf the cancel cooldown at all. Mage Hand already has counterplay, and I think this was more of a "we need to nerf SOMETHING" change rather than a thought out thing. This won't change how Mage Hand feels to go against, so I just don't think it's a necessary change. Though, I'm glad it was Mage Hand that was nerfed, and not FOTD.- Decreased the time Dispelling Sphere disables magic items to 45 seconds (was 60)
This change is honestly not that big of a deal. Sure, it further nerfs Mage Hand (since the most important Magic Item to disable is the Mage Hand one) but you'll have dispelling sphere up more often anyways, so I don't think it's an impactful change. I'm a bit confused on why they lowered the value, but it's whatever.- Pearl of Power:
Decreases the cooldown of all Spells by 3 seconds after a successful Basic Attack (was 5) - Ring of Spell Storing:
Decreases the cooldown of all Spells by 2 seconds (was 4)
With the basekit cooldown changes, it was clear that they were gonna nerf the cooldown addons. And to be honest, I'm glad. Cooldown addons were (and still are) strong on Vecna. Why buff one aspect of your kit when you can buff everything? This shift from cd addon to basekit power will allow even MORE variety with his addons, without feeling as much of the consequences that you'd feel from not running a cooldown addon. I really like the direction of this, as Vecna's other addons are powerful. Not game changing, but they make a big difference.
Overall, I am very happy with these changes, and they are very much a buff, especially to those who know how to best utilize Fly in chase. With more addon variety, as well as mostly reduced cooldowns across the board, I believe Vecna will be stronger with this patch. Those who are calling it a nerf, I fear you might be relying on mage hand a little too much. (Not an insult but I think people are vastly underestimating his other spells)
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Now, with that, I wanted to give my actual feedback on what I would like to see happen with Vecna. I am a big fan of the changes, though I believe mage hand should be kept at 38 seconds. I also think the cancel cooldown should be reconsidered, as it makes Vecna feel too clunky. If you HAD to nerf mage hand in some way, I'd say increasing the time before the hand actually prevents the pallet from being dropped could be good, as it would allow a moment of vulnerability before the pallet hold happens, leading to more clear counterplay.
I also wanted to share my thoughts on his addon situation. Currently, he has three close to useless addons, Tattered Headband, Cloak of Elvenkind, and Ring of Telekinesis. I would like if all three of them received some sort of buff or rework, in this patch would be nice, but I understand that might be difficult, so I'd appreciate it if these were at least considered :)
Tattered Headband is useless in the sense that you're barely gonna be using FOTD at max range. It increases the distance the skeletons from FOTD go by 4 meters, changing the distance from 26 meters to 30. Due to the nature of the spell, you're either gonna be using this spell point blank or from a slight distance. Never, and I mean NEVER, should you shoot FOTD from a distance to where this distance would ever matter. This addon either needs a rework, such as making the spread of the skeletons closer/further from each other, which might be interesting, or a massive buff to lean into it's niche. To be honest, making the skeletons go mapwide with this addon still wouldn't even be too good, but it would allow a fun playstyle where you could possibly snipe survivors. Or even making the FOTD range longer than 32 meters with the addon so you can attempt to snipe people outside of your terror radius.
Cloak of Elvenkind reduces your terror radius by 8 meters while you're flying. This is mostly useless because Vecna is NOT quiet by any means during his fly. Like the dude has asthma or something. I would prefer if the addon maybe made him quieter while he was flying? Or if he had a terror radius reduction while his fly was on cooldown. Because as it stands, especially with the Fly magic item, this addon is rarely serving its purpose of concealing your location during fly.
Ring of Telekinesis increases your vault speed by 10 percent after blocking a pallet with Mage Hand for 8 seconds. This addon just… barely comes into play, and when it does, the vault speed is rarely significant enough to mean anything. First of all, this addon only procs when Vecna blocks a pallet, not lift. I think both should activate the addon. Then, the vault speed should be increased to 20 percent to make it on par with Dark Arrogance. This would allow the addon to excel at jungle gyms and shack, where pallet/window setups are the most common, as well as make the addons effect actually noticable.______________________________________________________________________________________
If you made it to the end then god damn. I don't even know how much I wrote but thank you for reading that much text.
TL;DR: I like the Vecna changes, and believe they are a buff. Fly will become super important and is the main reason behind why the changes are a buff. Cooldown addons will go down a bit in usefulness. I think the mage hand and spell cancel nerfs could be adjusted a bit to where it wouldn't make Vecna feel clunky to play. I would also like to see buffs/reworks to Tattered Headband, Cloak of Elvenkind, and Ring of Telekinesis.fly being 25 instead of 38 is definitely a huge buff everyone overlooked
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no offense, have you tried playing the perk or even comparing the two?
it got a complete direct upgrade compared to before the changes
a world-wide gen-boost while in chase + aura reads on everyone across the map
compared to : gen-boost if chasing near a generator (not worth it for 6%) -
unfortunately, distortion probably wont return in that state ever
best you can do is probably play object or try other stealth perks to compensate, it is really unfair because of the few minority of players who abused it just to hide all game, but behavior seems to be working on very little time to make concrete changes for both sides (they couldnt leave sm alone after a nerf, lol) -
@Ryan489x said:
I know I’m not the only one on the board asking this but distortion should have been left alone. The dev team focuses so much on “unfun gameplay” when it comes to decisions but fails to realizes that this distortion Change encourages it too. Now killers are running leathal to take distortion out so you can’t counter the 2 other aura reading perks they’re using.
Whoever thought this distortion change was a good idea should be told it wasn’t
unfortunately, it went through ptb, meaning it will take a long time to revert the changes if they even want to do that at all
its very unlikely though since people hate this perk with people essentially hiding all game and not progressing the game.
and overall made stealth perks/alternatives a tribalistic hatred towards stealth from killers.
we can only realistically hope that they are working on reworking this perk to be a better healthier stealth/anti-aura perk, because the whole aspect of stealth is just gone and pointless.@codebibi said:
yeah the nerf is bad and this is a big slap in the face with how much wallhack perks they have nowadays.
they should either change it back to 3 tokens tying it to gen repair and healing to force people to do the objectives and play like a team or revert it because this is clearly not okay.
this is a massive better change then making it a mix of chase/anti-aura
object is just better by that aspect because i dont have to scared that the killer is running more aura perks and i cant tell due to tokens taking an eternity to charge + force being in chase -
this is only ever exist in 2v8 or other gamemodes because : "why are you slugging in a non-serious game mode"
as frustrating slugging it may be, the devs have already tried basekit unbreakable and couldnt get it off the ground
the most we will ever get of a slugging nerf is by buffing slugging perks, make recovery basekit faster or make recovery overall take less time
or adding more anti-slug variety alternatives.
but most likely eventually we will see the addition of a faster bleedout button so the killer can stop bleeding people out for 4 minutes -
@Leonardo1ita said:
Why are syringes, styptics and BNPs allowed in Chaos Shuffle?
This is just ridiculous, P100 survivors can have almost an infinite amount of them, and MOST IMPORTANTLY, it's nowhere to be compared with the strength that even the strongest killers' add-ons have.
The strongest survivors' items beat the best killers' add-ons by far, it's not even comparable.
Considering the killer might get no gens slowdown perks at all, killers are screwed if they don't play the top killers in S/A tier.
I think, to solve the problem, also the items and the killers' add-ons should be random.
Ideally also no map offerings…
thats the same as asking why killer addons are allowed in shuffle
because killers cannot work without them which thus would be extremely bull
if they somehow ban item addons but somehow not the obvious possible killer addons
they obviously could've just not allowed them on both sides and shuffled them or only do certian rarities or addons
but probably too much effort for behavior to use
but im forced to use them because killers keep spamming black ward + iri addons or busted addons
its not like i rely on items to win, but they do help tide the match for my side. -
@drsoontm said:
there should be a killer instinct giving their general direction.
I'm kind of fed up of the games where the last two survivors hide on corners of the map dropping and picking up their item in a loop to avoid the crows.
That several minutes wasted every time, first looking around the gens, then in the basement, in the lockers and finally on the border of the map.
And sometimes they hide better.
This is way easier to do than a four slug and it's becoming a bit too common.
i wouldnt mind this change since this entire thing is the reason why distortion is getting nerfed
what i dislike is that killers still dont get punished for pratically ignoring the hatch and slugging for the 4k
intentionally wasting time when they already won
(slugging the one survivor just to get the last survivor kill)
yes there are perks to maybe counter them but at most it delays it, nobody is going to run no mither or have the skills/experince to run the killer for god knows how many gens left or 4 mintues (or less) for the bleedout
which even for me,
just makes me wanna hide the rest of the match until the other survivor is found and killed
yes its possible to still win or get hatch,
is it realistic and can everybody do it?, no
should every new person be subjected to this?, N O
IS IT FUN?, N O (for both sides it isnt)
most likely the devs will just add a "bleed out faster" button for this situation or never adress this,
rather then punishing the killer for delaying the game and letting rng decide for the last kill
(and please dont input very unrealistic situations that have nothing to do with the topic like :
"the survivor is running rat build : sole survivor, left behind, distortion, calm spirit, they dont deserve to get the hatch"
or
"the killer is running a slugging build : knockout, sloppy, cloudrophobic, nurses calling, they dont deserve to get the kill"
which is more of a perk issue then an issue relating to the topic) -
@Backmon said:
Cause now it feels to strong and overpowered perk especially if combine with off the record. Of course nerf should be fair to not make perk completely useless so for example this change can make this perk more fair:
Nerf: After being unhooked or unhooking yourself, Decisive Strike activates for the next 20/30/40 seconds (now 40/50/60 seconds)Nerf: Stuns the Killer for 2 seconds (now 4 seconds).Nerf: Make survivor who use it exhausted for 10 second (to prevent use haste perk after ds stun)Nerf: Perk doesnt activate when you exhausted (for same reason)how often do you take ds that you think it needs a nerf?
DS : activates for 60 secounds after being unhooked,
you pratically cannot progress the game
it only works once which stuns the killer for 4 secounds
it disables in endgame
meaning you waste a slot to play the game or waste time trying to get value out of ds.
it can be countered by slugging or ignoring unhooked survivor.
ignoring the whole cow that stronger killers are just uneffected by this whatsoever
so either you tunnel so hard that you eat a ds 3 times per match,
or you somehow fight against bully squads that bait ds and get it off successfully
(going into locker or taking protection hits)
it does not need a nerf, at most a rework overall
or give it a shorter stun for weaker killers -
@SoGo said:
Hexes and Boons are, at the moment, fairly unused with some exceptions. This is mostly because the perks are weak, or just because of some general issues. I decided to change some things, which hopefully make these perks better.
General Hex Changes:
• Change the totem spawns so they don't appear in obvious locations (near gens, in open places etc.)
Individual Hex Changes:
Hex: Blood Favor
• Increase the duration of the pallet block to 20 seconds.Hex: Crowd Control
• Increase the duration of the window blocks to 60/70/80 seconds.
OR
• Add the effect that once a generator is finished, all vaults in a 32 m radius become blocked for 60 secondsHex: Huntress Lullaby
• Remove the stacking, now this perk becomes fully active at the start of the trial.Hex: Ruin
• Increase the regression speed to 100/125/150%Hex: Thrill of the Hunt
• Increase the bonus bloodpoint gain to 20% per totemHex: Two Can Play
• Rework the activation requirement of this perk. Now, this hex lights up when the killer gets stunned for the first time, but deactivates for good after being cleansed.
• Increase the duration of the blind to 2,5/3,0/3,5 secondsHex: Wreched Fate (Full rework)
This perk activates when the first generator is completed, creating a special sixth Hex totem. This totem can be seen and cleansed only by the Obsession. This totem also cannot be blessed.
If the Obsession dies or is sacrificed, the totem will become visible and interactable for everyone.
If the totem is still standing once all generators are powered, the following effects apply:
• The Hex Totem becomes blocked for the rest of the trial.
• The Exit Gates will take extra 15 seconds to open.
• The hook timers of all survivors decrease by 20%.
• If the Hatch spawns while this Hex is active, it will close itself automatically.
• Unopened Exit Gates regress automatically and reveal the auras of survivors interacting with them.
• The entity blocks an exit gate for 15 seconds after it becomes open, and for 5 seconds every time a survivor loses a health state in the exit gate area.General Boon changes:
• Reduce the noises that the boons make significantly to make them quieter.
• Increase the general radius of the boons to 32 metersIndividual Boon changes:
Boon: Illumination
• Make it so that it also shows the auras of totemsBoon: Dark Theory
• Increase the speed bonus to 3%Boon: Shadow Step
• Add an effect of muffling footsteps of survivors into it.That's all from me for now. If you have any questions or ideas, let me know.
- hexes arent weak,
while there are hexes that bring more value over others in common situations
hexes like noed, devour hope or even ruin, are still pretty strong
i disagree that totem spots are "too obvious"
- having to remember all the totem spots and finding them is too much of a hassle for anyone to do
so, nobody is EVER going to remember them
- alot of maps have really wierd totem spots that you would never find even if you run through the entire map
for example : there are totem spots that can be fairly hidding in some corner + grass
watertower in glenwale (gunslinger's map) by the small box
toba landing, very right of main, next to the stairs and next to the pathway that can slightly go below main
theres a small grass spot that nobody runs past, a totem can spawn and be hidden in grass
then theres midwich with its wierd locker totems and rpd which are either obvious or well hidden on the upstairs
yes the totem spawns and which totem is a hex is rng,
but its not like ALL totems are very obvious, otherwise nobody would bother using them
there are often games even in swfs where nobody is able to find that one hex totem that is in the most hidden or random spot that nobody has yet heard/searched for (now imagine that with multiple hex totems in soloq)
1.5 boons are less used and less viable, expo and CoH are still viable in swfs and very useful
the rest of the boons are honestly no worth running no matter how you try to use it or even if they get buffed :/
2. the buffs (hexes)
blood favour : the problem with buffing this hex remotely is killers like clown or blight,
would be very diffcult or close to impossible to fight against
its already good enough, especially if you do an entire build around it
crowd control : bamboozle is and always will be better
reworking wont change that and making it last 4 minutes wont change that
huntress lullaby : while i do agree that it shouldnt be this weak, it shouldnt also have full power
reduce it to like 1-3 tokens for some downtime and give the survivors a chance to still do generators or find the totem
rather then being completely oblivious to finding that totem
ruin : honestly i dont mind, its obvious, its not too opressive, can get alot of value when not clensed
Thrill of hunt : if killer wants more bp, sure
two can play : sure, got no problems with that
Wretched Fate : while i do admire the idea you were trying to do and the rework idea on itself
this would take too much effort for a single perk for behavior to even implement
even if it somehow did, this is just a pure soloq pub/noob stomper perk with how bizzare the idea and function of this perk
everyone can cleanse the totem before endgame and if they dont they basically die
its not healthy noir is it fun for both sides
3. Buffs (Boons)
the range and less noise will make every killer complain
it could give a small range buff or less noise, (either/or, definitely not both)
but overall boons are really good where they are at right now, in terms of health and power
Illumination : make it show literally everything, i dont care if that would "bloat the screen with aura"
auras are still useless in soloq and only useful for beginners, even then it gets overshadowed by detectives hunch or maps or other perks that help you in tasks of "its there", deja vu for gens, plunderer for chests, ect ect.
it should honestly be buffed so cleansing/booning is alot more, i'll say 50%
or rework the perk entirely
dark theory : so it doesnt really require effort but its somehow gives a 5 haste boost for everyone?
especially with the buffs, and hatred towards hate,
i dont think buffing it to 5% would be good,
especially when other weaker haste perks require more for less
(plus you need to consider the possible boon spam and haste stacking it can come with it)
you could just buff the range or/and give it a SLIGHT haste boost so its not completely worthless
or also maybe include other actions like gens, chests, vaulting, healing, ect
Shadow step : ngl it should supress literally everything it can, footsteps, blood, grunts, everything
otherwise it will get overshadowed by other boons (and even by the buffed dark theory), noir will it be worth running because
"well killer can just run that perk to counter an entire boon perk"
i dont want both sides to be stomped by hex's and boons
have a nice day and enjoy the feedback : )
- hexes arent weak,
-
@Senaxu said:
As the title suggests, if you were a DBD developer:
What would you most urgently add to the game? How would your gaming experience be significantly improved?
Or any skins or game modes? A killer suggestion or game balance adjustments?Your personal most desired thing for the game.
I'm very excited to see what the community thinks and what kind of things will pop up here.For me it would be server-side validation / useful cheat protection. I especially hate subtle cheating and constantly questioning your own sanity. In my opinion, this is long overdue.
a daily killer ban
-
@ElodieSimp said:
2v8 pretty much showed how oppressive she is but the only thing that is a real problem is the hatchet hitbox, can still hit you even if you're behind cover. I know some people will defend it (of course) but it really needs to change.
they have fixed her hatchet, they complained about it, reverted it back
will never happen again sadly. -
@gilthfc said:
Is it me or does the huntress need to be removed from the 2v8.
Limit their hatchets to 3 or an idea like the same killer cant be picked every game. Literally 10 games in a row ive come across the huntress and counting. So boring
they need to boost huntress popularity to make more money out of her
-
@Dreamnomad said:
It's kind of funny that usually I see posts in general discussion that clearly belong in feedback and suggestions. But this is the opposite as far as I can tell. What suggestion or feedback is being made here? You don't seem to be asking for or recommending any change to any perk. Seems like the post is clearly a discussion about what perk loadout goes best with a certain perk. Post should be in general discussions I think.
it is a bit diffcult to work around the categories, i thought you could just make a new post and do discussion
but for some reason its more complicated then that and you cant change it for whatever reason, i could just remove it if it bothers you THAT much -
@legiondoctor said:
I see this absolutely a survivor patch. Theres 2 killer buffs and all survivor buffs. Why no buffs to killer perks?
are you not satisfied with the killer buffs on killers you already got?
need me to complain about items not getting buffed because killer got buffs? -
@WolfyWood said:
Now we just need to hide profiles till end-game and lobbies should be more or less fixed.
if we cant dodge sm and nurse lobbies
you shouldnt be able to dodge swf lobbies or p100 lobbies -
@Leonardo1ita said:
Let's talk about it.
What do you think?
Is this good for the game? Is this bad?
Is it gonna make tunneling more needed, considering survivors now have more time to finish a gen and then go for a save last second?
Or is it gonna incentivise spreading pressure once in a 3v1 better?
What do you think?
the community and game kind of pushed for tunneling since 7th anniversery
and i honestly cant help but think "killer nerf bad, killer buff good"
no offense but after the 7.6.0 changes that nobody fought against,
and people complaining about anti-camp.
its hard to gain sympathetic and see the bigger picture
i know this is just going to make killers tunnel more,
which isnt really that much of a difference to what they do already
survivors run anti-tunnel to win
killers run anti-regression to win
unless they change that core mechanic and have both sides not run same meta
call me just the biased survivor main who doesnt care, but this is just what i think
but overall for me i do think this on paper should make camping less interesting, only wierd it took 2 years to do this change
(they did the gen-time increase in 6.1.0) -
@wsm10 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771228#Comment_3771228
This is the exact mindset that has made this game miserable for at least the last three months for normal survivors like me. I'm tired of hearing about killers having to "endure" tbagging. PUSH THEM OUT THE DOOR, OR DOWN THEM. It's only that bad because they either let them do it, or if in chase, don't either get them or leave the chase. Whereas anything a killer does, there's no getting away from it without being penalized. It's 1000% not comparable, and I'm tired of killers acting like there's nothing to be done about it. You decide if you deal with it, while survivors just endure & waste their time reporting them.
Players need to stop the circle of toxic & obnoxious behavior from others by NOT DOING IT. It's really that easy. It's done to tilt you & ruin your game; don't be that way for people who had nothing to do with previous matches. You're also giving the bad actors on both sides exactly what they want doing it yourself & letting it affect your future matches; be the bigger person.
i love how killers used slugging as an excuse to things like : sabo, flashlights, struggle builds, gen-pressure
yet its clearly very prevelant in 2v8 when you got almost no reason to do
its the community making slugging so obnoxious,
not the survivors trying to survive
at this point they should just give survivors basekit for everyone regardless of hook-stage
make it 45-60 secounds and you got no problems
give a longer speedboost and better recovery if the killer is just humping your corpse in a ######### event mode
but only activate after a delay of about 10-15 secounds
that way the tryhards wont cry about "unable to slug for pressure or more downs" you still can
but cant just slug for an eternity without getting punished for it
especially when behavior made is a ######### load easier for killers to cage survivors in this mode
again, this mode is supposed to be fun for everyone, not a comp festia where you slug everyone -
@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771434#Comment_3771434
All very true, except the last part.
While you really can't coordinate gens, at the point it's "1 gen left", that's 6(!) Gens, not 3. 6 Gens is literally impossible to defend, I have never ever seen anything resembling a classic "dang, we ed ourself " situation in this gamemode.
It's only sorta possible, if he killers totally stomp and whittle the survivors down too soo, but otherwise the survivors a literally free to do any gen at any time, with just a smidgen of more importance to the main gen.
But thats one of the strengths of this game mode: no flashlight saves, no sabo, instant hooks, no 3-gens, no need to slug in 99%, no camping, much harder to tunnel. All this culminates in a game that's much less stressful then regular DbD, scen though it's much less shallow. But it was a real fun week for me and a big breath of fresh air.
yeah kind of sad that the sweats isnt really helping though, (since day 1)
but its what the community does so, touche -
@bornagain234 said:
Everything is doubled. Including pallets.
Regression perks removed.
Twice as many gens to defend.
Survivors only have to do 8 gens.
Why isnt it 10? I dont get it. I cant wait for 2v8 to end so I can go back to 1v4 tbh.
Gens are flying, we cant slow them down. 1 gen to go and were still hooking people for the first time.
This modes trash.
the same reason (i guess) why huntress doesnt have 14 hatchets instead of 10, balancing issues
the mode is somewhat survivor sided if atleast one guy consistently gen-rushes
but its not like you have basekit buffs to somewhat counteract it
nowhere to hide basekit, call of brine (200% regression rate) basekit, multiple basekit killer buffs and synergies
thats honestly a you problem when you cant get downs consistently as massively buffed killer or
cant enjoy the mode as the killer side,
take a break, play something else, or dont play the mode, simple as that.
everyone can get burned out or dont like the mode
but definitely not on the mode when you cant enjoy it as the killer when everyone else is having fun as killer