RainehDaze
RainehDaze
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@FFirebrandd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360487#Comment_3360487
I knew that was theoretically possible. I've just never done it because it didn't seem necessary.
If you can time the strafing to match, it's not really hard to adapt further.
I just loathe having to play this silly game every time someone brings that perk.
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@FFirebrandd said:
How they can do it is pretty simple.
It's because it is very easy and fast to go from holding A to holding D and vice versa without affecting your forward movement (holding W). So, PC players just by nature of their control scheme have a pretty easy time resisting wiggling.
Attempting to do the same with just a thumb and control stick will be much more difficult and will almost certainly not get as good of results.
As for how to fix it? I don't know. Maybe give controller killers a bit of built in wiggle resist? But then people would probably start spoofing controllers on PC to get it as well...
Yeah not sure it can get fixed.
Side note, we do notice Boil Over, but we're more concerned about the hook hiding and not dropping off of something than the extra wiggle strength.
If you look from side to side in time with the wiggles , you actually get a speed boost from wiggling.
There is no way to buff this perk that isn't 'wiggling COMPLETELY removes control from the Killer', which would be terrible.
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@LuthirFontaine said:
Ok ok ok pitchforks down but as a survivor main I noticed a big difference between pc and console with that perk. On console the killer walks likes he/she's drunk it's great feels like a good perk. Killer is on PC, I don't think the killer even notices I have the perk. I don't know how they can do it but it would be nice if it effected PC more .
It's just easier to angle your view on PC to move with the wiggle. It's not that it doesn't do anything, it's that people can play to counter it easier. You can't buff that without literally making it impossible to deal with.
Do not buff this stupid, cancerous perk. Its only effective application is in sabo or main building builds that lead to slugging, or being a pointless nuisance.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360316#Comment_3360316
Is it not wrong to say his power feels extremely forgiving right now, though?. I'm not saying he should be locked out of his power 24/7 but I think the spamability of it is a little excessive. He can even cancel patrols now, which isn't a change I disliked being added don't get me wrong.
I get your point about "spending time as a 4.6" but I'm gonna be honest with you, Knight doesn't down you with his power basically ever. He downs you when he eventually puts you in a spot where you either take an m1 from him or you take a hit from a guard and then get m1'd anyway. This goes especially if he's using his power to pester survivors on generators and then chasing as a normal 4.6 anyway
I'll ask you for your take though, do you think his power is fine the way it is from a survivor POV?
But it's not forgiving? The latest buff doesn't even totally make up for if you take time to go place a long patrol.
Like, his power is a zoning tool. And whilst it has a short cooldown between uses, it's one that goes offline for reasonably long periods of time when in use (if distracting someone or camping something) and forces another cooldown where you can't move if you have to cancel it (attack CD), and if you can't go out of your way for that, you already have no power.
Like, a lot of these won't really make him any easier to defeat, they just make it worse for the knight player. No zoning off short loops (instant spawn of banner), longer cooldown if you already screwed up and the guard was out of commission, longer cooldown on banner pickup is either irrelevant (you're in a chase with that person) or just annoying as you're doing something else, everything about hook restrictions being clunky, etc.
(also he can't cancel power, he has to walk back the path, that's real weird)
The cooldown is short, but it's a power that has a chunky time investment already, and a lot of powers are pretty short like that and restricted somehow--charges, miss CD's, limited placement. We're in the latter category.
3genning without eruption's going to be way less effective, wait for that before going "how can we neuter the ability to play the character in order to make a zoning killer as weak as possible when everyone gets confined?" That's the scenario he or Hag or Trapper are meant to be strong. They're not chase killers.
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Literally all of these boil down to "make the character feel worse to control", and all changes like that should be avoided. Except maybe the Carnifex's banner spawn being weird.
Like, think about it: every change proposed is some variation of "spend more time as an M1 Killer fighting your own power to get anything done, and making it easier to deny you the ability to do anything except be a generic 4.6 killer."
And finally: the anti-hook change isn't needed. 1) those restrictions tend to be garbage functionality at the best of times, especially on 2 floor maps, 2) the power already has a built-in anti-hook mechanic. All you do is deny the ability to strategically place a guard to be triggered by a loud noise notification if the save happens right as he goes off to do something. Y'know, one of the cleverer uses of it.
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Literally half the complaints are that the power is bad. Nobody said it was unpolished or buggy or not doing what it said.
It's just that all of that went into a power that isn't exciting to use or play against.
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@FFirebrandd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359977#Comment_3359977
Sprint Burst will never be as hated as Dead Hard for a multitude of reasons. Firstly it gives the Killer zero fake positive feedback. Secondly 99ing a SB is tricky and can backfire either via walking at the wrong time to get it or holding it for too long resulting in less total gen progress. Thirdly, most of the time SB happens at the very start of a chase when the Killer player isn't that invested in the chase yet... the survivor adding 10s to a chase at the start feels way different than the survivor adding 10s to a chase that should be over already.
Part of why you feel like Dead Hard is over hated is simple. The killer doesn't see half the DH fails. Specifically the exhausted on the ground ones. For the Killer, it feels much more reliable than it is. Also how reliable it is or isn't doesn't change the fact that right here right now when it did work... it royaly sucks for the Killer and... usually sucks way worse than old DH did.
As for countering it... outside of actively tunneling and swinging into basekit BT, most killers actually can't inflict deep wound at will. Oh gee, would you look at that... the second most popular topic on the forum is about tunneling being out of control. Seems to me like some Killers are actively using basekit BT to counter DH and survivors hate it. As for Blood Echo, outside of Plague and Legion most killers probably won't be able to get value out of it because of CoH and Medkits, and Legion doesn't need BE to counter DH anymore. The slowdown you're talking about with Fearmonger is only relevant if you let the survivor who successfully dead harded you go... and assumes the Survivor isn't able to do something else productive with that 40s exhaustion... like mending the deep wound, setting up CoH and self healing. It also doesn't help if you lost your first 2 gens during that chase and don't even have a down. Fearmonger isn't a terrible perk, but it isn't as good a counter to DH as you're implying.
I wonder how many people remember that new DH triggers successful hit cooldowns and works against all the distance-based killer powers, but old DH just gave a missed attack (and moving forward a bit didn't necessarily help as much). The missed attack CD is shorter than the successful hit CD. And then new DH gives a speed boost.
"DH for distance" not being a thing only nerfed it so much when it's useful in a lot of similar tiles and baiting it out achieves the same. The biggest beneficiary is just Trapper, who still sucks.
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It only sort of helps around loops, and even then intermittently. For the difficulty of landing them (and how easily they can be dodged because you're also dealing with a highly visible power and animation with travel time and whacky acceleration and steering), their actual slowdown is basically non-existent.
Sort of helpful when there's a chain hunt or stopping the box from being done. Loops and some dropped pallets, occasionally. But the reward for landing otherwise...
Engineer's Fang is something, although then you can't really do the whole 'use them for minimal slowdown' thing, either.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359138#Comment_3359138
Never mind guys, this historically strong Trapper strategy is actually bad because Garden of Joy sucks ass
Isn't it also bad because they keep taking out all the grass, leaving us with Trapper as an excellent candidate for 'what can you do if your power isn't applicable'?
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@Snowflake_Syndrome said:
This happens quite often myself. I'm glad killers very rarely run Shattered Hope to break my boons =(
Because Shattered Hope is deadweight when they're not being spammed. Not worth it if you have to traipse across the map to get value. Would only sort of make sense in a pentimento focused build, so that's why it almost never comes up.
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Tunnel everyone with DH so I don't have to deal with the butt-stalking? Okay.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358189#Comment_3358189
You know.. all of this would probably not fit into one single update anyways and would probably need to be addressed in several updates. Could make that maybe in-between chapters and call those updates Midchapter updates.
seriously though, agreed on all of this. But, they just need to change their priorities away from new killers/survivors and more to game health, quality of life, bug fixings, balancing in general. One health chapter won’t do anything. And I can promise you that most people who are asking for a health chapter would be greatly disappointed if we ever got one and would complain about no new content (not accusing you of it but I have seen plenty people here on the forums asking for this kind of chapter act exactly like that with QoL based midchapter updates already)
as others have said, add new stuff to get for auric cells in the in-game shop, Mori animations, maybe additional emotes for survivors, Lobby music, killer power skins, etc to compensate
There's too much bits-and-pieces putting out fires going on, though. Especially with maps. "One big system rework a year, if that" isn't sustainable--it means the game is still accruing things it needs to fix faster than it fixes them.
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@Mooks said:
What exactly do you mean with health chapter?
i feel like people are throwing this term around without actually saying what they expect from it.
like, we got some really great QoL improvements these last months (survivor HUD, perk changes and some basekit changes which made it finally possible to use different perks even in SoloQ, cheating getting addressed massively even though the cheaters obviously are finding ways around, the grind has been addressed and it’s even been stated they will adjust the bloodweb mechanic accordingly, Eyrie got adjusted even though it still isn’t in the best spot they did make changes and it’s unlikely the outcome would have been different if they made less chapters etc pp)
i completely agree that it feels like there is too much content in form of new killers/survivors/perks coming in. But they are actually addressing plenty of the things the community asks for..
I know it's a live service game, and you can expect a huge degree of bug whack-a-mole, but the fact that so many things keep breaking in each update despite not being touched does suggest that a chapter which is focused more on long-standing bugs and the like might be a good idea. Maybe trying to wrangle the audio system into some form of sanity. Console players obviously want the game to, y'know, work on consoles, that's another obvious one where it's unglamorous but kind of necessary rather than 'we added yet more detailed foliage to red forest'.
Small, bizarre things like just grassing up the various maps appropriately so that the game's flagship Killer can actually place his traps not in an open field.
Some sort of complete rework to how items are structured--medkits are too strong, toolboxes vary wildly from irrelevant to broken in their potential, and maps and keys continue to exist in a limbo of 'so why would you run these most of the time?' Flashlights are just off being their own odd category. This is something that definitely needs a follow-up from the bloodweb rework, since that makes item accessibility way more potent.
Offerings in general need a look over. There are way too many terrible BP offerings continuing to hang on, despite the existence of 100% untyped BP bonuses for years at this point. Map offering bloat is always worsening, on top of the mechanics of map offerings being highly questionable. The shroud effects are kind of backwards. And then you need to think about how Killer and Survivor have identical offerings for the most part, despite the 4v1 nature of it. People mostly run BP offerings, but there's always going to be outliers where anything that makes gameplay offerings rebalanced or more viable risks some really lopsided bonuses.
The obvious need to redo a whole swathe of maps to be a bit more in line with each other and less reliant on whether or not the Killer has map traversal to be effective. And not in the 'rework one or two maps at a time with a little bit of visual polish' sense; map rebalancing shouldn't be a big special event that gets its own news category--but touching up the majority at once should be. They already do some of this in the background (changing how tiles can spawn and chain together).
Also, they need to nerf pig, obviously. :P
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5 seems pretty good. Sure, it might mean two Survivors have been completely ignored, but that's kind of a given. There's always a chance that you just don't find one of them and have a reason to ignore the fourth--everything including Myers' perks, for instance.
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There was a thread about buffing distortion the other week, Peanits said it's not going to happen. KI is powers only and not going to be countered.
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Nah. She doesn't offer anything you can't get on someone else with just an aura perk or two, who then has a more useful power.
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@NightWolfsFury said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316694#Comment_3316694
I was honestly thinking this. While even I joke around saying someone has a million dollar headset, this game is SO FREAKING LOUD FOR NO REASON. Every little thing you do is ridiculously loud. If you tried playing with Mac volume in headphones, you would probably go deaf, especially with how Behavior apparently thinks extremely loud chase music is good chase music.
Just look at all the new chase music effects they've released recently and tell me how many of them haven't been ear drum erupting. Even Nurse and Hag's are just constant loud banging of random crap that makes it impossible to hear anything else in chase on BOTH sides.
Wesker gets a pass for actually being discernable as music aside from the volume.
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@birkineer said:
https://forums.bhvr.com/dead-by-daylight/discussion/366087/the-next-step-in-soloq-buff
I like all of this except the ping system. VHS, while a very different game, is a 4v1 asym game with a ping system just as described. I play teen, and the first thing you noticed is the amount of pings. People ping where they are at the start of the match, where their taking the chase, the crafting stations+their progress, everything. When used properly (which is easy, pinging isnt hard lol) it acts like a map-wide bond, providing all the necessary information. In VHS this is balanced, its balanced for it. It even has comms for teens. DBD is not like that, its balanced strictly on a lack of information; most obviously seen in SWF being notoriously powerful. Good swfs effectively have this, being able to comm their exact locations and have the team play for it.
That being said, I think it should be implemented. My philosophy about SWF vs SoloQ has always been make soloQ into swf then buff killer. Boom, balance. but I dont trust the devs so its probably not a good idea to encourage it.
I don't think using ping is balanced, because that's the sort of thing where you're going "everyone with the ability to press a button should be equal to a team that's memorised the map layouts in their ability to communicate where they are, where things are, and what they're doing."
It goes well beyond closing the gap between solo and SWF.
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@Johnny_XMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355977#Comment_3355977
Huh? So I just said you don't have to join voice if you do not wish to. How exactly is that it becoming THAT "important".... you're basing your conclusions on what ifs.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355998#Comment_3355998
It aint spooky, it's boring and unbalanced. NEXT
That's how people act in every other thing with 'optional' voice chat. DbD would not be special.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356031#Comment_3356031
When you get unhooked in solo queue with no choice to stop it happening and then the killer hard tunnels you and your teammates don't take the hit 🥰🥰
Guess I just shouldn't have tried to take the BT hit.
Why punish one survivor for the mistakes of the other? There should be a system in play to punish the unhooker for a terrible unhook, instead of allowing the unhooker to get away scot free with their mistake at the expense of someone else who had no say in the matter.
But how do you punish the unhooker? The only thing that sort of does that is Make Your Choice.
Giving more protection to the unhooked survivor doesn't punish the unhooker for doing something, no matter how many anti-tunnelling effects you stacked.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355357#Comment_3355357
This is exactly how it was like with the bug lol
But no instead of making it a feature they patched it so I think we can safely say that any huntress lullaby buffs like that are out of the question because if they wanted it buffed they could've just let the bug persist and update the description lol
Yes, the bug was a neat thing that should've been studied and implemented intentionally. It was a cool idea.
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@Johnny_XMan said:
Showing other perks should have been there to begin with. Top two reasons:
1) Camping and Tunneling are still a problem in 2023, to the point that say you are playing with someone who isn't as experienced or is new, slotting BT or if you know no one else has it slotting OTR as a go-to perk is key.
2) There are perks that are well known to synergize better, in fact the devs themselves seem to encourage this but we are literally clueless within the lobby. Something which I have yet to understand considering that the killer does see our items (eg "Oh they all have items, let me bring franklins") I honestly don't find it fair.
In addition to a chat wheel, there should be an OPTIONAL voice chat for those who dont want to bother with a chat wheel.
Optional voice chat becomes non-optional when communication is THAT important because people will throw you under the bus if you don't engage with it.
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@toxik_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355534#Comment_3355534
But then it's random to get someone that has a specific build that wants a specific map. It's hard to explain. Everything ends up to be the same. If you really think about it, getting a random map is the same as getting a map offering or a survivor with a set build for a specific map cause u never know when you will face someone like that. Kinda confusing sorry.
Over the long run, random map selection should give you a uniform distribution of maps. Every map should be equally likely.
But when offerings come into it, that's not true. There are vastly more Eerie or Ormond offerings played than Badham or Haddonfield.
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Adding ping would be bad.
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@Cassiopeiae said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355525#Comment_3355525
So according to you, it's a bad thing that a killer gets punished by not managing their time effectively? 🙂
We're not entitled to have a 4k handed over to us. Mess things up and you lose. It happens to everyone.
The problem is, it's almost always brought up in the context of M1 Killers. "If it takes too long, go after someone else".
But it's taking too long because they don't have the tools to do anything about it. And then when they go after someone else, it's gambling entirely on finding a potato, because it'll be the exact same thing at another loop. If the too long on the first chase wasn't so long it's already enough to end the game--and since chases need to be 30-45s to stand much chance anyway, 30s before going after someone else and another 30s there could already be decisive.
That's not a time management problem, that's a balance problem.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355802#Comment_3355802
Fair enough. My point is that this kind of behavior isn't easy to police and it's best if you yourself become resistant to it as you'll encounter it everywhere even in the real world.
But it's always good to have a backup game when you get tilted. That's what fallout 4 is for me
Currently, Darktide on my end (with VC off). Was Bannerlord before that.
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@GoodBoyKaru said:
Am I genuinely the only person that remembers how abysmal the 4man E to Outplay DH for Distance bullshit was?
Like new DH isn't great but it's still a substantial improvement from something that was literally uncounterable in every situation, and used in over 75% of loadouts.
The nerf did something, I can promise you.
It's the "press E to be immune to special attack lunges for a good half a second and get a huge speed boost" part that makes me treat it as half a nerf.
Against every telegraphed attack in the game, it got stronger between the cooldowns and speed boost. Even if you perfectly timed it before, you might move INTO the hitbox before the attack was over, or you'd still be right next to the Killer.
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@Phasmamain said:
Honestly I’m well past caring about Tbagging and anyone who consistently plays online games should probably try to get over it to
Their doing it solely to piss you off so that’s all the more reason to ignore that and punish them for doing so
Nah, I'll just go play a co-op game or something.
If people want to repay playing fair with gloating, they can enjoy one less person in the queue.
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@toxik_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/366017/the-map-offering-madness-needs-to-stop
What's wrong with map offerings? If you think about it it's still a random map because you don't know someone will put down a map offering. I just don't see why you complain about it. It's not like everyone is putting down fkin Midwitch offerings every time, they are unpredictable map offerings which makes it the same as loading into a match with no map offerings, you just know that map earleir.
They're not very random, though. People have patterns, especially when they have specific builds.
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"You can just go after someone else" continues to be the weirdest argument for why people should play Killers that can't compete in loops unless there's a catastrophic misplay. Assuming you wait long enough to find out you won't be winning this chase in a reasonable time, and not dumping every chase that goes somewhere unfavourable (which is also regularly criticised)
Like, what? Unless suicidal levels of altruism come into play, that's basically game ending, which kind of singles out how bad the time balance in the game is, where snowballs from rescues are the only thing that can balance out giving up a chase and then a normal chase time being long enough for a gen to complete.
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Because it's the closest players can get to going "######### you" with in-game actions.
If you were totally new to the game and gaming in general and had no context for what it was, you'd still pick up what it's meant to mean over time just by seeing it used at pallets, vaults, and people refusing to leave at the exit gate to get their teabags in.
But we do know, so what you're really asking is "why do people not like being taunted" (bonus points for survivors that draw out the game and won't leave because they really need the Killer to see this). In flavours of "Hahah, you lose" and "Hahah, you didn't get me".
I dunno, maybe it has something to do with the people who consistently, game after game, think it's not enough that they win, they have to make sure the other person feels bad about it. There's a reason I don't play long sessions, even if they're going well, dealing with the negative attitude just isn't worth it.
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Thana is already dead because of how stupidly specific its requirements are to get its full strength. If it's at full strength, you are sitting around injured too.
It doesn't need to be a hex. All the debuff and pallet-relates ones shouldn't be. Maybe Huntress' Lullaby if it kept going when you break it, just stacked tokens only whilst it's up.
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@Brokenbones said:
To me It feels like Knight and Skull-Merchants powers don't have a "intended playstyle", It's just whatever players do with them because their powers tick so many general killer gameplay boxes (albeit poorly in some areas)
'Anti-loop', Tracking and a way to protect generators. The only thing that's missing from these two is mobility but they make up for that by having a power that leaves "something" in an area (guard/drone).
Problem is, they just aren't fun to play and I know that's extremely subjective as some people genuinely enjoy playing genlock knight but speaking personally I can't play Knight for more then a game or two before I'm bored but I can play Blight or Wesker non stop not because of their better results but because their powers are genuinely fun to use
I like using Knight to just pingpong from chase to chase. Obviously, he's great in 3gen, but if you can tell where Survs are going to be, it's not hard to drop a guard on someone, pincer them off, and get the down. Goes well with STBFL. Shame that running it in a way that feels somewhat fluid needs Call to Arms for the extra range and Map of the Realm for detection range...
Skull Merchant... can't do that. You can find out where people are, but that's it. They'll have no other concern but running away from you, and your power stops existing once you're in a chase. Nothing to do at loops, or pallets, or vaults; you just find out where some guy is and it's M1 town.
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@Seraphor said:
Ormond and Eyrie aren't even bad maps for killers anymore...
What do you do when you end up on these maps without an offering? Do you give up then?
if it's swamp for the fifth time, pretty much. Turns into farming often enough, and I can't ever seem to enjoy playing on it.
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I'd say Wesker's fine. The Iri vial is strong, but all it really does is free a perk slot to not run corrupt or something.
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Playing nice leads to people teabagging and being twits, so until spamming crouch causes Survivors' kneecaps to explode, most of the time.
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@Ghoste said:
I guess if you like to turn your brain off and play on auto-pilot, Knight is great. The lack of skill expression is a completely valid complaint though.
Can't I save my brainpower for macro concerns rather than guessing games around loops?
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Yeah, it's one of those things that came out of reducing the BP grind: it always feels like there's at least one Survivor that wants a particular map, you live there now.
People say that Killers do the same, but from my games, that'd just lead to a 50/50 flipflop between who wins.
Nothing brings me as much joy as seeing another Survivor bring a white ward, though. I just want to run BP offerings, helps me out a ton.
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@leviivel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355042#Comment_3355042
The hell, that’s a bug? Odd and surprising considering people were wanting that.
also, realising this now, yeah the guards would be pointless if they were bad with vaults, but i would appreciate them having a different kind of counter play, or if they were to add a slow, make their base speeds faster.
They path through pallets if they're already dropped. Any sort of vault is supposed to be transparent to the guards; they're slower than Survivors and don't have long to chase, but they will catch if you don't focus on making distance (or running around a handy rock, I guess). Knight teams up with guard and pinches you off.
They're not meant to see a Survivor's dropped a pallet and slowly plod around. It doesn't fit the way they interact with things otherwise.
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@leviivel said:
Tbh, the reason people probably don’t like knight is because his power is somewhat clunky and feels unrewarding on both sides.
they did make the guards walk around pallets now, but, most likely they still haven’t fixed the issue of survivor’s dropping pallet’s not requiring line of sight (basically, if a survivor was behind a wall but in detection range, the moment they drop the pallet they are detected). Guards could also use more of a slow after moving through windows, adding vaulting animations would just take time and be pointless. Maybe make the detection zone more obvious aswell in terms of the verticality, because i have so many people get confused at me when im playing as knight on maps like saloon and i use the guards to pressure them of main building and what.
Also, just remove survivors being able to see the orb all together, i know they kinda fixed it with the recent buff, but it still rats you out if the survivors are good at sight seeing. If spirit has invisibility both ways, so should knight. Also, give all the guards increased patrol time and let guard cancel their patrols manually from a button press after 10-12 seconds. Just so longer paths are more encouraged. Also, the fact survivors get a very big haste AND ENDURANCE from the banners is absolutely stupid makes the long patrol play style worthless since a survivor can go around an object like 2 times and get the banner unless it’s carnifex in which case it’s 4 times.
I think making knight’s power stronger outside of chase and make it more fun for both sides since then strategy can be more involved and survivors also have more to do look out for.
but knight’s current state isn’t THAT bad, i do enjoy him myself, it’s just a lot people don’t understand how to counter him.
Going around pallets is a bug.
Slowing them down when they go through vaults would also be a disaster. It'd take the one thing that the guards are any good at and make it a complete joke.
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@Rovend said:
I believe BHVR should have tested this perk more before they decided to rework it.
I understand the idea of not wanting players to leave the injured teammate to die after the unhook but it was greatly exaggerated. I would have liked to pair this perk with BT or Guardian so both of us could run.
But now is another very situational survivor perk that'll only work if you dedicate your entire build and gameplay to get some value out of it.
Whereas before, if you didn't dedicate your entire build to it, it was a sandbagging perk.
"Useless if you don't build around it" is better than "actively detrimental to your teammates if you don't build around it"
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@Phasmamain said:
Fair enough if you enjoy him. I just think he’s painfully boring and lacks any real skill ceiling to improve with
But I understand some people don’t care about improving and just want to have fun which is completely fair and knight is a great low skill anti loop killer for that
I like his aesthetic.
Wish the pallet bug would be fixed, and the control jank, and that the addons weren't a whole lot of nope, though.
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@Nirgendwohin said:
When we are talking about yep this is fine things: there is also the pinhead box that spawns right on pinhead.
If that happens, that's definitely a bug.
The spawn logic should NEVER let it spawn near him.
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@Sava18 said:
Guys, when people say anti-loop, they don't mean as a whole but hard anti-loop like knight and artist that makes tiles a moot point. Wesker for example can use his power at loops but it doesn't nullify the tile from existence.
I agree with you op. Only thing fun about survivor is chases and killers that deny the most skill expressive part of survivor should not exist.
he said pyramid head
pyramid head
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In the strictest, most technical sense, yes.
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@SilentShepherd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354545#Comment_3354545
Why even have pallets then? If you're okay with anti-looping killer mechanics like Knight. We'll all just hold W and be cannon fodder so you can have fun playing Killer.
Because anti-loop killers have deficiencies in other areas and alternate playstyles that are more effective against them.
What you find most fun about the game isn't true for everyone. Not every Killer, nor every Survivor. And, like, that's how multiplayer games go. The more focused you get on a single aspect of gameplay, the less fun you're going to have.
Anyway, the thing about Knight is he'll probably drop way down again in a few weeks. Tome boost and all.
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So, you don't like any Killer that gets to use their power against you?
Anyway, of course there are lots of Knights around. You need to use him to do the current tome.
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The blocking one is the best way to accidentally hit the edge of a wall and spend a second getting unstuck so you can finish the path.
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why not just put it on the PTB section... I don't really get the point of having a developer update one that separates relevant updates out from their parents. <_>
Yup, looks like camping gens is still her only viable strategy. She gets more information and for longer, but the stealth still has a delay for no apparent reason, and it'll never really come into it in chase. At least she's no longer slower (effectively, due to hitboxes) than Survivors whilst using her tablet?
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What have they changed, seeing as I have no clue where this set of changes was put (it's not in PTB feedback, general news, or the actual news articles, so where am I supposed to be looking? The surface of the moon?)