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RainehDaze

RainehDaze

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RainehDaze
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  • @Bwsted said:

    Weak sauce. This just encourages gen kick botting once again. The original nerf was bad, but I wish at least they'd stuck to their guns and maybe made other changes. Gotta still milk sale on those RE chapters I guess. So much for the meta shake up mindset.

    the regression was always the least relevant part. And its functional regression was actually higher than 10%, it was more like 17% (if nobody else rushed over to stop it before the incap wore off). So, it'd get 17% regression and stop someone from working on gens for 25s.

    10% regression when you down someone in exchange for having kicked it before still probably isn't enough to justify running it, compared to other ways you could get aura read.

  • Higher FOV means you can adjust aim with less mouse movement, too, assuming that sensitivity has not been tied to FOV.

  • @GrimReaperJr1232 said:

    It's complicated.

    Okay, to be clear, most of the community has come to accept Bloodlust 1. Tier 1 Bloodlust is mostly regarded as fine. Sometimes map rng will be stupid, and you might need some help if you're a killer such as Wraith. At the same time, the 0.2m/s bonus isn't too oppressive to break the game or anything.

    But otherwise, Bloodlust is seen as a bandaid fix for bad map design. You play on a map such as Haddonfield as an M1 killer and if the survivor knows how to play those buildings, you will be getting T2 Bloodlust at points. Out of curiosity, I even tested sone spots and found T3 wasn't enough (but those involve just a stupidly safe pallet you could/should break).

    Many players, largely Survivor players, hate it because it's essentially rewarding the killer for doing poorly. You're going an extended period of time without even breaking a pallet, meaning the survivor is likely outplaying you, but they're still getting hit because of Bloodlust. That hardly feels fair.

    The developers, however, have defended the mechanic. One that I shall not name to avoid their harassment countered the criticism by saying something along the lines of, "maybe it shouldn't be possible for a survivor to loop a killer infinitely?"

    On the surface, this sounds absurd but I implore you think for a moment. DBD is a 4v1, if a chase was a 50/50, then it would actually be in the survivors' favor because the killer is expected to outplay and juggle between 4 people, 3 of which will likely be on gens at the start. So I can see where they're coming from; having something in the game to tilt the odds in the killer's favor makes some sense.

    There was an experiment when Bloodlust was disabled, and it was widely regarded as fine but with a few problematic maps. However, since then, we've had MORE problematic maps added such as Eyre of Crows (less so after the rework but still rough), Garden of Joy, and the new Haddonfield. Especially for the last 2, I can speak from personal experience that catching a survivor without Bloodlust on those maps can be outright impossible on certain killers.

    That's the thing: you'd need to be able to guarantee hits around all loops eventually regardless of map design.

    A 4v1 that can be reduced to a 1v1 where 3 people don't matter is not desirable in an asymmetrical game.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353502#Comment_3353502

    There are very few areas outside of God pallets where I need bloodlust to get a hit. Even the few instances it happens it's because I'm being out played.

    Which doesn't matter.

    The point of Bloodlust is that that hit will happen eventually. There is not supposed to be a situation where a Survivor will be able to keep a chase up endlessly. It is not a symmetrical 1v1, and it's not meant to be. The very point of Bloodlust is to enforce this: no matter how good you are, if you can't make them lose track of you, you're going down.

  • @Steakdabait said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353507#Comment_3353507

    imma be real with you if you're stacking bloodlust on any 110% killer you're ether getting absolutely railed in chase or you need to actually learn how to use their power

    If you can never see a situation where it would come up regardless of power, that's not my fault.

  • It's funny when everyone runs a flashlight but otherwise...

  • @sizzlingmario4 said:

    It’s a bad mechanic that is necessary until map design is improved.

    If we ever get to a point where map design is actually in a good spot, then Bloodlust tiers 2 and 3 should eventually be removed. Bloodlust 1 triggers often enough that it isn’t necessarily an indicator of poor play from the killer and should stay as it is.

    But there’s still a lot of work to do to get to that point.

    You'd still need T2 for 4.4 Killers, though, can't drop the idea entirely.

  • @thrawn3054 said:

    I suppose because it's a mechanic that can guarantee a down even if the killer plays really poorly. It seems especially ridiculous when you realize a 115% killer hits 130% after 35 seconds. I don't think the entire mechanic needs removed but it could definitely use a look.

    Killers are eventually supposed to get downs. The idea that one Survivor should be able to infinitely loop a Killer because of a skill disparity or fortuitous map gens is literally not supported by the game. This is why Bloodlust exists.

    And it kicks in so early just because otherwise a relatively small obstacle -> getting hit -> another relatively small obstacle can take a minute even for a 4.6 Killer. Can't mindgame if it can be seen over, can have a power that's useless, dropping chase might be 'smart', but only if you assume nobody else does that.

  • @Bwsted said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353473#Comment_3353473

    If you get run around a rock or a wall for a minute then I'm afraid bloodlust isn't the solution.

    Bloodlust is why an obstacle with like a 15m circumference takes less than 25s to get a hit.

    Put Survivor and Killer on opposite side, have Killer chase, 15m/0.6m/s = 25s.

    There are M1 Killers in the game. Mind games are not always the option.

  • @Bwsted said:

    Like genuinely what is wrong with it, I can't think of one think that makes it worthy of being removed.

    Do you really not see what is wrong with a mechanic that makes you win the chase because you've been losing?

    Bloodlust 1 would still be acceptable in game, but tier 2 and 3 are obsolete and should've been removed, not buffed to be gained faster.

    Also, the way bloodlust is maintaned after missing a lunge and how zoning killers build tiers while charging their power and keep it when they cancel is another testament of how badly implemented it is.

    it stops infinites from existing, and means that running around a rock ends faster.

    taking out bloodlust, even t2 and t3, will make the ideal play for most situations "run round rock whilst Yakety Sax plays" even without a pallet. Who needs loops if you can just run round a short wall for a minute and get enough time?

    FFS, if anything, Bloodlust might be too restrictive in some situations. You can have someone start running as soon as possible, and then be on the other side of the map before the game goes "huh, you're following them, right". And not every Killer has a way to close the gap (or is in a situation to find someone else, depending on the game situation).

  • @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353359#Comment_3353359

    You must not play doctor.

    restraint carter’s notes.

    restraint class III

    restraint class II

    these are aura add-ons.

    perks are universal. And his illusionary doctors show him where you are without activating distortion. The only thing doc doesn’t have is killer instinct, but he makes you scream. The example was meant to show that adding killer instinct is still useless on some characters. Because you’ll never be able to benefit from stealth.

    ghostface would destroy the perk. Legion would destroy it. Spirit. Nemesis. The list is long.

    Spirit might with DCB on your face. The others wouldn't.

    Legion: start frenzy, one person gets hit, can't find others because Distortion, token comes back before they have a chance to frenzy someone else. Unless you're planning to trigger it repeatedly wandering in and out of range.

    Nemesis: only in-built KI is if you use the vaccine. That's very rare.

  • @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353448#Comment_3353448

    I thought that was universally agreed to be disconnecting on hook?

    Way less petty than making sure someone gets eliminated from the game because they brought something for more BP. It's more pathetic, but it's not as petty as going "you wanted more BP, so I'll make sure you get the least BP".

  • @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352589#Comment_3352589

    If I’m killer and someone brings blood point offerings i kill them first.

    That is the pettiest, most pathetic in-game action you can take.

  • @MrPeanutbutter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/365756/do-we-really-need-the-bp-wreaths-and-flowers

    Most of the items, add-ons and offerings in the blookweb are useless and a waste of BP.

    And if you take the useless stuff out, you get the best stuff every game on everyone with no risk. Not great.

  • @Phasmamain said:

    Losing 2-3 gens is pretty normal on first chase and should realistically happen every game just like the killer on average gets 5-7 hooks per game

    Best you can do is play the 5 gens that you’re left with and focus on creating dead zones to lead survivors into especially if they predrop pallets

    Thing is, that's not really sound when we consider what the balance goal is: a kill rate a bit over 50%.

    On average, all gens should complete or be nearly complete, then.

    But on average, if we also don't want a game dominated by tunnelling and facecamping, that should actually be a spread of like, 8+ hooks. 5-7 hooks would be a 0k, and obviously--no matter how snowbally the game--an average state of 'everybody gets out or it's a 4k' isn't the desired goal.

    2-3 gens going first chase can, on the right map with the right gens, make it indefensible from the get go. And if you drop it to pressure those gens with the wrong Killer, that's 0 hooks before gens start popping, right?

    But if we're trying to balance out a Killer's expected hooks, the gameplay we don't want every game, and how fast gens go, the game potentially being won after the first chase and games that regularly end after three hooks are both undesirable.

  • My only complaint about it is how hard it can be for the game to register that you're in chase.

  • Perks should not counter Killer powers like that. And KI is always a power thing.

    More than half the uses are there as the downside for interacting with a power somehow. Walking carelessly on PH's trails, solving the box, revealing Ghostface, etc. And entire other powers have the info as a major point of it.

  • I like 'em both, though Wesker's definitely more satisfying to land your power. Pinhead's very much "well, that didn't do much" most of the time. Good passive slowdown, though.

  • @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352881#Comment_3352881

    Actually - the monster’s name is frankenstein because it’s the “son” of the doctor and the doctor’s last name is frankenstein. The monster doesn’t have a first name, but it does have a last name.

    I dunno, doesn't he use Adam in the book?

    Monster's name aside, however, I guess it's because DBD is meant to be Slasher-inspired, not classic Horror. Hence we get the proto-Slasher Halloween, and stuff like Hellraiser getting in, but nothing from the classic Universal lineup (or the later Hammer variants). But given the inclusion of RE, Ring, and Stranger Things... eh.

    Maybe it's just an attempt to avoid any monsters that wouldn't fit as permanent inhabitants of the "real world".

  • @Gylfie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351679#Comment_3351679

    I personally think Fearmonger is useless in terms of making Pain Res and DMS work. Anyone with eyes can see the killer picked up the survivor, previously because the hp bar would freeze but now because it's literally shown in the HUD. Even with Fearmonger, no gens will get blocked.

    Which is why I'm pretty certain this person copied the build from one of Otz' latest videos. When making your own build, Fearmonger would be replaced immediately, but when the biggest content creator tells you it's good, you keep using it.

    It's pretty fun to use if you can get over to gens and into chase immediately, since then you don't get any SB to get away and way lower chance of DH. No recovery while running, after all.

  • @Seraphor said:

    It's not intended for every challenge to be guaranteed in one single game, they're challenges.

    Nobody ever liked achievements determined by RNG. xD

  • @Sonzaishinai said:

    I'm usually not even in the lobby i alt tab to watch youtube before the game begins

    Lobby dodging just screws with the matchmaking

    I saw this suggested on the forums once and i wholeheartedly agree that the game would be better without a lobby.

    Just go straight from search match to a match. Sucks that killers won't be able to see items anymore but overall the game would be way healthier

    Give Franklin's and Lightborn a buff first, at least.

  • @jesterkind said:

    I'm not sure I'm following. Why is it a bad idea to have a perk-related Archive mission? They've done that before.

    Usual criticism of RNG-based challenges? Nobody particularly likes the games where you go out to get it. Whack someone -> go stand on totem -> hit someone else if you need to -> hope nobody cleanses that totem.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352387#Comment_3352387

    It’s true that not much has changed on these PTB’s but to be honest not much really had to. Wesker was a simp,e fix and he’s great now, Dredge is pretty good and honestly fine and sadako is carried by her condemned strategy so her kill rate looks fine to them

    But Sadako's condemned play wasn't developed when the PTB came out. What we got was a lot closer to the intended play, and the overall complaints that developed later already started to show up.

    People were just way dumber with the tapes, as per usual with every new thing.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352382#Comment_3352382

    His reception wasn’t as bad in terms of strength. P,is he was a more unique concept so BHVR probably wanted to play it safe

    Afterwhich near his archive he was bufffed by a pretty decent amount

    Yeah, he got a buff that at least gave him something else to do, but this came after making him control like crap as a fix for another bug, so it's been largely neutral. Plus the other bug (haste from long paths doesn't stack with light greaves, so those're pretty meaningless).

    Wesker just got a hitbox tweak, I wasn't around for anything related to Dredge, and Sadako... I don't actually think they changed anything. The last year hasn't exactly shown an inclination to make much change from the PTB versions.

  • @Phasmamain said:

    This seems to be an issue with a lot of games tbh. Test servers happen very close to launch where they can’t really put the feedback into the live game

    But they have used it well before. For example Ghostface was absolute dumpster tier on ptb but got buffed pretty significantly

    I also have a feeling merchant will be getting buffs since her reception has been unanimously that she’s too weak

    Flip side is that Knight got only a nerf to, like, one add-on.

  • @Tjiani said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352349#Comment_3352349

    The game is supposed to be pretty balanced. It’s not a killer should win almost every match kind of game. There should still be a 40-50 % chance of you at least making it to the end-game, but Solo is nowhere near that balance. If survivors should just accept not doing ######### the entire match and be eliminated within minutes, you might as well play against bots and remove the survivor option.

    Survivors also play to have fun and earn BP, but as it is right Now, solo doesn’t provide options to make it worth it compared to what SWF can do. You can only stay alive for so long If you get farmed off the hook, sandbagged or if your team throws the game after a minute.

    Statistically, it is about a 60% kill rate. Which is the devs' goal, apparently. So, once we factor in all the suicides on first hook, it's not that far off.

    Again, either you in particular are doing something if your games actually do always have you out first, or you're over-emphasising the ones where it does happen.

  • @LuthirFontaine said:

    Killers are trying to mess with you, there is a sound but it's not like a sonic boom that some people here are hinting at. It's really easy to miss that sound on a gen for example. Best counter for spooky boy is looking for that shimmer if you can get a flashlight he's got burn too.

    yes, the stealth killer's audio cue is subtle enough to not completely invalidate his entire power. It's an early warning if you're not looking, not a foghorn.

  • First hotfix after it came out. It just became merely bad, rather than obscene.

  • #1 -- Pain Res comes before DMS. Don't even need to test it.

  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352064#Comment_3352064

    Best option I saw someone suggested was the one unhooked loses all collision until they do a conspicuous action or get healed by any source. and it's disabled during emd game. This would prevent Tunneling for the most part and prevent body blocking by the unhooked.

    Yeah, but that came with the caveat that the need to get someone out ASAP has to reduce first.

  • @Tjiani said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352064#Comment_3352064

    I know it’s hard to balance these things without giving the survivors a Way to exploit it. But I Think DS just lasting longer would be okay. A 3 second stun is an absolute joke and gets you nowhere before the killer is able to catch up. I Think it should be 10 second ish, but as soon as you touch a gen or a totem the cooldown goes away. Makes it hard to exploit the perk, but gives the survivor enough time to make it to a loop and at least have a fair chance of escaping. If the killer really really wants to tunnel, they will still follow Them, but I Think more killers would go for someone Else if they had to wait out the longer cooldown. Most anti-tunneling/anticamping perks are dependent on your teammates using Them on you (like reassurance or BT) and it would just be nice to have something to counter in Solo where you can almost guarantee that your teammates almost never have any of those perks

    Did you forget how previous DS worked? It wasn't the worst, but you would still get Survivors in any remotely advantageous situation using the BT endurance to take a hit, then taking another hit for the down, safe in the knowledge that they either had a handy long stun as an escape, or were going to be slugged for 60s.

    DH+DS+Unbreakable+BT was common for a reason. Now BT is basekit, it'd probably revert to DH+DS+Unbreakable and whatever fourth perk you like. CoH? Distortion? Double up with OTR?

    Note we're talking a game situation where, once a game off hook, every Survivor has 2 hits (BT bodyblock, down), a stun and escape (DS) or self pickup or actual pickup (Unbreakable), and another hit. And if the Survivor doesn't get picked up, DS is still available. Friend rescue? Still got UB. It's really too strong, because it makes interference nearly risk-free.

  • @Tjiani said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352059#Comment_3352059

    That is exactly my point. I do see the difference in tunnelling and camping because you run out of options, or doing it because you enjoy being toxic and doing it before you even know what kind of team you are up against. I don’t think tunnelling in a pressured situation towards the end-game is toxic, but hardcore tunnelling someone before a single gen is popped is just unnecessary. I have often tried to take a hit from someone being tunnelled and the killer completely ignores me, even if I literally stand right in front of Them and offer myself in trade. They get a free hook, and yet they go for the person who was on the hook the entire match when there are still plenty of gens left. It would just be nice to have a perk to counter it. A bit more useful than DS, That’s all I am saying.

    But that goes back around to: design a perk that counters tunnelling, isn't a free lifeline to do whatever to the point that if the rescuer can't be downed there's no pressure, and doesn't benefit the team by being used as a weapon.

  • @Tjiani said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352038#Comment_3352038

    I am adressing BHVR and the devs in my post but as I mentioned earlier, I also Think players carry a Big part of the responsibility for things to get better. If everyone is just bringing in their worst toxic behaviour and don’t give a Damn about other players, it’s never gonna be fixed. We also carry a responsibility for what we pay forward. The toxic cycle never ends if we don’t start with what we actually can change. Why not give people the benefit of the doubt? Am I playing against a toxic person or am I being toxic for no reason… am I playing against a sweaty killer/SWF or can I slow things down a bit and relax? Am I playing against a new player that is clearly struggling and could I help them out? In a multiplayer game everyone carries a responsibility for the community it’s not just the devs. That being said, Solo is too weak compared to SWF and they need to come up with a way to make it worth playing compared to SWF

    The issue is going "they're tunnelling, so they're toxic." Facecamping Bubba that keeps hitting you on hook? That's toxic. Someone tunnelling out of the gate? That's just sweaty and trying to win.

    Most people tunnelling aren't interested in giving you a bad time, they're just trying to win as hard as they can.

    Survivors splitting up instantly and sitting on gens with no deviation until the Killer's right on them isn't toxic, it's efficient. The guy who teabags after every pallet drop or spams loud noise notifications is. It's the same deal.

    As for "maybe wait and see first": the thing is, the game is snowbally. Playing chill and not tunnelling doesn't leave much time to start trying seriously if multiple gens pop immediately and you spread hooks--it's easier to defend fewer gens, but if the first ones go that quickly, there's no wiggle room. Forcing a delay is why things like Wesker's vial add-on or Corrupt Intervention are so good, because it gives that room.

  • @Tjiani said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351978#Comment_3351978

    Did you feel better about yourself correcting my spelling? English is not my first language, and I fail to see it has any relevance for my post?

    And yes, it does prevent people from playing the game. If you have a hardcore tunneler and get caught first, you are out. With a pretty much useless DS, a DH that can be waited out as easily as nothing, there is only so much you can do against strong killers. If you don't have teammates willing to take hits for you (Which is rare in Solo) you are pretty #########. Same with camping. If noone on your team is willing to trade hooks with you, your entire match is wasted on hook, doing absolutely nothing. There are no strong anti-tunnel perks and I think there should be. Killers have lightborn to counter flashlights, Gen perks to counter gen-rush, anti healing perks to counter altruism.. But Survivors don't have anything equal to counter Tunneling or facecamping.

    It's not relevant, it's just the most consistent misspelling on this forum and it drives me nuts seeing it all the time. Might as well remind people when I can.

    Anyway, try tunnelling all the time, since you play Killer too. It's not as guaranteed in effectiveness as you're assuming. Survivors will get away to loops, especially if you have lower mobility. Solos will be surprisingly co-ordinated. Look at why it doesn't work when you do it and you can apply that to playing Survivor. Yeah, there's going to be cross-map Huntress snipes and instantly returning Blights, but not every Killer can be at the hook the instant you get off.

    And all of this is still playing the game. Short games, if you somehow get tunnelled out from the start and instantly off hook every game (and at that level of consistency, it can't be random if it's always happening to you), but still taking part.

    But Survivors don't have anything equal to counter Tunneling or facecamping.

    Every strong anti-tunnelling or anti-camping effect winds up weaponised by co-ordinated players rather than used to avoid the things it's for. BT body blocks, old DH, when hook timers were paused near hooks for some testing, stacking endurance and bodyblocks, etc.

    Go on, try and think of a counter to tunnelling that isn't more effective used by a good team to stop the Killer downing somebody else. Strong DS wasn't really it, you'd still get the slugging (and even older DS was used to do gens with impunity)

  • It's spelled queue.

    That aside, tunnelling isn't preventing you from playing the game. As people have said again and again (when extolling the virtues of looping) for years, chases are supposedly the fun part of the game. Like, you're engaging in the game. Losing, yes, but engaging in it. Most hooks do not exist in giant dead zones from the start of the game, and the endurance effect has its speed boost.

    And way too many people invite tunnelling by staying to heal under hook. Like, what? Why are you staying there?

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351961#Comment_3351961

    I really feel where you're coming from, but I feel like lobby shopping isn't worth it.

    MMR is a disaster, I guess I've just sort of given up on matchmaking. It's just all over the place.

    Like yesterday I played one match with two P100s and two others who were 50+, the match was a hard fought draw, and the next match with the same killer I went against four certified babies (P0, yellow/green perks, totally clueless). When the matchmaking is that ineffective, is there really a point to lobby dodging?

    It's just spinning the big wheel of randomness, really. Total crapshoot at this point.

    Yeah, but I know what I'm getting into if it's instant backfill into a full team with full items and prestige, so... better a gamble than that.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351939#Comment_3351939

    Oh, I get that, but I generally don't care much, unless they're all TTVs. I'm usually only peripherally paying attention until the actual match starts to load. I typically prioritize just getting into my next match asap.

    I want to play goofy suboptimal things. I'm not going to get that if I get put in a match where all totems are cleansed immediately and the only person who I can ever find is the one going "CHASE ME! CHASE ME!"

    I'd rather take the longer queue.

    FFS, the entire point of MMR is that if you don't play meta things, you'll settle at a point where you can use non-meta stuff and at least compete. Backfilling completely defeats the point of that.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351907#Comment_3351907

    I guess I don't even really notice experience; I don't check profiles or anything, only really notice if it's all ttvs, or outfit coordinated, etc. Other than that, I just roll with whatever I draw.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351868#Comment_3351868

    I even see other survs lobby hop when there is a blendette or two already in lobby, that's no fun for anyone.

    Generally, if you load into a lobby with four Survivors with everything already loaded, you've probably been selected to fill in a lobby someone's already left, or that's been waiting for ages.

  • Taking the game hostage means preventing the game from progressing.

    Tunnelling or facecamping you is literally the opposite of stopping the game from ending.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351838#Comment_3351838

    Yeah, but "the power is weak" doesn't require delaying the release and doesn't explain any of the other insane conclusions people have come to. Like, the reasonable conclusion is "so buff it", it's not as though it needs a ground-up rework or anything.

    There are people who do think it needs a ground-up rework, but those tend to be the ones who automatically disregard anything that isn't a chase power anyway.

    Even if you think this is the weakest killer power ever in the history of the game (which I would argue it very much isn't), the state this forum has reached is still shockingly exaggerated.

    Eh, I think it could do with being delayed, because I've said in these discussions why I think it needs a rework (it needs more than just numbers tuning for effectiveness without overdoing the 3gen potential, and we won't get more than that in three weeks from PTB release), and it's better to go back, redraw, and bring something actually finished than set out a massively underwhelming power from the get go that might be touched in, like, two years. This isn't even counting how there's inevitably going to be some stupid bug, because it's a video game release.

    It's disingenuous to suggest that everyone saying this just wants a chase power.

  • @jesterkind said:

    I'm genuinely taken aback at how far the backlash has spun out on this chapter. We've gone from the reasonable starting point of this chapter just subjectively being not to the tastes of some people, and somehow we've arrived at people sincerely calling for them not to release it at all and coming up with conspiracy theories about how it's a last-minute replacement for a lost license despite how clearly implausible that is.

    This is gonna go down as one of the most insane periods of this game's history, I'm sure of it. Genuinely shocking stuff.

    I mean, a lot of people started from the also reasonable starting point of "this is dismally underpowered and taking the worst elements of several already flawed Killers". It's not that hard to arrive at 'don't release this until it's in a state that won't immediately require reworking'.

    It's not like the only reasonable initial position to hold was 'I don't like it'. The power complaints aren't imaginary.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351775#Comment_3351775

    No, they should fix it for both sides, but you can’t just killswitch survivor entirely.

    Sound bugs should be fixed across the board. But a bug existing for one side doesn’t justify the existence of another bug on the other side. It is not an excuse.

    The point is, it’s no coincidence how many Spirits there have been lately and the fact that more people are playing her now only because she’s broken is kinda pathetic.

    Fix sound issues on both sides of the game, and in the meantime, get the killer whose main counterplay is sound (which is broken to the point that you can’t trust the information it gives you) out of this game until she is fixed. If it was literally any other killer with a sound bug it most likely wouldn’t be as big of a deal because other killers have other counterplay not involving sound cues and it probably wouldn’t be killswitch worthy. Legion’s leather sounds while vaulting have been missing for forever and were finally fixed recently. But did that make Legion killswitch worthy? Of course not, a minor sound bug like that has very little impact overall. But Spirit’s entire phase mechanic is based on sounds that don’t work right now.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351783#Comment_3351783

    I get that, but Spirit doesn’t have adequate counterplay with this bug. Her main counter relies on sound and it’s broken. There’s a reason old Spirit was changed.

    If someone actually plays her without knowing she’s bugged, okay, fine. That’s not their fault for not knowing. But that’s just part of why she should be disabled. It’s not ideal to disable an entire character, that is true. But she is not acceptable in her current state.

    But it's not a bug that affects her play constantly. Like all the other sound occlusion bugs, it's weirdly variable and dependent on so many parts of the map. Nor does it completely remove information (not hearing anything in some situations is itself information).

    I'd rather this be used as an incentive to fix the actual damn problem rather than going "well, guess we turn off this Killer until we can make it ignore the rest of the way sound is handled". Especially because there's no telling how long it'll take to fix a bug in a weird exception to a buggy subsystem.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351683#Comment_3351683

    The fact that haddonfield main house consistently spawns 2 gens is stupid. Old haddonfield was dumb but at least gen spawned correctly

    Everyone gets their least favourite things! Really good windows and basements and an area which dumps like three gens in one screen.

  • @sizzlingmario4 said:

    I don’t know why she’s even still playable.

    Clown got killswitched for Haste. This shouldn’t be any different.

    Killswitch Survivor and the entire game until they fix the sound bug, then? Because if "not hearing things you should hear" is a game-breaking bug like that, it's kind of everywhere.

    It'd be rank hypocrisy to say it only has to be fixed on one side and that one side is turned off until it is.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351760#Comment_3351760

    Wouldn’t the same apply to survivors? If a lot of survivors are suiciding against Blight because of his add-ons does that warrant him getting nerfed?

    A lot of Survivors suicide against other Killers just because they don't like them. I'm not sure that's a good argument, largely because Blight is the only one whose source of huge imbalance (addons) is comparable to the lobby stuff.

    The lobby part is the eternal issue where two lobbies of identical MMR and perks could have all good items and be a SWF group, vs no items, and no SWF. And the significance of four high-rarity medkits with good add-ons is way higher than the impact of add-ons on basically every other Killer. Plus the part where SWF and no SWF all end up treated identically (and things can get all sorts of weird with SWF and solo MMR being the same thing)

  • Loading into a lobby with multiple TTV accounts and all four Survivors already there.

    Not a good sign.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351544#Comment_3351544

    The problem was that spirit ended up getting way more info than the survivors. With the nerf she still had the advantage due to moving at minimum 176% move speed making loops very playable

    The old coin toss spirit without counterplay was frustrating for survivors and very 1 note for killers since it was simple to play

    At least Iron Will no longer negates her main info source, too.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351464#Comment_3351464

    That’s assuming they even fix it in that patch. Audio issues have been rampant since the game launched tbh

    Maybe the horrible sound occlusion will be fixed for everyone, rather than just trying to sort out Spirit's case specifically.

  • @egg_ said:

    It's clearly because of the new outfit /s

    I mean, that's why I decided to play her more again. I still haven't gotten a grasp on how the bug works, so it's not really something I can make use of. xD

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