Rogue11
Rogue11
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- Rogue11
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They pulled this crap with Kate's "golden cascade" hair during the face reworks. Completely changed a cosmetic that was only purchasable with auric cells at the time.
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9/10 times the "just leave" counterplay doesn't work. You usually get hit anyway between a combination of latency, Blights stupidly oversized hitbox and the usual double speed add ons. I don't think even nurse in her prime had anyone record a streak of over 1200 straight wins...
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The worst of these are when you vault a 2nd story window and get hit while halfway down the drop.
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490591#Comment_3490591
Then they will get reported untill they get banned
If you "mentally check out" enough times for the DC penalty to matter you should stick to single player games.
It's not going to be better for everyone if the mayority of your matches are going to have 2 bots. They are not that much more usefull.
So how many skull merchant matches does it take for 90% of the survivor player base to be banned? 😄
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@Sonzaishinai said:
Oorrrr you remove the ability to hook suicide?
I'm suspecting it might happen when the anti camp measure comes around tbh. the fact that you can unhook yourself even when on second stage with it suggest that some parts of hooking stages is going to change and i can see not being able to unhook yourself by base to be included in that
Then they'll just afk under the hook, run to the killer, walk around doing nothing, troll, etc. You can't force someone to play a match they already mentally checked out of. Better for everyone to let them DC and replace them with a more useful bot teammate.
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@o7o said:
If I had tbh, Nurse really isn’t as strong as she used to be. What I will say is BHVR really needs to fix her spasmodic/agitation bug because I will dodge a Nurse anytime I hear/see one specifically for this reason.
What's that?
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He's popular because he's the only fun killer to be released in the last year.
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I reported this months ago, and it was marked as acknowledged. Hopefully it's somewhere in the pipeline to be fixed.
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@Emeal said:
No cause then it can be exploited with Head On again. Dont do this bHVR.
"Exploited" by comboing it with a meme build and giving up all the stun distance, exhausting yourself, and having no anti-tunnel protection for the rest of the match? Seems like a fast way to throw a match into a 3v1 as survivor.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486366#Comment_3486366
ive given advice on how the devs could differenciate hookicides, but they continue to see it as a non issue and havent come up with anything internally to address the issue. That should be penalized just as much as DCs for the reasons you mention.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486368#Comment_3486368
yeah? give killers the ability to swap mid queue back and you have a deal.
That cant work with the current way matchmaking is set up. Scrap the mmr system for a return to emblem based matchmaking and you have a deal.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486343#Comment_3486343
Lobbies =/= games. Killers can't DC without penalty once the match has started, so youre trying to force a false equivalence. The DC penalty affects killer just as much as survivor, only the game ends entirely if they leave.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486347#Comment_3486347
yup just like people BM in other games when not allowed to DC without penalty as well. You can't fix entitlement, just punish it when its disruptive. removing that punishment isnt going to fix those players somehow.
Then survivors should be allowed to see the killer they are playing against and, if not playing in anon mode, their profile. That is equivalent. If lobbies =/= games, let me dodge the 40 min skull merchant match and save everyone the frustration.
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@Ryuhi said:
Note how other games like League of Legends keep dc penalties even with bot replacements. DCs should be required to rejoin (in case of crash) or take the DC penalty to discourage abuse.
As a kid playing solitaire, i used to always restart the game until i got at least one ace showing at the start. This community is full of people who shop for games the same way, and its not fair to the other people who get matched with them, bots or no.
So killers should be penalized for lobby dodging right? If survivors could see the P100 Blight in pregame lobby, check his steam profile and see 10k hours on DBD, and link off to his "Blight win streak hype poggers" ttv stream, you would see a lot fewer DCs.
Complaining about "lobby shopping" while killers get to pre-screen their matches and dodge with no penalty seems a bit disingenuous.
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486151#Comment_3486151
Its broken no clue how you can play c tiers and not get it. Ghostie can instadown so thats understandable but pig? 20% longer chasetime.
If you are 5m from a survivor with MFT, it will take 2 seconds longer to reach them. 2 more seconds means you can run 8 more meters before the killer catchest you. meaning, in just a 5m distance, the pallets you can reach is increased by 8 meters. Now imagine that on the chase wide scale.
This IS what happens in practice. its not some hyper specific scenario. Quite literally, at any time, MFT increases the time it takes to gain distance by 20%. You dont even need to earn it, just for free you get 20% longer distance.
other exhaustion perks are at least once a chase trump cards oriented around tile chaining. Or in SB's case, just about being a safety net and a possible insane boost for skilled players. MFT? Just... your chases take longer. Thats it. Just the time it takes to reach you is increased. Not about chaining tiles or getting out of a deadzone, just flat out making your chases more valuable. It doesnt matter how skilled you are, that effect will always be relevant. A bad player will take 20% longer to reach. A cracked player will take 20% longer to reach. Its just bad game design.
Right, this kind of math shows why Skull Merchant is such an oppressive OP chase killer. /s
The haste is fine, doesn't need the Endurance effect though.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485245#Comment_3485245
If they had said "We're updating movement because our old system was outdated and while it'll feel weird it's a change we feel we need to do as a team to improve the base coding of our game to hopefully lead to a more stable system overall" and hadn't said a few months prior "oh we're not doing that" then I don't think nearly as many people would've been in uproar as actually happened.
Unfortunately, this was not what happened, and thus we had a hasty roll-back.
I think the desync bug had a huge influence on the negative perception of the changes. Would have been interesting to at least give the changes a couple weeks after fixing the desync to see how things felt.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485195#Comment_3485195
Again when you promise you are not going to change something and then you unncesessarily change it a few months later don't be surprised when your community gets annoyed that you changed the thing you promised you'd leave alone instead of putting your resources towards better things. Because don't forget, this update came out during 4.5.0, the buggiest Mid-Chapter patch potentially ever. It came with 3 failed map reworks- Gideon and Asylum- each of which failed to address the issues of their map. It came with massive desync that wouldn't be fixed for a month and a half. It fixed very few of the massive issues with the 4.4.0 killer, The Twins, and in fact a lot of their release bugs are still around to this day.
So, I'm sure you can understand why, following on from one of the buggiest chapters ever, the community was annoyed that BHVR had used valuable resources towards changing something that didn't need changing and they said they wouldn't change instead of fixing the multitude of issues within the previous 2 updates.
Were it to release now, I'm sure it would be a lot better received than it was. As it stands though, the massive issues with that chapter just compounds the hatred people have of the system, and brings into question the priorities of the team during that time. Because it definitely wasn't the bugfixing.
So it was a communications / setting expectations issue, not an issue with the actual changes? Maybe they could have framed it as improving animations while also addressing an issue with killer hit detection that disproportionately affects new players and those playing on old hardware? 🤔
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https://youtu.be/LVa7yJW5Ptk@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484917#Comment_3484917
Whats happen if you run forward then run backward as survivor? Was there an animation to show them change to opposite direction all of sudden?
You can see in this comparison from the ptb there was no time lost when changing direction.
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@GoodBoyKaru said:
Bhvr: we promise these updated animations won't change the gameplay at all
Community: okay
Bhvr: changes the movement anyway so it massively impacts gameplay and makes it feel god awful
Community: why
Throwing your mouse across the room to cheese a miss vs inexperienced / low fps killer players doesn't seem like gameplay that is worth preserving imo.
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@C3Tooth said:
The running speed counted by 0.12m per millisecond. Those animations really mess it up, survivors cant make tight loops, or cant 360.
Just image Killers walking forward and have to spend half a second animation for the momentum to walk backward...
The movements were the same speed. They just filled empty frames with the extra animations. The only difference was not being able to spin to take advantage of the garbage auto aim system and moonwalking. Not really worth being stuck with janky ps2 era animations forever but ok I guess...
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He's one of the few popular, balanced, and fun to play against killers.
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@Davenport916 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482054#Comment_3482054
The problem is that it gives huge value with no downside and makes it harder for the 110 killers to do anything just for injuring a survivor. Ever been looped around a tall rock with no pallet against a 100% speed survivor as a hag?
Plenty of perks give value with no downside. That's why we call them perks and not..."sometimes detrimental traits". And it does have downsides in that you can't use it with other exhaustion perks or when healthy.
The endurance part seems tacked on and unnecessary. I didn't even realize it existed for the first couple days and thought people were running Dead Hard again. That part could go.
If the haste part gets touched its a dead perk.
Why would I chase someone with Hag when I could just spam traps at intersections and mindlessly scroll wheel my way to victory?
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482044#Comment_3482044
true but they do quite literally have the same problem as old dh lol
Just because a perk has value during a chase, doesn't mean it's a problem. No, the meme exhaustion roulette perk and the barely noticeable speed increase for half a chase perk are not problems.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481043#Comment_3481043
I mean, mft and dramaturgy quite literally are old dh tho
You are quite literally not using literally correctly, and also proving my point.
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It's in line with other exhaustion perks, not a big deal.
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@TheRealConsent said:
Bloodlust is countered by breaking pallets and hitting survivors.
If a killer has to bloodlust farm to get a hit, you've already outlived the lifespan of that chase. Be glad you lasted that long, and move on.
Dbd is a game where survivors are MEANT to lose chases. It's a matter of how fast you lose them so that your team can finish generators before you're out of hook stages.
Tunneling in it's current form can't continue to exist if this is the balancing philosophy. Not as long as they plan to continue balancing and matchmaking the game competitively instead of casually. If the killer can single you out from the start and win, not by being better, but by being handed a down after a set time limit, then survivors have zero agency or skill expression. There needs to be some protection from just being chased 3 straight times early in the match if you're "MEANT to lose chases".
Note, I don't think MFT or Bloodlust T1 need nerfs. Bloodlust T2-3 are unnecessary and only boost killers into matchmaking levels where they don't belong. Edit: MFT could stand to lose the Endurance effect. I always forget its even part of the perk and the Haste alone is good enough to fit in next to the other exhaustion perks.
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The aura should be based on the gens location, not the killer's. Blight shouldn't get to rush halfway across the map and get effectively 100's of meter range auras from it.
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Is there going to be a change to this to account for the possibility of using this and For the People to insta heal and give both survivors Endurance? If they do make an adjustment, I hope they don't ruin synergy between For the People and WGLF. That combo is harder to set up and only the slugged survivor gets Endurance from it.
I would suggest adding a stipulation to Buckle Up, that the healing survivor only gets Endurance if they are injured. Something like: "Upon healing a Survivor from the dying state,
both you andthe healed Survivor gains the Endurance status effect for 6/8/10 seconds. If you are injured when completing the heal, you also gain the Endurance status effect." -
@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471498#Comment_3471498
Crow and rat are not top tier. Strong, but not top tier.
c21 is most DEFINITELY not top tier lmao.
Adren vile is strong, but again not top tier. You have to be really good with blight to start using that.
C33 and alch ring are the only ones I’ll agree are top tier.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471502#Comment_3471502
What “every blight main” says vial is busted? Lol
Right, I forgot 3% haste is op but 10-50% with add ons is totes fine. And the fact that perma wall hacks on a power as strong as Blights doesn't seem "top tier" just shows how broken his other best add ons are.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471451#Comment_3471451
He has 2 top tier addons lol. 5-6 is a stretch.
Crow, Rat, Alch Ring, C33, C21, Adren Vile.
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Yea good luck not throwing the match trying to use Breakout on current DBD servers lol. Already getting hit from space every chase.
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@Seraphor said:
Nah, some loops that aren't strong to break up a chain of strong loops is absolutely a good thing.
It doesn't have to be strong, but this is literally just a deadzone. Look how far it is from the next tile. If they insist on adding complete empty tiles like this, gens should not spawn there. Its just a free down for half the roster.
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Also sometimes his charge animation doesn't play at all for the survivor. Idk if it's a bug or "tech" but it's very annoying to not have that visual cue to react to.
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468625#Comment_3468625
Fair enough. But those perks didnt make M1 killers unplayable.
Neither does a conditional 3% haste that only works for half a chase and doesnt synergize with the most popular exhaustion perks.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468437#Comment_3468437
I have skills to counter it. I just want to bugs fixed. Simple. Plus with speed add-ons sometimes you can't even react before get hit.
It just shocking me how you can defend this bug lol.
A conditional 3% haste perk is the end of the world but 10-50% extra speed from add ons is fair 🙂
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Add another overhyped "mUsT NeRf" new perk to the pile next to Fogwise, Hyperfocus, and Bloodrush.
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Feels like playing before hit validation where killers would just yolo lunge at every pallet drop and cheese a hit. So now all you can do is drop super early...during an event where killers can Thanos snap downed pallets from existence... 🙃
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@KenwanObinobi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461452#Comment_3461452
LT are ultra safe with more than half the killers
Pallet/window jungle gym
Shack
Big pallet tiles
and if you mix loops without dropping the pallet they are even safer. L2P before calling other ppl noobs. You obviously do not know what you are talking about or you have never faced good survivors.
Do you even know what choke points are ? I guess not :)
You really called LT walls ultra safe and expect people to take your argument on perk balance seriously 😆
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458151#Comment_3458151
Oh no, please don't start the discussion about how this game is asymmetrical or something like that.
Asymmetrical doesn't mean only one side gets to have new perks that are moderately useful. Eruption meta lasted 9 months before it was nerfed, and you're crying over a much less impactful perk after less than a week.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458139#Comment_3458139
Man, if only bloodlust deactivated on hitting a survivor, breaking chase even inside loops, breaking a pallet or wall, using your killer's power, or making enough distance from the killer instead of being as active as long as MFT can be.
Oh wait-
Man, if only Made For This was basekit, scaled every 15 seconds, worked while healthy or exhausted, and wasn't half the strength of tier 1 of a basekit killer mechanic.
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@Hannacia said:
I'm laughing here reading that survivors can't ever have good perks. All i see in my survivor games are GOOD or GREAT perks.
Adrealine. Great perk.
We'll make it Great perk
Resilience Great perk
Prove Thyself Great perk
Off the Record Great Perk
Do i need to continue? Survivors have multiple great perks. That is a small list i named. Made for this has broken the game for many killers. I've seen it personally destroy multiple killers in endgame when my teammates (soloQ btw) have ran the killer minutes because they just couldn't catch them. Haste stacking is a massive issue and i don't think 3% haste should come that easily. Oh you are injured here you go small speed hacks for you.
Killers have good and great perks too, but i'd argue they have less variety than survivors. Killers can't go around and have fun with off meta silly niche perks since they most likely will get destroyed. Survivors can do this more easily since there are 4 of them and 16 perks all together so it doesnt impact the game as much if 1 person has 1-2 silly perks on.
Again im nowdays a survivor main. I tried playing few killer matches when singularity came out shrugged and wen't back to survivor. Its more chiller and i can enjoy my games more.
3% haste shouldn't come that easily? What about a free 5% for getting repeatedly outplayed at a LT wall?
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456580#Comment_3456580
Non of these perks are close to being meta. And most of them are garbage. That's why you are not seeing them in trials so much. Because they have a lot pointless weaknesses.
Reassurance, Fogwise and Hyperfocus are the only good perks (B-tier max) but even they are not great.
Remember people crying that Blood Rush would be op? Literally never seen anyone run it unless for adept or rift challenge 😄
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455378#Comment_3455378
So getting stunned to counter a perk? wouldn't be so bad if it didn't require two slot out of four, even though "getting stunned" is already a 100% survivor dependent and certainly not in control of killers.
If 3% conditional haste is such a game breaking OP advantage, surely 5-15% is worth 2 perk slots and a little work to activate, no?
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454879#Comment_3454879
eh, call up a friend and have em bring FTP.
Ok and then what happens when one of your random teammates get hooked? Now you have to waste a huge amount of time as both of you go for the save, or give up your speed boosts to leave one on a gen. Or if the killer goes to your gen, now no one is on gens and you better hope the last teammate goes for the unhook. It's still a meme build that will rarely be worth the effort.
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454731#Comment_3454731
you could always just use power of two+blood pact for a permanent 12% boost as long as you are near. toss in BDT and the killer only moves 1% faster. why are we just now caring about this?
Those what if scenarios require a tremendous amount of coordination and luck to pull off, and even then only works for about long enough for bloodlust level 2 to kick in. It's fun but entirely impractical when it comes to actually escaping.
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They buffed Pop again so hopefully DS will go back to 5 seconds eventually.
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RPD
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@ElodieSimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449942#Comment_3449942
"skill to matter"
While the game has auras, notifications, and game insight. If you're going to complain about "skill" then you might want to nerf the entire game while you're at it. Your arguments don't really make any sense.
Try reading them again slowly.
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@EmmaFrostyEyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449898#Comment_3449898
Fine lets nerf windows, and then youll be complaining about the good survivor perk instead of nerfing the terrible maps like garden of joy, the game, borgo, the new killer map
I play 90% survivor friendo! I just want skill to matter for both sides and WoO is a perk that facilitates boring playstyles. I feel the same way about killer powers that give no agency to survivors, like Knight and SM.
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@EmmaFrostyEyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449716#Comment_3449716
Nah fix maps and leave the perk alone. Problem solved
Problem: perk that let's survivors optimally use map resources every chase with no downside or limitation.
Solution: remove map resources so survivors have nothing to do in chase but die.
🤔
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449669#Comment_3449669
So, what about the players who already have all that information and don't use the perk? Just because you have the information, doesn't mean you know how to use that information. Even without WoO, you'd still be losing chases to survivors who are confidently able to loop.
As you traverse the map, do you just put your blinders on so you're oblivious to all the map's resources? Of course you don't. Players already have this information, thanks to the wonderful thing we call eyesight.
As killer, you have the inherent advantage of 15% extra movement speed (assuming you're not playing Nurse or a 110% killer) over survivors. You also have the inherent advantage of Bloodlust. When people complain about WoO, it just sounds like a complaint that survivors don't just immediately die when you look at them.
"What about the players who already have all that information and don't use the perk?"
1. Most maps have enough variability that you can't always know where every pallet is. This makes it risky to leave a tile and hold W since you won't necessarily know if the tile you end up at will be useful. Anything that gives some small measure of risk to holding W is a good thing. There's no skill expression from either side in running in straight lines.
2. Losing chases to a survivor because of a combination of their looping skill, map knowledge, and planning, is an example of skill expression determining the outcome. This should be the goal of a pvp game. If a single perk allows a low skill survivor to have the same chase length as a veteran player, that's the opposite of skill determining the outcome.
"Players already have this information"
1. Then why is it the most popular survivor perk??
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449659#Comment_3449659
The problem is, why nerf it to begin with? What does Windows do, other than show you the auras of map resources? Nothing. It has no other effect, and is completely counterable via blindness add-ons. A good killer also knows how to direct chases away from strong loops.
Strong loops should be weighted to spawn as far away from each other as possible. For example, Shack is a strong loop so it would make sense to have a strong loop spawn on the opposite end of the map to killer shack, so as to prevent chaining the two loops together.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449650#Comment_3449650
In a match where all players are of average skill, a chase should take no longer than 35 seconds. Anything more, and your chances of getting a 4k as killer drop significantly.
"Why nerf it to begin with?"
Because knowing where every map resource is at all times is a massive advantage.
Because as I said before, the game isn't balanced around running optimally every chase.
Because it incentivises braindead hold W chases instead of taking full advantage of whatever tiles are closest to you. Without GPS guiding you to the next resource, you have to weigh the risks of leaving your current tile where you know you have something to work with vs the next tile that could have nothing. You might even have to consider taking a few seconds to check your surrounding tiles instead of immediately slamming the closest gen.

