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RonMan32

RonMan32

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RonMan32
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  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186755#Comment_3186755

    I agree, colorblind settings should've been a perk instead. Hard-of-hearing people should have to use Spine Chill. People who get migraines should have to play with only three perks.

    Harhar.

    Fov has never been the same as those settings you've mentioned. I need only point at high level Quake. Do you think all competitive FPS players experience that kind of motion sickness? It's a take I'll continue to be flamed for but I really don't see a problem with keeping the FOV behind a perk in this game in particular. I think the perk should at least be better so that people who need it get the benefit.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186741#Comment_3186741

    I like your attempt at trying to tie it into slasher tropes, but you know what you don't see? That same hiding mere inches from the killer but they did so after jumping through a window and then crouching next to it and waiting, or clinging to a wall immediately after running through a doorway. I mean sometimes you do see things like that, but its usually just before that person gets murdered.

    Its also an especially moot point on that end because it defies how the killer would actually respond. People getting killed through props and bad hiding attempts is much more of a trope than them actually working, which fits with stuff like locker grabs. Frantic juke attempts not working is far more fitting than them succeeding, what you're talking about is more akin to the killer losing a survivor midchase and prioritizing the others/gens rather than committing, not "crouching to ghostface's left because he won't be able to find you through his silly mask." camera locking animations is bad enough, but thats a lot easier to accept from a balance standpoint and has less of an impact on actual accessibility.

    On that note, yet another reminder that its an accessibility issue, that has been treated as an accessibility issue by countless games over the last few decades. Great for you if it doesn't affect you, but motion sickness affects a lot of people and adjusting the FoV is the universal method for alleviating that in the vast majority of cases. You do understand that it can affect your entire concepts of spatial awareness and depth perception, right?

    I'm willing to admit that maybe my stance is a tad flawed. But it's honestly how I feel. I think the FOV being the way it is successfully accomplishes the goal I believe it sets out to do, and the caveat that some people get sick playing killer simply doesn't bother me or change my stance. Are those bad priorities? Maybe.

    But yeah the crouching in front of a killer to juke around them is a bit TOO silly to appear in one of these movies. But to be fair we don't have nearly as much to work with when it come to hiding as a horror flick protagonist.

    That's kind of all I have to say on the matter. I believe I understand why the devs did it, and I agree with their continued choice to leave it the way it is, despite the large group of people who will keep getting nauseous playing killer. I hope they buff Shadowborn so those people at least have the option. I'd be perfectly ok with it straight up unlocking a slider in the settings but I do think that the FOV jukes are enough of a part of the game that it is an advantage you should have to pay a perk slot for.

  • Pre dropping against Wesker is actually a horrible idea if the Wesker actually knows how to use his killer. Whenever I get to a pallet I think a survivor is going to pre drop I charge the bound. If they drop it I bound over it and completely screw them over. If they don't I bound as soon as they're too far away to drop it and catch up.

    You have to try for the stuns on Wesker or maybe pre-drop if you know he doesn't have his bound charges. Pre dropping is usually a death sentence unless you're far enough away that if he does bound over the pallet you have time to loop to the other side.

  • @GrimReaperJr1232 said:

    To me, higher FOV is accessibility first and foremost. People can and will continue to get sick because the killer FoV is so bad. Their only option is to sacrifice a perk slot, essentially punishing them for something outside their control.

    Does it provide an advantage? Yes, but any advantage it gives is perfectly justifiable if it lets people play the game without getting sick.

    I stand by the idea that they should sacrifice a slot. But maybe they could make it a generic non-teachable and give Wraith something new in it's place (all of his teachable suck). And also buff it and give it a bonus effect so it doesn't feel as much like a "this is a perk that I don't think gives me any advantage, I just NEED it to not get sick" situation.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185770#Comment_3185770

    Being able to juke a killer by crouching in front of them should not be a thing to begin with.

    I disagree. And the devs obviously do too because that's the only reason an FOV slider wasn't added for sure. I think it's part of the slasher film reenactment gameplay loop, even if it doesn't come up every game. The whole premise of this game is built on the tropes films from it's DLC features. What do you see in those films? Tense moments where the killer is mere INCHES away from the hiding person but they hold their breath and the killer barely decides to go check somewhere else. The FOV was tunnel vision-ed to allow for these situations easier.

    I'm not saying the devs agreeing with me gives my argument anymore validity. The game does tons of stuff I think it really shouldn't. But in this case I think y'all are directly in conflict with important intentional game design. That's just me. I play both sides so if they DID add an FOV slider you bet I'm gonna use it.

    The thing I always assumed it was, the red stain was supposed to show you exactly what the killer's range of vision is and added some strategy around staying out of it.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185770#Comment_3185770

    FOV jukes don’t work on native if the killer has half a brain. "This survivor just vanished after (vault/stun/swing/whatever), there’s no tracks going anywhere else." There is literally nowhere else they could be other than below/behind the killer out of native FOV. And hiding on peripheral still doesn't work if the killer is an actually good player that knows they should be checking side to side to specifically prevent missing people on their periphery anyways.

    And all of this still doesn’t matter, because accessibility is still more important. Are some colorblind settings easier to see scratch marks on some maps for? Sure. Does it matter? No. Would a visual heartbeat for TR for people hard of hearing be an advantage against quieter TRs even for people with normal hearing? Does it matter? No.

    I disagree. The FOV one is a fair place for the devs to hold their ground. For people who have big issues with motion sickness I'd just have to say I hope they buff Shadowborn so you at least have the option if you really need it. Balance is more important in this case.

    Also FOV jukes work against comp killer mains. I just disagree with your entire point there. Maybe you haven't found that to be true but it sure seems to be viable at all levels of play to me.

    There's really no other points I could bring up to at all sway you. We just hard disagree on both counts. Those being "would an FOV increase completely break the close range stealth or not? And if it would, would it even matter?" or "Regardless of if it breaks close range stealth or not, is accessibility more important?"

  • I love the Tripwire one! I dunno if I'd have it work that way tho. I'd maybe have it work similar to wiretap or blastmine and require you to earn the tokens by maybe spending time in chase or doing gens or somethin'. You start with 0 and you get 1 for every 10 seconds in chase, for a max of 3 at very rare. And 10 seconds for the apply time honestly might be a bit much. Half it at 5 maybe?

  • I do think the tunnel vision of killers is a huge mechanical choice so I respect not adding a slider. Too many stealth plays that happen like a every other survivor game basis wouldn't be possible with a greater FOV. I oppose an FOV slider and support the devs in that call.

    BUT I think people who REALLY want increased FOV should get it. I think Shadowborn should stack with Monitor and Abuse and I think Shadowborn should be increased significantly. But I do think you should still use a perk slot for it, if you're gonna completely kill near killer juking stealth the cost is a slot.

    I get why people think it's silly making a video setting a perk, but it's really mechanically necessary. People who favor stealth survivor builds would stop playing the game if they added a slider. The tunnel vision is mechanically important, I'm sorry people get motion sick, hopefully Shadowborn gets a buff and they allow it to stack with an also buffed Monitor and Abuse.

    Hell maybe Shadowborn should just unlock a slider so you can still pick specifically what you like. "Shadowborn FOV" under settings. But you gotta spend a slot, it's not just an accessibility thing it's a tangible advantage.

  • I know the chain lightsaber phases through stuff but that doesn't physically make sense as something at all possible to occur. Maybe if it was an add-on and it wrapped around the survivor on it's way back? I feel like people wouldn't get much use out of it. Probably not.

  • Interesting ideas for sure. Can't imagine I'd use any of them tho if they were actually added.

  • It's worth it. Deathslinger is my favorite killer in the game. Zarina has 2 really good teachables and 'slinger has DMS which is something I run on every killer now.

  • The option would be nice. I've gotten used to how it is so I wouldn't change it but they should add an ADS sensitivity option for him for sure.

  • @Rudjohns said:

    Okay guys, what about this situation:

    2 survivors die at 5/4/3 gens, it doesnt matter, the game is already lost for the survivors. So the killer "befriends" one of the 2 left and hunts the 4th one. The killer downs the 4th survivor and hook them, only for both the 3rd survivor and the killer farm the 4th survivor out until they are dead, and the killer let the other escape. Is this considered "working with the killer" and is it bannable?

    PS: I has happened to me, I was the 4th

    Yes. Not sure if it's bannable but yes that is working with the killer.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182177#Comment_3182177

    It's also encouraging the snitching going on when a downed survivor uses the team reading aura and starts using body language to communicate to killer where the last guy is at. Survivors would never try this if killers are known for massacring everyone. But surv's know that so many killers will work with them and let them go.

    Here is one example that happened to me the other day when I was playing after I got home. A toxic SWF refused to let me heal them (i have max 5 stacks on Autodidact), and sandwiched me in to troll me, because they know they could use the killer to kill me and let them escape. Because of this culture of letting people go.

    https://www.youtube.com/watch?v=D4oLhk0Hang

    I agree working with the killer is bad. That qualifies as working with the killer. That is against the rules. I do not participate in this practice from either side. This specifically should be discouraged and possibly banned.

    But correlating all of that to the "culture of letting people go" feels like a stretch to me. If your post was "Killers stop working with survivors just because you like them" I'd agree with you.

    But no you're discouraging being a good sport, and expressing a nice gesture to the last survivor all because it's unfair to you.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182160#Comment_3182160

    Yeah yeah, now you reveal your true nature and start bullying.

    I'm not bullying you! I'm calling you out for lacking perspective. "Do your job" is such a silly thing to say when we're talking about a video game.

    Ultimately I understand your perspective, and I can see that being frustrating. Particularly in cases where the survivor that got let go was trolling or not being helpful.

    But you can't tell people how to play bud. That's just not cool. You're allowed to take the game seriously but you will inevitably end up in matches where some or all of the people you're playing with don't take it the way you do.

    Plenty of killers never give survivors hatch. They can accommodate you.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182148#Comment_3182148

    I'm only asking for killers to do their job and kill everyone. Stop this culture of playing favorites or letting people escape. It's encouraging snitching, it's encouraging toxic attitudes, it frustrates the other people who got killed... just kill everyone, do your job.

    You keep saying "do your job". News flash bud, this isn't a job. It's a game. As in we aren't expected to do anything except for not break game rules. Outside of that we do what we want, even if what we want isn't the game's objective.

    You aren't ENTITLED to a match where the killer only plays for a 4k.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182125#Comment_3182125

    How does working with Surv's not break game rules? You're not supposed to do that.

    Letting a survivor go through hatch hardly counts as working with the killer. You're reaching.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182101#Comment_3182101

    or you could do your job and kill everyone, and not ruin people's experience by having them watch you play favorites. it doesn't feel good. use whatever reasoning you want, you are frustrating the other players and making them upset as to why they were killed. this is especially magnified when things went on during the match on survivor side, that you as killer have no clue about. say the one you "liked", refused to unhook, or sat in a crouched corner instead of doing a gen at a crucial time, and here you come and pull this crap. is it too much to ask to simply do your job and kill everyone.

    My only response to this is I don't care if it bothers you. I like doing it. It doesn't break game rules. I will not stop.

    You're free to have your opinion about it but it doesn't make me a bad person for liking playing this way, and if you think otherwise then this discussion is over.

    I wouldn't prefer to make people frustrated or upset, but I imagine most people aren't like you and probably don't care. I also don't enable griefers. If I see a survivor being a problem for their team I have no issue tunneling them out of the game. I don't work with survivors. I don't give people griefing their team hatch. I want everyone to have fun the same as you but I'm not going to play a specific way just because this one thing bothers you.

    Killers can play how they want. People that lecture to them otherwise are wasting their time and acting entitled.

  • They said they're adding bots to custom game. Will be good for practice.

  • Jealous? :)

    Jokes aside uh I don't think this is a good reason to not let the last go. When I'm feeling nice I let the last person get hatch. Yes sometimes I make sure that the person who is the last left is the one I "liked" for whatever reason. But it's not intended to make you feel bad. It's to be nice to that person. If you're seriously going to get jealous and call "no fair" when it could have easily been you that was picked as favorite then why play? No need to take things personally or all serious.

    Now to be fair, yeah in your example teaming with the killer specifically is scummy. I don't let survivors team with me but sometimes they act a little "funny" as I'd vaguely describe it which I could see sometimes frustrating their teammates. To that I'd say if you wanna be picked, be a funny little man. The emoting T-bagging Bill gets hatch.

    P.S. It's not toxic to not care about the other side's experience. It's toxic to deliberately try and make it worse.

  • @PaintedDeath said:

    https://forum.deadbydaylight.com/en/discussion/comment/3180487#Comment_3180487

    I think you might have missed the part where I am intentionally using Bond to bring the killer to my team mates so he will hit them, triggering my other perks and allowing me to self care only half of my health back.

    No no. That's not my point. My point is those perks can be used in non-selfish ways and benefit you while they're still alive, thus providing a benefit to your part of the team. You can run very selfless perks and make sure they never get value throughout the match by BEING selfish. But Left Behind it is impossible for you to NOT get selfish use out of it. It cannot possibly even a tiny little bit benefit the team no matter what you do. This build being used the way you are using it is pretty selfish sure. But all of the perks in it in of themselves are not as selfish as Left Behind.

  • I'd hate an in game voice chat in this one. I think a text chat available mid match would be fine but only if different platforms can see it and console has like a "preset words and phrases" wheel to use so they can actually communicate with one another.

  • I do. I assume most people do the same. I had an idea to have a full swf play as her without a single boon to try and bait shattered hope. We haven't done it yet but I can see it working. Maybe we all run flashlight too and switch to toolboxes last second. See if we can waste 2 perk slots.

  • @Duvie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3180487#Comment_3180487

    You're forgetting Sole-Survivor the true most selfish perk. Literally wants your teamates dead lol.

    @RonMan32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3180510#Comment_3180510

    No this still doesn't fit the bill. Only one or two teammates could die and you get aura blocking value out of it, and then it can help you help the team. Left Behind is the only one that counts because the value only comes from all other survivors not participating in the match anymore in any form. Sole-Survivor has a part of it that fits the bill, but since it can provide a benefit while others are still alive and well it doesn't count.

    See this above reply to another person saying the same thing. This would get close but still not as self-ish as Left Behind.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3180487#Comment_3180487

    You haven't heard about solo survivor perk? It requires all your teammates to die to work...

    No this still doesn't fit the bill. Only one or two teammates could die and you get aura blocking value out of it, and then it can help you help the team. Left Behind is the only one that counts because the value only comes from all other survivors not participating in the match anymore in any form. Sole-Survivor has a part of it that fits the bill, but since it can provide a benefit while others are still alive and well it doesn't count.

  • @[Deleted User] said:

    1v4 buff? ew.

    can we just revert the hitbox to 20-25 cm and make his dashes feel better (for both sides honestly, 30 cm feels pretty damn generous) somehow? faster windup or less movement penalties or allowing him to curve slightly or faster recharge or...like anything that doesn't have to do with the infection system? that absolute failure of a system that just rewards bad (chasing one person for too long) and/or scummy play (tunneling off hook) and has minimal impact on a competent team?

    I've gotta disagree with you on the 30cm hitbox. It feels perfect from both sides for me. I'm getting hits I deserve, missing hits I don't. As survivor I'm pretty much always getting grabbed if he was close enough and only needed to use one bound, and I'm dodging quite a few of the two bound attempts.

    40cm was BS and you were basically guaranteed getting the grab. 20cm was too little because you almost never got 2 bound grabs unless the survivor was ONLY holding W and didn't even have their hand on their mouse, perfect straight line. And on first bound you'd miss when they were RIGHT THERE. It was so bad that you were close enough to go for the M1 for an easy hit, but you'd figure a M2 would be haha funny and the game punished you for it.

    People only used it for map traversal first week and it was clear why.

  • I actually preferred a different approach. Instead of keeping the infection forever like you are suggesting OP, or just removing some of the sprays like some other people are suggesting, just make it easier/provide more methods to infect people.

    I liked the idea of putting Uroboros on a gen you break for 30 seconds or so, and they get infected if they touch the gen within' that time frame. Maybe continuing to work on that gen while it's still infected progresses your infection slightly faster.

    Kind of inspired by Plague but would actually require you to fully break the gen.

    I don't however think that Uroboros would transfer to other people or gens from an infected person like Plague. One directional only. Gen to survivor(s).

  • In my opinion the only truly self-ish perk is Left Behind. Any perk that helps you, helps the team if you're being useful. Any perk that only works when every survivor is already dead or out of the game is truly self-ish because it is IMPOSSIBLE for your team to benefit from that in anyway.

    Self-Care means they don't have to worry about healing you and you can heal and take a hit for them, among other things.

    Bond is an info perk, just helps you stay apprised of peoples locations which is something that could help you be productive.

    Reactive Healing stacks with Self-Care and by itself does the same thing for the team.

    Self Preservation could allow you to hide for the save or hop back on a gen without the killer knowing.

    Even if you don't use any of them to directly help the team, if you get value out of it while the team is still alive and you're not doing gens or saves or healing it's not providing a "self-ish" benefit. You're just being self-ish and the build is slightly enabling you.

    Wanna waste a perk slot to not help your team at all ever even a little bit in some way? Left Behind. To my knowledge that's the only perk in the game that fits that description. I personally think that should be addressed. Maybe if you die it gives everyone else diet Left Behind. Maybe the hatch sounds are just louder for everyone else.

  • @HommeBizarre said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179018#Comment_3179018

    Pretty sure is has been confirmed Wiretap and Open-Handed doesn't combined

    (and are not meant to be)

    Isn't that kind of dumb? Open-Handed does nothing on it's own, it's literally a perk that just buffs other perks. "Open-Handed increases ALL Aura-reading ranges". If they went out of their way to purposefully exclude Wiretap (even tho the way the perk is described to work there's no reason that should be the case) maybe they should nerf Open-Handed and let it work with Wiretap. Or make it percentage based. Increases the range by 25% instead of 16m.

  • I'd advocate for an 18m radius on wiretap and a 50% gen progress + additional 10 second duration on blastmine, or they revert the change to blastmine as a now intentional feature. Either of those blastmine changes would be fine and yeah, wiretap could use a slightly bigger radius.

  • @Dwight_Fairfield said:

    I don't know I feel like low pick rates are one way to make them see there's issues with certain killers. I'm pretty sure the 1% pick rate on Twins is what helped them decide to look at them for the next rework.

    Where did they say that? Do they announce reworks anywhere? Where?

  • @Roaroftime said:

    ye how about +100% BP for any killer but Wesker so I can actually have a variety in my rounds again

    I assume this was at least half joking but yeah I think excluding whatever is the newest killer for the first month or two from this system would be good.

  • I like this idea a lot actually. The top 4 least played killers at any given moment should have a +100% blood point incentive for the least played, +75% for the 2nd least played, +50% for 3rd and +25% the least LEAST played. (If you don't own a killer it goes to the next least played of a killer you do own)

    I'm new-ish to the game (nearly 300 hours, playing on a weekly basis since Steam summer sale) and I've faced Twins a total of 2 times. The first time they were just memeing with Victor and let us win. Deathslinger is actually being played a bit lately but for the first 200 hours of that I had a grand total of 2 games with him. Hardly any PH, lots of Doctors, Wraiths and Nurses.

    This would be a great addition and honestly it would help me personally try more killers out. I usually stick with my man 'slinger and a decent bit of Wesker lately.

  • Neither Ada nor Rebecca work for me.

  • kind of interesting but I think 4 is probably too many, maybe the different versions of the perk should effect the length of the stun instead

    and these hooks should probably turn back into normal hooks when they are consumed

  • @SuzuKR said:

    Sounds like an utter balancing nightmare unless it’s exclusive to event game mode with special rules.

    Had to edit, thought you were replying to a different post I made.

    Yeah probably. I figure it would maybe only be around every April as an Apirl fools thing. But ideally each would be made to be as balanced as possible.

  • I didn't have an idea for Deathslinger but here I'll take a stab at it.

    A Redeemer prototype that can be set up at a window sniper style to pull the killer towards it. I could see this being used for anti-tunneling maybe. Maybe a survivor is about to go down and you stop the killer in their tracks reeling them into you instead. But you can only do it leveraged against a window since you're not strong enough. Nothing would stop the killer from just walking towards you, providing slack in the reeling and then hitting you instead. You can break the chain at any time.

  • @Smoe said:

    Don't be ridiculous, the only RE event item we truly need are eggs which we can throw at the killer.

    True.

  • I actually already did this on a Deathslinger rework concept of mine listed here:

    @RonMan32 said:

    Hello again DBD forum. Last month I made a post explaining a concept I had for a Deathslinger buff/rework. I have since more than doubled my hours in the game and would like to propose a new concept with some changes to my original one. Here is the post for anyone who is interested:

    https://forum.deadbydaylight.com/en/discussion/337612/a-noobs-perspective-on-what-to-do-with-the-deathslinger

    I will also be more precise with my proposed changes. I refer to changes that flat out give him an edge as a buff, something that puts him weaker in that area as a nerf, and something that is changed in both directions that it's hard to say if it counts as either because it gives AND takes as a "rework".

    Note, I am copying terminology used on this page: https://deadbydaylight.fandom.com/wiki/Caleb_Quinn

    Rework: Decrease Terror Radius to 28m and have a non-directional/no volume change "Lullaby" where he whistles a tune (some sort of Irish folk song maybe?) 7m outside of his base TR (35m) and stops completely once you're within 12m. The 12-35m lullaby range stays the same regardless of TR size and can be heard when obvious.

    Buff: While Redeemer is unloaded increase walking speed to 4.5 m/s (not active when carrying survivor and does not directly effect lunge distance/speed), decrease vaulting time by 10% and decrease Terror Radius by 4m.

    Nerf: When a survivor is hit by the Redeemer projectile while within the first 6m of the 18m range activate a difficult skill check akin to the one for DS. On a success the chain is broken and stuns the Deathslinger for -0.5 seconds less than a normal chain break (2.5 seconds at base, 2.0 with chewing tobacco etc.)

    Rework: Decrease ADS activate time to 0.35 seconds (0.3 if 100ths of a second aren't supported) and increase deactivate time to 0.65 (0.7 if 100ths not supported).

    Nerf: If a survivor is healthy when hit with The Redeemer increase Chain pulling c/s to -17 c/s during the first 3m of chain length.

    Ok. Now I will briefly explain the reasoning behind each. First change is primarily to address his old 24m to 32m nerf in a way that is more interesting and allows him to get the drop on survivors a little more often, especially with perks.

    Second change has nothing to do with his nerf and is simply a buff I think would add more depth to his gameplay, while also making him better at pressuring gens/efficient map traversal. The trade off being he won't me immediately ready to shoot when he stumbles upon a survivor.

    Change 3 promotes skillful shots and allows for survivors more leeway when it comes to scummy after window vault shots. I think the way this is approached makes him more fun to fight against and without completely destroying his fun rush vault punishing window shots. Adds an extra layer of depth to the chain.

    Change 4 is to make him *feel* a little better to use without causing a return of quickscopes. It also punishes faking out shots to zone a tad more.

    Change 5 is supposed to promote the "Hit with basic attack, THEN go for the shot" kind of playstyle most people do on him anyway. Just slightly brings down higher level 'slingers who go for the frustrating double shot. Is likely too small of a change to make a difference with mid and close range shots.

    Finally I'd like to propose an addon concept I just think is cool. Not relevant to bringing him to a preferred state in the meta. Just a fun way to end it. I also won't claim this concept is unique. I actually got inspired by someone else somewhere on this forum.

    Ultra Rare: Sniper scope

    When a survivor is on a hook press the active ability button to attach a scope to The Redeemer (takes 1.2 seconds). ADS activate speed is increased to 0.6 seconds. Increases ADS zoom to 150% (normal ADS is 125%) and adds scope overlay w/ crosshair obscuring the edges of the screen. Shots beyond 12m increase reeling speed by 10%. (This would also be less sensitive than normal ADS because then shots would be too finicky to use otherwise.) If no survivors are on hook after it has been attached Caleb does an animation to remove it that briefly prevents ADS but speeds up if the ADS button is being held. Maybe attaching should reduce his movement speed to his ADS speed but removing should have no speed penalty.

    That's it. Thanks for coming to my Ted Talk! Please let me know what you think in replies! I check this forum daily and will likely respond.

    Ultra Rare: Sniper scope

    When a survivor is on a hook press the active ability button to attach a scope to The Redeemer (takes 1.2 seconds). ADS activate speed is increased to 0.6 seconds. Increases ADS zoom to 150% (normal ADS is 125%) and adds scope overlay w/ crosshair obscuring the edges of the screen. Shots beyond 12m increase reeling speed by 10%. (This would also be less sensitive than normal ADS because then shots would be too finicky to use otherwise.) If no survivors are on hook after it has been attached Caleb does an animation to remove it that briefly prevents ADS but speeds up if the ADS button is being held. Maybe attaching should reduce his movement speed to his ADS speed but removing should have no speed penalty.

  • @Predated said:

    Well, you do realize that Wesker has as a basekit:

    1. High mobility with his ability, even with the "slow" cooldowns, he still gains distance. Thats a huge benefit
    2. He can instantly carry survivors without having a longer cooldown on his ability, even if these survivors are full health
    3. His ability is quite powerful in loops.

    So really, why does his power need to be better?

    I don't think he needs it really. Small tweaks would be fine. A hair faster on the m2 charge to use and a hair faster on the recharge of the bound itself would probably go a long way for making him feel more enjoyable to use without practically making him much better in most situations.

    Wiki says charge time is 1.5 seconds. Maybe 1.3 or 1.35 would still be fair? Recharge is 6 seconds per charge. Making it an even 5 each for a total of 10 seconds would be fine I'd imagine. But again my stance is that it's actually not needed, just that it would be nice and wouldn't be a buff that would even be close to breaking him.

  • People are asking for those to be shorter/longer. Personally I think those people and you are both probably wrong. Seems balanced enough as it is. His power is hard enough to use, doesn't need to be a bigger pain. Power is also an easy enough to use that it doesn't need to recharge any faster.

  • Yeah glad to know I'm not crazy either. They broken the sound. Can't hear it.

  • Maybe tiny buffs would be nice but I feel like he's in a good spot, I'm a mediocre probably mid MMR killer and I do pretty good with him, but survivors clown on me all the same when I play bad or commit to chases I can't end quickly enough. As long as they don't nerf him and fix his bugs I'm happy. New hitbox works great, still dodgable but actually usable now.

  • I agree with everything stated here. More to your point I think, if something is balanced and you can change it to make it fun for both sides (even if the side it was fun for in the first place, it is now "less fun") that it worth doing.

    Say a killer perk is really oppressive but the counterplay isn't too hard but it's not fun for the survivors to have to do instead of something else. Maybe nerfing said perk in a way that it still provides value, but isn't so good the survivor feels the need to deal with it in a specific way is a good call, even if it's clear to say before such a change the perk was balanced.

    I think BHVR makes these kinds of changes a lot and people just scream "KILLER SIDED" "SURVIVOR SIDED"

    Deathslinger's nerf (which I think they overdid in a few places so this is not the best example but it's one I can bring up). They made him have a long-ish aim down sights that has to take place before he can fire and has to wait to put the gun back down before his walking speed returns to normal. This removed the viability of quickscoping, makes zoning more punishing (for killer to do, he can't zone "for free" anymore) and makes looking at 'slinger a lot more useful because you can react in time to start dodging.

    Unfortunately this wasn't successful, at least in the eyes of the community. Even tho they made 'slinger counterplay easier survivors still don't have fun against 'slingers. At least all the ones that complained in the first place don't seem to be happy. Killers who enjoyed "exploiting" his quickscoping have now dropped him completely because now apperently he's no fun to play AS either.

    I disagree with both of these types of people. 'Slinger is still very rewarding to play and wacky shots are always super fun. Playing against 'slinger also doesn't really cause issues for me. I sadly rarely lose to 'slingers and dodging can be easy against less experienced ones. But even if my swf is clowning on the poor guy, WE have fun. He could use a buff but a lot of the intention around the change was to make him better for survivors to face without making him godawful to play and that was mostly successful imo but they didn't give 'slinger anything to compensate for his lost quickscope and ambush (TR) so he's not great sadly.

  • @kizuati said:

    It should be put down to 25 imo.

    Possibly could work. I prefer it at 30 but to be fair I have yet to face it as survivor so maybe the sweet spot is just this 👌 close.

    So far I haven't noticed grabs that looked unfair from the killer's perspective. Because it's bigger now some high ping players might call a bad grab when the server just did it's best and it seemed fine for the lower ping people.

    All I know for sure is 20 was far too little, and tbh the 40 didn't seem THAT bad so I feel pretty confident 30 will remain the place where survivors and killers are happy. It'd be nice if it was easy to mod the game to test your theory, see if 25 would be ideal. I saw a few people call for 25, including the guy on reddit that made the visualization of the hitbox.

  • @Tsela said:

    He wasn't buffed, just some things were adjusted to work as they should have to begin with. No buffs or nerfs happened in this patch. It's a bugfix patch basically

    This. That said people will notice Weskers start doing a lot better and people might call for a nerf from that.

  • @Lentoro said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174427#Comment_3174427

    it's so wierd that it almost looks like a bug but if it is a design decision I think it's pretty wierd and should be reconsidered

    I thought so at first as well. I'm just used to it now so I kind of don't want them to change it for that reason alone. If it is unintentional you could almost call that a bug and I'd imagine they'd fix it in that case.

  • @RinsDoormat said:

    Still too small, if they'd actually done the reasonable thing and adjusted to 35cm from PTB we'd have the sweet spot but instead we had a certified BHVR moment and had to wait a week for his power to go from broken to just about bearable

    Really? How as it been in your experience? I wouldn't blame you for not wanting to bother with the effort but do you think you can get a clip of a close miss that should have been a hit with the new hitbox?

  • @RonMan32 said:

    This is probably the sweet spot, as I and many others suspected. I am now not rushing completely past survivors with near misses, I'd imagine the going THROUGH survivors issue is also addressed (That specifically maybe only happened to me once with the 20cm hitbox).

    Feels not too forgiving, still dodge-able at longer ranges but to be frank if you get caught in the first 2/3rds of the first bound, dodging that shouldn't be viable anyway unless the Wesker messes up.

    Because I've been playing a lot of him, dodging poor Weskers when I was playing survivor was all too easy. I hardly ever got grabbed at 20 cm. Have not yet faced him as survivor but I hope to find that I am actually able to still dodge it, but that I'm getting yoinked by good Weskers more often.

    My main concern at this point is now that his power is more consistently usable, and since he was pretty good as an M1 killer (with using his power for good map mobility as opposed to damage) before his hitbox was fixed that we might see a nerf come his way. He just suddenly got a whole lot more powerful at low and mid MMR, with probably slight and noticeable improvement at high MMR (some people were getting good with that janky hit box.)

    With nurse, demo and blight in the game in their current state I don't see how he could warrant a nerf. That's just me.

    If anyone wants to share their first impressions on the new hitbox from either perspective please, let me know in this discussion. Could it use a little more? Is it perfect? Do you actually think something like 25cm would be more reasonable?

    Tried it out. This is my one match impression of it. Instantly feels better. Actually getting use out of the power for damage now.

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