RpTheHotrod
RpTheHotrod
About
- Username
- RpTheHotrod
- Joined
- Visits
- 3,824
- Last Active
Comments
-
They do keep restricting killers more and more with zero compensation. No more hook grabs. Survivors getting free self unhooks and discouragement from defending nearby gens from hooked survivors. The biggest thing killers have to catch survivors...speed...no longer being something they always have over the survivor. Etc...
-
Playing killer is stressful and frustrating, especially with how easy you can bully a killer. They have also made weak m1 killers even weaker making it mandatory to run heavy regression perks. Last few patches have made it even easier for survivors, and now with mft (and the newly ridiculously buffed background player), a lot of the killer options just aren't viable anymore. Game has turned the survivors into the power role, so there are less and less killers. That's why it's almost always 100% for killers. Since there's far less killers playing, survivor queues are going up. People don't like queues, so if they wait too long they stop playing.
Long story short, they made the most frustrating and stressful aspect of the game even more frustrating and stressful for a good number of killers (ie m1 killers with no chase power).
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560476#Comment_3560476
I've heard they're half-fae and sprinkle their fairy dust over the forum, which is what we see as 'editted by'.
That's when they alter your memory. You just don't remember it happening.
-
The whole 3 gen issue was how well the SM could indefinitely extend a game with her 3 gen potential. However, there is nothing inherently wrong with 3 genning. It's literally a part of a killer's standard good tactics. A survivor has to break a 3 gen early to avoid 3 genning becoming an issue late game. A 3 gen situation is usually a failure on the survivors' part.
Survivors can't just randomly and blindly do gens. Survivors have to be smart about it. Getting yourself 3 genned is rough but usually entirely avoidable.
-
@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560352#Comment_3560352
No need to be rude. If you’re still getting blinded, you are literally in bad position. I don’t get blinded when I properly face a wall, so why are you? Do you leave a bit of an angle exposed? Are you running shadowborn?
Nobody else seems to be having this issue…. So why are you?
Again, no. I'm literally flat out facing a wall. Not sure how much more I can break this down. Maybe this is a language barrier issue. If so, I apologize, but im making it as simple as I can with my words.
-
@Wowie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560341#Comment_3560341
maybe you're bad at positioning
i haven't really had any problems with it since the big item nerf a while back
i just don't really think its fair to blame them for this when the perk is the issue
Maybe reading comprehension isn't your strong point, so I'll re-state. I'll be staring literally at a wall - just one giant ugly wall texture on the screen, no cracks, no windows, no passage ways, and while this giant wall texture fills the entirety of the screen, a blind will still occur. That's not "being bad at positioning". That's some bad game design that I'm asking to get fixed. Other times, survivors beside you can blind you despite not being on screen whatsoever. That's not bad position, positioning yourself in a way where a survivor is not able to enter your field of view and not flash a light in your field of view is good positioning - yet the blind still occurs.
-
@Wowie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560316#Comment_3560316
yeah background was overtuned but that has nothing to do with flashlights
how many hours do you have?
~1400 hours last I checked. Naturally, walls are still somewhat safe for pickups, but the amount of pickups while staring directly into a wall and I still got blinded has been way too much. That's why I'm asking, if open-field flashlight saves (I edited my OP to reflect I meant that) are pretty much guaranteed now, at least make positioning yourself to avoid a flashlight more reliable (ie facing a wall).
-
@HugTechLover said:
They are nowhere near “practically guaranteed”.
Missed out on the recent tests the community has been doing? Survivor can gain distance insanely fast, more than enough time to get to just about any pick up. In maps like dead dawg, you can literally cross half the map in one sprint.
@Dream_Whisper said:
I prefer if Flashlight be nerf in a different direction, like how it some maps, specifically Dead Dog Saloon; there are completely boarded up windows that for some reason, a Flashlight beam can be shine through it and get the blind despite the fact that there is no visible hole and the survivor is literally not in view of the killer perspective. It usually abusable by swf whom can communicate and go near those down near the boarded walls to give the killer the false sense that it is impossible to be blinded by facing the walls.
I am fine with windows being open or a small holes in which a blind can be done/see through fences. But, a completely boarded window with no visible holes should be impossible to flashlight save from inside or outside.
I heard that MIGHT(?) have been fixed, but the point is pretty much the same. If you cannot actually see the light, then how in the fog is it blinding you?
-
@BlightedTrapper said:
No way people are calling Deja Vu overpowered now. All it does is show a few gens to survivors, which are already easy to locate in most maps, and give them 5 seconds off a highlighted generator. This is one of the most honest, fair perks in the game.
Guess I shouldn't be surprised at this point, there is not a single thing in this game that won't receive complaints from someone.
Pretty sure they were referring to stacking it withh resilience.
-
Less hooks means more slugging. If that's what you really want...
-
Survivors are just running to shack to drag yhe killer into a pretend loop but then just continuing to run while the killer spends a few seconds trying to mindgame the shack when the survivor actually never stopped at the shack to begin with. Gives free unhook credit since no survivors are nearby.
I'm likely retiring from dbd because of MFT being untouched, on top of this AFC mechanic punishing killers who aren't even face camping, and on top of even that having background player now absolutely guarantee free pallet saves. Makes playing the weak m1 killers completely frustrating. Bully squads are absolutely king, now. Killers are a joke. So many hoops and survivor rulebook rules they have to abide by. I mean, seriously, 100 guaranteed pallet saves now. This is freaking ridiculous. M1 killers already had to work overtime to earn their downs, now they arent even ALLOWED to pick up survivors at a pallet.
I mean, look at this crap.
https://reddit.com/r/deadbydaylight/s/ZYREGP8d8wAnd this
Watch "kinda fast" on Streamable.And that one was just testing so you'd know where they were coming from. Face the wrong direction, no chance. If they had a flashlight at all, no chance.
Survivors are the power role, now.
I'm just done.
-
This is to help address face camping, not proxy camping which is literally an intended game design. Hook trading decisions are still a thing. The face camp thing just mostly prevents impossible trades due to instant down killers like bubba.
-
Yes, a few various things can be done. The community has made several good suggestions over the years, but BHVR has ultimately decided to just stick to how it is. I'm thinking the code is stretched thing so much over the years, that any significant gameolay overhauls would be quite am endeavor.
-
@BlightedTrapper said:
People really think Background Player is too weak? It's a fantastic choice for pallet/flashlight saves and sabotaging. I could think of dozens and dozens of perks FAR more in need of buffs.
It gives uncounterable pallet saves. I'd say it's mindbogglingly broken. There's absolutely no counter play other than picking up and dropping a survivor, wait out the new perk duration, chase the saver off, then pick them up again and already having a wiggle progress penalty for doing the drop.
-
@GannTM said:
Honestly I disagree that it’s a fine perk. It outclasses about every other info perk so much that it makes them obsolete. It needs to be toned down overall I think.
I'm a killer main, and even I think it's overtuned. Maybe a 45 seconds cooldown?
-
@AhoyWolf said:
Agree, the Haste and Endurance spam is absurd nowadays.
Sometimes it feels like rolling a d20 every time I attack to see if it fails due to some out of nowhere endurance effect.
-
@Timmylaw said:
Corrupt is typically the only gen slowdown I bring. Sometimes pop, that's it. I win most of my matches. You're lacking in your macro gameplay if you feel you have to run 4 slowdown perks to win.
Spread pressure, don't chase into dead zones, don't over commit to chases. If you haven't gotten a pallet burned or a hit within 20 seconds leave the chase. Stick to one half of the map. Something is likely wrong if you feel you need 4 slowdowns, or you're newer to the game. Info perks are amazing.
Some of the m1 killers require at minimum 2 gen regression/slowdown perks to be viable at higher mmr. Certain killers can get away with no gen control because of their strengths.
-
Been saying this for a long time. There shouldn't be a way to decrease or increase progress on gens on perks. To counter toolboxes and no way to dump progress whatsoever, generators should just automatically regress when not being repaired (albeit slowly). Survivors might freak out at the thought of automatic regression, but we are talking about the natural slow regression, and the killer would have no way to drop your progress significantly within a few seconds like how it is currently. It's a win win for both sides. No more surprise lightning fast generator repairs, but at the same time, generators allowed to repair significantly will likely remain a threat to the killer, since it would take awhile of no survivor repairs for it to go down from a high repair progress. Kicks would have to be reworked to do something useful, however. Too many kick related perks to just remove kicks.
-
@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558622#Comment_3558622
???
Visual heartbeat is considered a buff now? Wow. Yeah, definitely if I were you I’d take a break from the game as well because it looks like your perception of it has gotten very altered and blurry. Most of the things you listed are not even buffs but QoL or accessibility changes (people with problems regarding their hearing could not play, and now they have visual heartbeat to make it more accessible for them to play survivor at least). It’s never that serious. Hope the break helps you to heal and you come back with a better and fresher mindset!
Visual absolutely is a buff considering you see it before you would hear it...ESPECIALLY with killers like Sadako. There's a reason everyone enables it - including those without hearing issues.
It's also specifically to be a survivor buff, not for accessibility. If it was truly for accessibility, then Visual audio would be implemented for both sides such as a visual audio reference for generator repair noises, footsteps, and other audio cues.
-
@SpanishExecutioner said:
Don't remove sound from ambush charging (start). It's fun to spam it for that sound effect.
You could just make it faster charging time instead.
I need my oinks.
-
Perk Haste effects needs to entirely go away outside of the limits of lithe/balanced/sprint burst/pwyf
Heck, I'd prefer sprint burst to go away entirely, but I know it's been a staple for quite some time.
-
Somewhat disagree. Subtle cheating has been lessened because they've realized that it's rarely punished...now they've mostly moved onto blatantly cheating, lol.
-
Their tail currently is completely broke and doesn't damage survivors very often. Waiting for a fix, I'd imagine.
Here's an example.
https://youtu.be/XwRN493kz7M?si=Vo5tBriIMDnpJc3J -
@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557088#Comment_3557088
I would like to ask you one question. I'm not sure, but does this represent the average survivor skills across the country?
It looks like a scene from hell to me.
This is why killers keeps getting nerfed. Survivors like this complain and complain that killers are too OP all while those very survivors play like this. It's bad plays that get them into hot water. Why should killers get punished?
It's not usually this bad, but these squeaky wheels always seem to get the oil from BHVR.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557787#Comment_3557787
You are clearly talking about PTB version. All your points were addressed and live version (according to dev notes) won't suffer from this much
No, mine is referring to their updates. Notice my comments about other floors will still progress albeit slower. Their changes also don't mention anything about hooks being next to gens.
-
Boil over doesn't need changed. The maps with unreachable hooks need to be updated. For example, Ormand needs an upstairs hook.
-
@adaw0ng said:
Haste just needs to not stack and WoO is perfectly fine.
mft is still game breaking for qeaker m1 killers. Their chases are already incredibly long, and even a minor speedboost boost can get survivors safely to another loop and extend the chase even longer.
-
@Gandor said:
It's progress bar and not a flip switch. If you didn't camp survivor, you have enough time left in progress bar for securing next stage.
I see no good reason to give killer buffer and also free extra camp time. Like we are trying to get rid of facecamping, not hide it behind new words
The problem is how much free unhook progress survivors get when the killer isn't even camping. Multiple stories still give progress even if it's slower, looping killers near the hook still gives free progress even if slower, and if the hooked survivor is near a generator, the killer is fully penalized for checking up on the generator.
-
I absolutely despise the aim dressing. It has caused me to miss quite a few hits that would have hit otherwise.
-
@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557665#Comment_3557665
As I repeat many times, I use situations used by other people as the subject of the story.
If your story is the subject, it will be easier.
Killers take this action because they are likely to lose.
In other words, depending on the number of survivors, the killer can be brought in to forcefully protect the generator or prevent on-hook survivors from being rescued.
If you can't understand or carry out the situation, it's a matter of your skill.
Yes, killers take the action of defending gens because otherwise they are likely to lose. That's literally one of their goals in the match. That's like saying chess players defend their king because otherwise they'd be likely to lose. Of course killers are going to defend generators and at times (depending on the situation) hooked survivors. Killers need to utilize pressure to obtain victory.
-
While I get what you're saying, and it's mostly accurate, social interaction is important in most multiplayer games. I'd imagine DBD would have probably died off a long time ago if you couldn't group up with friends. I'd argue it was smart to have the devs allow it. That being that, I am very unhappy with how much power survivors have where the killers are expected to bend over for them on a regular basis, especially with howbthe devs are starting to make following the survivor rulebook mandatory for killers.
-
100% agree. I am getting tired of killers being punished for survivor mistakes.
Here's a prime example. I am playing ghostie. The generator options clearly automatically makes the 2 gens 50 miles away in opposite corners as 100% undefendable. This forces me to defend the area on my side of the map and try to protect the middle gen. Unfortunately, the survivors pile up on the middle gen right at the beginning of the map forcing me to protect entirely one side of the map. Again, that was the survivor team's plan of action. The rest of the map has generators and hooks near each other. With AFC, I would be punished with people unhooking themselves for left and right the entire match despite me not planting my feet in front of their hooks. All generators to defend and patrol are near their hooks, and even each hook was near each other. The game would literally tell me that I'm supposed to run far away out in the middle of nowhere or face punishment with AFC.
https://youtu.be/g2XoMdiLJNM?si=O7WaS72-NGvihVuT -
@adaw0ng said:
It has 7 seconds of grace time so you can kick the gen. After that, the feature will only work if no survivor is nearby. If they are nearby, you can stay there and the survivor won't be able to unhook themselves because other survivors are around. There is no reason for you to be there camping the hook if already nobody is there anymore. If anything it will help you out since you would be wasting time in a dumb way camping a generator next to a hook when nobody is even there to begin with. Put pressure somewhere else.
If someone gaps the gen, knows your coming, hides, then you're punished for trying to flush them out. Remember, a nearby survivor doesn't disable the unhook progress, it merely sloes it. On the other side, a survivor could have tapped the gen fled - you might not know if someone is around or not. On top of even that, not every killer can viably kick a generator. If a generator is making progress and no one is around you can see, there's a good chance someone is hiding nearby.
With a hooked survivor near, you pretty much have a "no no" zone you have to abide by, and the generator is free for the survivors. It's silly that killers will be discouraged from hooking survivors on nearby that are available and instead be forced to carry them much further risking all sorts of potential ways for them to get off your shoulders.
Someone's comment below is also incredibly accurate.
@jwill1197 said:
This is a real issue that will affect M1 killers against good teams in the late-game. If you're defending a gen cluster, it is wise to place any downed survivor on a hook within that cluster, so that you can defend both at the same time. In a close match, you don't have time to go and hook them away from the cluster, and doing so would be counter-intuitive.
The problem arises when you have nowhere else to be. If you have 3 gens and a hook, and nothing else that's worth defending, then you have no reason to leave the area. The game is now creating an artificial pressure to leave the area.
The catch here is that low-tier killers care more about controlling a singular area over a long period of time than high tier killers for a multitude of reasons, and thus this will disproportionately affect low-tier killers and widen the divide between high-tiers and low-tiers.
The current iteration of this system is counter-intuitive, and will widen the gap between low mobility, area control killers, and killers who are strong enough not to have to care about those things against good teams.
-
This is getting very frustrating, BHVR. Some of us like playing the underdogs such as ghostie, Myers, pig, and such. Playing the weaker killers is already frustrating with how much you have to keep track all while dealing with toxic survivors and bully squads. At least you could hold your own as a weak m1 killer, but now every freaking person is running around going faster when injured and making loops and windows when they wouldn't have prior. You have single handedly turned a challenging yet rewarding experience of playing the underdogs into a completely frustrating and unsatisfying ordeal. Bully squads and toxic survivors are having an absolute field day stomping on the weaker m1 killers. Enough is enough. This has been one of the most entertaining pvp games I've played in awhile, and MFT has made me just want to walk away.
-
@BlueRose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557097#Comment_3557097
I also agree with you that why I'm not a huge fan of all the haste perks that are being added into the game right now. I think it was fine when it was just Hope and NOED since they both are endgame perks but now they seeing more and more haste being part into the game.
It's also absolutely gutting the weaker killers. They don't need to be even weaker.
-
@BlueRose said:
Yeah, I noticed this when they reworked Buckle Up. It seems the devs have gotten in the habit of picking a static effect and putting it on every new or rework perk to come out. We have so many Endurance perks now that they starting to run into each other and getting harder to tell which perk is being used. For killer it seems to be Haste, last few months we have gotten three perks that give haste for killer: Machine Learning, Rapid Brutality, and now Furtive Chase.
Frankly, I don't think anything increasing or decreasing runspeed should be a thing at all unless it comes with exhaustion, and even then, it should be very limited in how long it lasts. It really destroys the whole balance flow of chases for both sides.
-
This pretty much sums up the mentality of players who complain about getting tunneled when doing everything they can to beg to get tunneled:
https://youtu.be/K703AHDSdBU?si=iZouiZ1jbrrV5Rzm -
@CountOfTheFog said:
I notice blatant hackers usually around 2:00AM to 4:00AM EST. The Survivors can jump up in the trees, teleport while in the dying state to the Boon Totem that let's you recover instantly, use items without depleting them. Wild stuff.
I had a match as killer earlier and the gens popped so fast I couldn't believe it. Nobody brought any toolboxes nor any generator speed perks.
I can confirm. Any time after midnight central is usually going to have at least one cheater in every match. I had 5 in a row last night, two of those matches had a full stack swf cheat squad. I usually try to avoid late night dbd sessions due to this.
-
As long as the killer gets to see it, too.
-
@Xernoton said:
Is it really that bad for you? I haven't played in a couple days but before that it was fine for me. I would get the occasional gaming chair enthusiast but not regularly. Whatever they did, they improved the situation dramatically.
1 out of 3 of my matches has some sort of cheater, whether it be exploiting or outright hacking. There's a complete infestation right now. I had a playful hacker not too long ago. She would bounce up and down into the sky on the generators and would make a falling sound every time she'd go up into the air. Would just hear her going, "whooaoaoaoooooo!!!" and fading off into silence. XD
-
I was playing a match yesterday as ghostface on live. The map was one of those huge maps where gens are incredibly far away from each other, but 3 were at least somewhat close. By map design requirement, I absolutely had to set up my territory near these 3 gens, because the others were on the completely opposite side of the map spread out.
I had little hook position choice due to this, so once people were near, I'd hook them. However. The hooks were either next to a generator, or near each other. I couldn't help but notice that by hooking someone on a hook close to another hook, on ptb, the other person would have gotten off for free, and if I was on the ptb, I would be punished for defending the generators since the only hooks in the area happened to be near the generators.
This whole patch stinks. Killers will be punished for hooking survivors near gens, but killers have zero input on hook placement. This means killers will be punished for defending generators if hooks are nearby. This is freaking awful of a design idea.
-
Ghostface p100
Otherwise, I play a mix of Myers, pig, deathslinger, and the Dredge.
-
Usually killers play like this because of how toxic the survivors are - especially vs weaker killers like ghostface. This makes them feel like they are getting back at the players for treating them like total crap even if the current match has super chill survivors. You're saying this sucks killers do this, but this is a 2 way issue. The community as a whole needs to stop being so toxic. It just creates more toxicity to those who don't deserve it.
-
Mostly agree, but instant damage perks like PR should absolutely damage blocked gens. PR is only 4 times a game AND it can literally get 0 or subpar use if the highest gen is below the max PR hit percentage. On top of that, experienced survivors just 99 a far corner gen to eat every PR anyway. If a blocked gen stopped instant hit perks, then survivors could simply use Alliance to nullify every single PR token use and make it do 0%. I feel he's completely off-base when saying PR should give 0% for its token if a gen is blocked. It also means the killer would be punished for ever using other gen blocking perks.
-
Natural regression speed needs to go faster. If a survivor leaves a gen for an extended period of time, that's on them. We are nerfing the SM which is what got BHVR to throw in those regression nerfs to begun with. If they aren't reverting them, then at the very least boost natural regression speeds. All a survivor has to do to counter it is tap the gen.
-
Aye, thank you BHVR for being mindful of the mask during the sale.
-
Over 2000 hours in DBD. I'm a mostly friendly killer, as in I'll try to avoid double hooking, won't facecamp unless EGC, and typically play the underdogs such as ghostie. Myers, and pig.
All I ever see is the moment survivors complain about something, BHVR will trip over themselves to nerf killers, but if killers have legitimate concerns, BHVR just takes a nap. The game has become more and more survivor sided over the past updates, and they continue to make weak killers even weaker by doing global nerfs across the board which ironically don't usually affect the strong killers, at all. Made for This has almost pushed me into retiring from DBD entirely, as it guts the weak m1 killers. If the anti-facecamp goes live by affecting multiple floors, then that's the straw that will break the camel's back. I'll be walking away from DBD forever.
The game has changed to the survivors being the power role, and killers are becoming required to follow the survivor's rules. You can literally create squads that just make a joke out of the killer and bully them. How is that even a thing? It's becoming ridiculous. The killer isn't something to be feared or avoided anymore. You have survivors literally fighting over each other to run to the killer as fast as possible to get the killer's attention. The game has gone from a horror game to a comedy.
I mean, look at this. Why is this even remotely possible and acceptable? Squad entirely was bullying and wasting the killer's time for teh lulz, and there's nothing the killer can do about it.
https://youtu.be/rXZw4EYRhRk?si=8Y2PsVdJ4CYLET1- -
@TheWarNung said:
Iron Will is a perfectly good perk. Killers with good headsets can barely hear you even if you're playing one of the loudest survivors, and for killers playing with speakers you are pretty much mute.
Old Iron Will was definitely too strong. It made injured survivors quieter than healthy survivors, which is silly. It let survivors get away with ridiculous plays. It needed a nerf.
I use iron will sometimes, and hopping into a locker - especially near a generator - makes you almost entirely quiet.
-
@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552943#Comment_3552943
The stinger is a mechanic that activates whenever the Killer stands still for an extended period of time. After they move again, it plays the stinger noise (which is the warning you hear). This is something that's been in the game since day one, and activates regardless of Undetectable. In all of those clips, the stinger only played after the Killer was still for a period of time, which happens often if you're trying to test things.
I think the point of the stinger mechanic is to give Insidious a bit more flair. Apart from that it just adds extra jumpscare value when you're hiding in one spot with Undetectable.
As for the visual Terror Radius, every single instance you showed of it activating against a stealth killer was when a Survivor had entered chase. You can see the chase indicators activate.
I was the killer in the first video. I had crouched walked up to the gen then immediately popped up. Wasn't standing still except for 1 second.
@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552943#Comment_3552943
Chase was initiated because the survivor was running, entered the killer’s line of sight within a short distance, and the killer was moving. Those are the requirements to begin a chase. There is no requirement that the survivor has line of sight of the killer to start a chase. This isn’t a bug.
Needs to be changed then. Being a weak m1 stealth killer is problematic as it is. Taking the time to set up an ambush only for the survivors to get a warning so they can vacate the area can be a real downer. The first video, the survivor would have had no idea I had ambushed and coming up on him. He just happened to reverse into me funilly enough. He would have continued if the game didn't warn him (and in turn completely eliminate the whole stealth element). Same with the generator issue. I was crouch walking up to the generator, only for them to instantly get a warning that I'm crouch walking up the ramp towards them. They could have simply ran away and made the nearby vault behind them (but they knew I was being nice that match so knew I wouldn't attack).
The second video, in theory, both situations would have the killer setting up an ambush attack, but in both situations, the survivor is given ample warning that the killer is near and could have simply ran away. Again, this completely elements the whole point of a stealth killer.
If this isn't a bug, then it needs to be changed for stealthers.
-
@some_guy1 said:
the screech stinger will play after standing still for 5 seconds i believe, nowhere is it stated that undetectable will disable that stinger from playing
Doesn't really make any sense. Do you mean the survivor standing still or the killer? In the first video, survivors get notifier that the killer is sneaking up on them while they are on a gen. So, survivors just get a free warning anytime they sre on a gen for 5 or more seconds? If you mean killer, the killer was crouch walking up to that spot, not standing still. Also check out the second video. The survivor had zero line of sight and got a stinger warning out of nowhere, though the killer was standing in place for quite some time.
@ReverseVelocity said:
Stingers are supposed to play even if you're Undetectable.
Undetectable or Oblivious doesn't stop chases either. The Visual TR isn't showing the TR, it's showing that the Survivor is in chase.
In the videos (check my reply video, as well), none of the survivors are in chase. You could argue on the first video that the madhatter was in chase, but the reality is he was simply running by. Survivors are getting a warning that a stealther is near undeserved. Makes it harder for a stealther to ambush if they are getting random stingers and terror radius warnings. If the stealther has come up on a survivor unaware, they should be able to capitalize on that.
@sizzlingmario4 said:
Undetectable does not prevent chases from happening, Wraith’s and Onryo’s powers specifically do that, but it’s not a feature of Undetectable as a whole.
The visual terror radius is designed to always display a heartbeat while in chase regardless of the terror radius. Whether or not that’s intended, I’m not sure, but from an accessibility perspective I think that makes sense.
See above