RpTheHotrod
RpTheHotrod
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Killers should get a gen audio accessibility notification, as well. They can hear it, anyway. A visual aid so you can hear gens would be helpful for the hard of hearing folks. Same logic applied to the survivors accessibility options - what about the killer players?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377034#Comment_3377034
ironically, their visual indicator is going to buff soloq pretty hard on yoyoing generators as survivor that did not understand the heartbeat mechanic will now perfectly see visual exact precise indicator of the killer's position. When I am playing killer vs non-swf, I often get opening hits in places that I should not be getting hits in the opening chase.
Are killer just going to be running monitor&abuse so their heartbeat is not a complete sonar for the survivor? Wesker with his 40 meter TR is going to be funny with that change. lots of... shift-w... yay! At least they're shortening the gap between soloq and SWF with each of these small incremental changes.
Oh, I agree. The new TR will be yet another survivor buff, so I'm hoping the glow is hard to at least discern minor distance shifts. For example, the current spinechill gives you pixel perfect information on if the killer is closer or farther. I'm hoping the glow will at least make it where you just notice more significant distance changes as opposed to inch by inch changes.
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Hard agree. The indicator has two big problems:
- It removes stealth players as a threat. The moment it lights up, you know the killer is near and have ample time to simply leave the area. Most stealth killers have to take their time on their stealthy approach, so it makes those stealth killers a non-threat.
- It gives pixel information on if the killer is approaching or not. The MOMENT the killer gives up chase, you can tell...even without looking back at the killer. The pixel perfect indicator on Spinechill gives MORE information to a survivor than what the Terror Radius does, as it's impossible to tell small fluctuations of the music getting slightly louder or quieter. You are guaranteed to know EXACTLY when you have distance on the killer or if the killer gives up chase without ever needing to look back to keep tabs on the killer.
The TR pixel perfect information needs to be removed from Spinechill once the new TR indicator goes live. The designers said themselves that it was supposed to be a temporary thing to give it to Spinechill while they worked on a solution. I hope they fulfill that statement that it was only temporary.
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@the_ghost_man said:
Same, as a longtime ghostie player I feel like there's nothing that can be done other than go for other players, who might also be warned by the spine chill user or could be using the perk themselves. In my experience, 2 spinechills a match isn't uncommon.
Yup. A single perk should NOT eliminate a killer as a credible threat.
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@HugTheHag said:
Spine Chill is a TR indicator. If the killer has no TR, then the perk doesn't show the distance. It also no longer lights up if the killer approaches without direct line of sight to the survivor.
So stealth plays are still very much possible.
Plus, if 1 perk out of more than 100 counters one specific kind of play, it wouldn't even be that unfair. You don't know who you're going against, so that's a blind choice you're making.
Plague hard counters medkits and altruistic heals, a whole part of survivor gameplay, and that regretfully doesn't mean she should get nerfed.
Please refrain from spreading misinformation. This is not how the new Spinechill works, at all. Survivors are given a guaranteed 36 meter warning, period. No line of sight is required. It completely counters stealth players. Some stealth players like GF or Pig have to take their time to approach. This gives the survivor more than enough time to get to safety. A single perk entirely shuts down Ghostface and Pig (and T1 Myers). With Spinechill, it is impossible to ever be caught off guard unless you aren't paying attention to the icon.
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@Chocolate_Cosmos said:
Getting Fixed? Spine Chill is working fine.
Spine Chill got nerfed last meta shake up patch (last year) and it's not as good as before anymore. I don't see this perk at all in games.
Spinechill was buffed, not nerfed. It's far more powerful than it has ever been.
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I also just got this. I heard this weird sound in Coldwind Farms, then found the gemat. I got this same figurine after.
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@hiken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341517#Comment_3341517
i know that dumb perk exists reason why i dont get why eruption "was nerfed" this way... 10 seconds make the thing even way worse than blood of rage ever was.
By the time the killer actually hooks the person, the aura is gone. It's a useless aura read unless the killer slugs the person.
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@HugTheHag said:
Considering the nerf, 10 seconds of aura reading is the lesat they could do. It's more than reasonable.
It's useless for most killers unless that killer just slugs the person that was down. Here we have a perk nerf that encourages slugging.......which is JUST AS UNFUN as incapacitated, lol.
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The ONLY problem eruption had was the inability to do anything - that's just not engaging nor fun. No one was complaining about the damage eruption did. This is a SIGNIFICANT nerf to gen control with this change, and imho, an overnerf. Here's why. With this nerf, it's gen control potential got nerfed TWICE. It's losing preventing 30 SECONDS of repair time. That's a HUGE nerf already That's a loss of 33% repair time PER survivor affected (as survivors hit would be preventing from repairing for 30 seconds). On TOP of that, now it loses 10% of it's current progress. That means if the gen is at 50%, it's doing a mere 5%...and that's on a perk that not only has a cooldown, but also requires the killer to spend time to stop and manually kick the generator. That is a MASSIVE nerf making this a practically useless perk for gen regression and instead moves it to an info perk.
I'll say again, though, no one had a problem with the damage the perk does. It already did minor damage, and it required kicks. That's a lot to pay for just to get a small 10% reduction (with a cooldown, mind you!). Now it will ALWAYS be less than how it was pre-nerf. I agree the survivor disabling effect should have gone away, but you shouldn't have double dipped and also removed it's regression potential. That is a 33% potential nerf (depending if a survivor got hit with the effect), and a guaranteed loss of regression swapping it to CURRENT progress. This is an absolutely terrible balance pass on this perk. Revert CURRENT progress to a flat 10%.
The problem wasn't that the perk was overpowered - the problem was it wasn't fun to go against ("Go stand in a corner for 30 seconds!"). Re-balance the perk where it's still as powerful, but remove the unfun element from it while compensating for the loss.
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@Chadku said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341409#Comment_3341409
"Current Progress"
10% of 89s is 8.9s regression, 20% is 17,8s regression.
Jolt regresses 8% of a gen which is 7,2s regression and it can spread to multiple gens.
We've got a base perk that does way more regression than a licensed DLC perk.
Eruption also has a cooldown.
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I don't think they bother to look at submitted tickets, either. I have put in a report in-game and submitted a ticket with video evidence. I got a support email saying they'll look into it but can't talk about the results, but a month later, the video still has 0 views. :/
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The ONLY problem eruption had was the inability to do anything - that's just not engaging nor fun. No one was complaining about the damage eruption did. This is a SIGNIFICANT nerf to gen control with this change, and imho, an overnerf. Here's why. With this nerf, it's gen control potential got nerfed TWICE. It's losing preventing 30 SECONDS of repair time. That's a HUGE nerf already That's a loss of 33% repair time PER survivor affected (as survivors hit would be preventing from repairing for 30 seconds). On TOP of that, now it loses 10% of it's current progress. That means if the gen is at 50%, it's doing a mere 5%...and that's on a perk that not only has a cooldown, but also require the killer to spend time to stop and manually kick the generator. That is a MASSIVE nerf making this a practically useless perk for gen regression and instead moves it to an info perk.
I'll say again, though, no one had a problem with the damage the perk does. It already did minor damage, and it required kicks. That's a lot to pay for just to get a small 10% reduction. Now it will ALWAYS be less than how it was pre-nerf. I agree the survivor disabling effect should have gone away, but you shouldn't have double dipped and also removed it's regression potential. That is a 33% potential nerf (depending if a survivor got hit with the effect), and a guaranteed loss of regression swapping it to CURRENT progress. This is an absolutely terrible balance pass on this perk. Revert CURRENT progress to a flat 10%.
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The ONLY problem eruption had was the inability to do anything - that's just not engaging nor fun. No one was complaining about the damage eruption did. This is a SIGNIFICANT nerf to gen control with this change, and imho, an overnerf. Here's why. With this nerf, it's gen control potential got nerfed TWICE. It's losing preventing 30 SECONDS of repair time. That's a HUGE nerf already That's a loss of 33% repair time PER survivor. On TOP of that, now it loses 10% of it's current progress. That means if the gen is at 50%, it's doing a mere 5%...and that's on a perk that not only has a cooldown, but also require the killer to spend time to stop and manually kick the generator. That is a MASSIVE nerf making this a practically useless perk for gen regression and instead moves it to an info perk.
I'll say again, though, no one had a problem with the damage the perk does. It already did minor damage, and it required kicks. That's a lot to pay for just to get a small 10% reduction. Now it will ALWAYS be less than how it was pre-nerf. I agree the survivor disabling effect should have gone away, but you shouldn't have double dipped and also removed it's regression potential. That is a 33% potential nerf (depending if a survivor got hit with the effect), and a guaranteed loss of regression swapping it to CURRENT progress. This is an absolutely terrible balance pass on this perk. Revert CURRENT progress to a flat 10%.
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@Xernoton said:
Playing without slowdown now almost guarantees a loss as a killer. That's not a nice feeling. They will have to something because the current game speed just outpaces half the killer roaster by default.
Accurate. For most M1 killers, gen slowdowns are REQUIRED perks. There shouldn't be any required perks.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336259#Comment_3336259
AFAIK you get triple BP from lunar hooks/gens.
Ah, well then not too bad, then!
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330701#Comment_3330701
Uh...what?
I can hit about 60-80k with one, depending on RNG. I've broken 100k with incentives.
Can still do that without bringing one yourself. You bringing one yourself doesn't benefit you at all once you get your 10 unlocks.
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No reason to bring them outside of getting your 10 rewards. Bringing BP offerings give you far more bp. These event offerings should have come with a flat +50% BP reward considering how common they are.
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@Carth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328920#Comment_3328920
Just like the TR indicator that's been proposed though, where do we stop? If its not fair for survivor players to not get a visual indicator that they are in the TR then surely the killer not being notified about gens noises and survivor steps/breathing/injured sounds need to be added as well. An indicator of "Kate steps -> this way" or "Bill stepping <-" etc.
Again, I don't actually want these features, but the argument that "the game needs to be accessible to all players!" Falls apart when discussing concrete examples like this. Because following it to its logical conclusion all sound cues need both an indicator of the sound and the source direction it came from. Obviously this has huge ramifications to the player base, as is the argument of "I cant see red blood and scratch marks, why cant I make them neon green/blue?" The answer is because giving players this info/knowledge kills all stealth play entirely.
Oh, I agree. Game balance is very important......so whatever accessibility they add should NOT give ANY additional help that doesn't already exist for standard players. For example, the TR buff they added to spinechill gives EXTRA information to players who use it. That was a bad way to add accessibility. Whatever they add should in no way create an advantage over someone who doesn't run the option.
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Once someone is unhooked (if gates are not powered), they lose all collision, make no sounds or scratch marks, cannot interact with anything, and are no longer visible for 10 seconds. Bam. Gives them a guaranteed safe exit from the hook, and the killer won't know which direction they went. Absolutely gives the survivor every chance to get away and reset.
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Boil wouldn't be an issue if they would just put at least one hook on 2nd floor areas. It's mostly bad map design, not a bad perk design.
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I know a few killers who have stopped playing killer because of just how overpowering gen speeds are. Maybe this solo queue change has pushed them even farther away.
Personally, despite it being a big boost for survivors, I think the icons are a great addition that should have been added a long time ago. However, killers should get some compensation somehow. Killer success is almost always entirely dependent on survivor efficiency. If you have an efficient full SWF, you're going to win...a lot (unless you're going against broken killers like Nurse, at least). These icons helps propel survivors into being more efficient, so in turn, things are going to get more difficult for killers. Most killer success entirely resolves around survivor efficiency, so many killer wins have been dependent on inefficient solo queue survivors.
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With boil over, you just need to turn your camera in a way where their "forced direction" is going in the direction you want. So if you're being forced left, move your facing to the right, so now what's "left" is the original direction you wanted to go.
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@Carth said:
It shouldn't be added. Is it unfortunate and frustrating? Undoubtedly so, but to the OPS point where do we stop? Clearly, having sound queues as subtitles plus the direction the source sound came from would be fair for ALL players but does anyone really want stealth and the like to be effectively deleted from the game? I doubt it.
It should be added for generator sounds, at least.
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@Aven_Fallen said:
The problem is, a Terror Radius is not directional. So at most, you will have an icon with different intensity, which shows that you are in the Terror Radius, but not where exactly the Killer is.
Breathing and Footsteps are directional tho. So those would need to be added like this if you want to even out the chances. And an directional indicator of breathing and footsteps would be really strong, even for people who hear just fine.
The current TR visual (in SC) actually gives MORE information that just hearing a TR...which is a problem. It lets you know exactly at the split second the killer is getting closer or farther. You instantly know if the killer is giving up chase. You instantly know if you're gaining distance on the killer. All of that is gained from the visual TR where people not running the visual TR would normally have to look backwards at the killer to keep tabs on them or have line of sight. Volume changes are too subtle to pick up on meter by meter "is he closer or not", but the current visual is. That's a problem. If it becomes a global setting, then EVERYONE will be turning this visual on to gain more information that they would have if they turned it off.
To address this, the TR visual needs to either be segment based where it fills or removes segments of an indicator (so you know generally if he is closer or further instead of EXACTLY how close the killer is), or should have a sort of glow that fluctuates...growing brighter the closer the killer is.
Just like listening to the TR now, you have to determine if he's actually getting closer or not by a large volume change. Pixel perfect information removes the need to try to gauge how close the killer is.
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I'd like to offer some feedback on the visual terror radius. At the moment, that feature is rolled into Spinechill. One problem that the visual terror radius on SC provides more information than hearing the terror radius does. With hearing the terror radius, you know the killer is near, but it's hard to determine if he's getting closer or further unless there is a decent distance change. In other words, it's hard to hear when he's one meter closer or one meter farther, or if the killer has suddenly broken off chase. With the visual terror radius on spinechill, you can tell PERFECTLY just how far or close the killer is. You can tell in a chase the MOMENT you gain distance on the killer, or the MOMENT the killer gives up and goes off in another direction without even having to look behind you to keep tabs on where the killer is. This is information HEARING the TR does NOT give.
To address this, I would suggest that the visual terror radius instead gets filled in segments. Instead of pixel perfect increase or decrease information, have the visual TR get broken up into segments that fill. Let's imagine it's like spinchill's perk icon. Instead of a perfect pixel clock format, it's a box that's broken up into 8 "slices" of a pie. As the killer gets closer, more slices of the pie light up in a clockwise manner. As he gets further, less slices are lit. This will simulate what players would typically hear....that the killer is getting closer or farther in general but without the ability to get perfect information of exactly how close or far. Now you won't know the exact nanosecond when a killer gives up on chase or if you're gaining distance unless you're looking at him. With this in place, both normal and hearing impaired players would be on equal ground information-wise.
If the visual TR goes into affect like how spinechill does currently, then all that will happen is that everyone including regular hearing people will enable the visual aid because it provides MORE information than would be gained with just hearing a TR.
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@lemonsway said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327322#Comment_3327322
How do you Balance the game if BAD SURVIVORS GET FREE INFO and can avoid all the bad scenarios? The Fun of playing Survivor is the Tension and Unpredictability. THAT'S WHY THE GAME LAUNCHED WITHOUT SWF.
Late game comebacks are absolutly fine, for both sides. Just because you did the gens doesn't mean you've already won. The faster you get them done the better but you then get cocky and screw up that's entirely on you.
SWF was added because Survivor players asked for it... The game wouldn't have a SoloQ Problem if we didn't had SWF. You'd have Balanced the game probably 5 years ago...
While I agree with you, I don't think the game would have survived as long as it has if it was forced solo queue. Teamplay\cooperative play is the lifeblood of online games. Being able to play with your friends is a strong incentive to play.
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I failed to mention, this is on PC.
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I'd say tunneling is when you specifically go after a target multiple times and ignore everyone else despite opportunities to go for other survivors. However, if enough time has passed, or if the survivor puts themselves directly into danger again (such as trying to bodyblock or jumps on a gen), I still say they are fair game.
As a killer, if I hook someone, I typically leave the area and give them ample time to "reset". However, they don't always take that time to run off and reset and sometimes go right for a generator again - they're back on the menu at that point, imho.
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I used to run a single gen slowdown (usually jolt or pop). However, once they rehauled the majority of the perks and survivors started all running gen rushing builds, and especially as of late as survivors keep getting more and more gen rushing perks (like potential energy, and just how freaking fast prove thyself finishes a gen), I feel it's mandatory to run 2 to 3 gen perks just to try to keep up with how fast they fly by - and I hate it. I'd much rather use fun and creative perks, but I have to run 2 to 3 gen perks considering my main is Ghost Face.
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Busted someone for cheating. Then I left the game chat to prep for the next match. They tried adding me on Steam - heck no, don't want a cheater on my friends list. I did inspect their profile, what what do ya know, they had a VAC ban on their history. Sounds about right.
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Several visual effects randomly become heavily pixelated for me and my friends. Been that way for months...it's really weird. It's stuff like the blurry effect from fire, or the blurry effect from a hook bubble.
Here is an example:
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It's really killer dependent. For M1 killers, just staying at the 3 gens is a recipe for disaster, as if you have 4 survivors, heck even 3 survivors in a 3 gen situation, they can slowly hit and run on the repairing the moment you start chasing one away. An inevitable loss for the killer. The moment he chases someone off the gen, another survivor swings in and continues repairing. If the killer just sits on that gen, then the other survivor just jumps on one of the other two. The killer can't commit to chasing a survivor, as the gen gets a load of progress done while he's chasing. The killer can't just sit in one spot, as the survivors will pick away at the repair. Inevitable, it leaves a generator in a position of slowly but surely getting repairs until it's gg. There's also perks to help survivors with 3 gens such as the new perk where if you're in chase, others nearby get faster repair speeds...as well as the perk that gives bonus repair speed to 3 gens by default.
However, for killers who can get to a survivor quickly and efficiently after chasing away from a generator (such as teleports\dashes), then it's pretty much over for the survivors.
Overall though, losing out on hook states early and mid-match is a big gamble banking solely on 3 genning - but come killers naturally are extremely efficient at maintaining 3 gens. The funny thing is, those kind of killers are just as efficient as playing map-wide without having to rely on 3 gens.
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Part of the game from the killer's perspective is identifying strong loops and determining if it's even worth running them. Survivors will want to "live" near those to distract the killer. Are they strong loops? Absolutely, can you use that to your advantage as a killer? Yes. A survivor feeling compelled to be near a safe loop is one less survivor on gens. Focus on others and don't fall into the trap of a long loop. Instead of them wasting your time by looping them at strong loops, they are wasting their own time trying to pull you there. Once the catch on, it's usually too late and you're already putting pressure on the rest of the team. On streams, sometimes they even get verbally upset that you aren't paying attention to them.
As for dropped pallets, them dropping them all in a line is a great thing for killer, because you're destroying them in the process which makes the area VERY dangerous for survivors. That's why even a strong gen push of 4 gens done can lead to failure for the survivors...they depend on the resources available to them, and once those resources start running low or vanish, the survivors tend to fall apart at the seams. If I spot a survivor that tends to drop pallets, I often just chase them around eating up all the pallets without any intent on downing that survivor. I'll eat a few, then once they run to an area without pallets but has some jungle gyms, I'll just leave them. I got what I wanted. That entire area where the pallets were are now a huge advantage to me in the endgame.
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Fun fact, play with your food lets a killer move faster in snowman form.
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I'm a Ghostface main. When I first started playing him, I did hit and run, usually with sloppy butcher and nurse's calling for some good sneak attacks. I figured, why bother wasting time with exposed hits when I could just hit them and follow up with another quick down instead of saving them for later. However, GF has a big problem - he has VERY little chase power. Doing normal attacks, you're often going to get into a situation, at least in higher MMR, where people can just bounce back and forth on gens as you chase someone off. If you spend time chasing people, you're going to lose gens due to a lack of natural map presence.
Since then, I've focused on marking. It's been a gamechanger. I run the matchbook and camera offerings so I re-stealth sooner and mark faster. The trick is definitely getting people 99'd and then if you're not able to get close enough, move onto another survivor. Survivors play a lot more aggressively when they feel they have the protection of a 2nd health state.
I'd be happy to have you hop on a discord call sometime and watch some gameplay\tricks on how to play an effective GF with markings.
Note: You can also use markings to mindgame people. Here, I trick someone into coming to ME for their down. Disregard my Meg typo :p
https://youtu.be/HgUlaUeFyigAlso, below is how you can use survivor movement to push them into an ambush.
https://youtu.be/jXOm9vKSGnASo yes, you CAN ignore marking and just play him as an M1, but he is VERY susceptible to looping, and those longer chases will lose you gens, especially if another survivor hops back on a gen that you just chased someone away from.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291354#Comment_3291354
I play with headphones, and I'm referring to the fact that people who are literally right above you give audio cues as if adjacent.
I really don't get why this is a thing when there are entire multi-layered maps.
I also play on headphones, but the 3d positional works just fine for me. For what it's worth, they are 7.1 surround sound headphones. Up and down doesn't work obviously...surround sound setups don't really do vertical.
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Frankly, I'm just having fun doing tier 1 myers that only attacks while in snowman form.
https://youtu.be/J0VZrwjkRJg -
It just started doing that for me this past patch for global audio such as music or menu sound effects. Really throws me off. Usually it feels "fuller" through all my 3d drivers, but for whatever reason now they are only playing from the stereo drivers.
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I've been having fun playing Tier 1 Myers and only attacking while being a snowman. :D
Here was one such scenario from the survivor's POV.
https://youtu.be/J0VZrwjkRJg -
@BillsHere101 said:
Why can I, as a survivor, see other survivors in a white aura and seeing the killer in white aura? Why does Nightfall not turn off aura perks in general? Also, why is Dredge's movement so loud in Nightfall?
there's a bug where undetectable killers can be aura read.
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To answer your question, no, it's not.
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iri coin?
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@FreddyVoorhees said:
https://forum.deadbydaylight.com/en/discussion/comment/3284167#Comment_3284167
Then how about to even the odds with soloq instead ? Make them have the same feature that coms give to swf . Make kindred and wiretap basekit for all survivors. It will emulate their voice chat on where everyone is , what everyone is doing and where the killer is and what he is doing. There is no counter argument for this. Swf would not benefit as it would bring them nothing they already do not have. The gap between soloq and swf would be greatly reduced and various different dramas about them would end. After that , proper balancing could be made that is not erroneously focused only on one of them thus not achieving notable results.
I'm fine with basekit Kindred. Wiretap provides too much information that someone might not have otherwise. For example, it's blatant if you're on hook and the killer is near, so everyone having that info is okay. However, a user of wiretap is not always in the know that a killer is around their gen. They have to be specifically looking in the direction of said gen which may not be happening due to numerous reasons, so it's unfair that everyone would have that information.
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Killer main here. I have to disagree here. Communication is what makes it really fun. It's a powerful tool, but having your aura revealed every so often just because of voice chat I think is going overboard. Killers should have to have a distinctive thing to get aura reading - or surrendered information in the case of survivors running perks that also reveal themselves to the killer.
Besides, if this was a thing, then everyone would just run distortion.
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@Mockingjay_S451 said:
https://forum.deadbydaylight.com/en/discussion/comment/3282783#Comment_3282783
You can not hide your name on console.
That's not a game logic issue - that's a bug that needs fixing.
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@Jinxed said:
https://forum.deadbydaylight.com/en/discussion/comment/3282834#Comment_3282834
I disagree. Survivors don't even get information about the perks their own teammates are running if they're solo.
I don't think they should be able to see the killer in the lobby, as this would be detrimental to stealth killers, but I don't think the killers should have information on the survivors either.
Survivors are expected to hope for the best in every game they enter, while killers can cherry pick their games/perks if they see too many beamers, toolboxes or medkits. Neither side should have an immediate advantage before the game has even begun.
so it should be 1 on 1? 4 v 1 is automatically an advantage.
I'm all for survivors being able to see other survivor perks. SWFs already can do that, and solo-Q could use the help.
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@Jinxed said:
https://forum.deadbydaylight.com/en/discussion/comment/3282817#Comment_3282817
If it makes no difference and survivors are just skins then why should they be seen in the lobby?
Not worth the development time, or it's boring to see a bunch of shadowed people pre-lobby? Why NOT see them?
Their hand-held item would naturally need to always be visible, as that's vital information, though their add-ons are still secret.
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@Jinxed said:
https://forum.deadbydaylight.com/en/discussion/comment/3282494#Comment_3282494
Why should they? Survivors don't get to know if they're playing against nurse.
If survivors could see killers, then they could just lobby dodge all day long until they get a killer they want to match against. Killers have no reason to dodge survivors since survivors already could have a variety of perks that are not tied to the survivor. Essentially, survivors are just skins and don't affect gameplay much.
Killers can hide their identify, and survivors can hide their 16 perks.
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@Jinxed said:
https://forum.deadbydaylight.com/en/discussion/comment/3282494#Comment_3282494
Why should they? Survivors don't get to know if they're playing against nurse.
because it's 1 v 4