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Shinkiro

Shinkiro

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  • Good, its about time. It was a needed QoL for killer that should have been done ages ago, but especially once they added hook state manipulation via STB.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004416#Comment_4004416

    Having the "move while recovering" base kit is too much. That alone impacts the situational slugging, but does very little for excessive slugging. Survivors should have to choose to move or recover in the short term, and excessively long slugging situations you have plenty of time to recover while stationary, then move later. "Base kit tenacity" impacts the wrong kinds of slugging, and can just be removed.

    I didn't get to test it, but from reading, my understanding is that Elusive disables collision, but the survivor can still be hit by the killer (if it doesn't work this way, why was base kit BT/endurance even still a thing). Anti body block can only work if the Elusive survivor can't be targeted by attacks either, which would effectively make the unhooked survivor a ghost until they are healed or perform a conspicuous action.

    From a positive standpoint, you managed to touch basically every box that needed to happen here: killers rewarded for hooking, incentive to spread hooks, penalties for hard tunneling, removing body blocking.

    These systems, with the tweaks above, are not abusable in any way. Anything less is likely to not be effective at changing player behavior, and honestly, the fact that people would have to change tactics is the primary reason you got flooded with negativity.

    Having the "move while recovering" base kit is too much. That alone impacts the situational slugging, but does very little for excessive slugging.

    Agreed with all the slugging issues. It actually gave too much agency to downed survivors and forced lose lose situations. Not healthy changes.

    I didn't get to test it, but from reading, my understanding is that Elusive disables collision, but the survivor can still be hit by the killer (if it doesn't work this way, why was base kit BT/endurance even still a thing). Anti body block can only work if the Elusive survivor can't be targeted by attacks either, which would effectively make the unhooked survivor a ghost until they are healed or perform a conspicuous action.

    Yup you can still take hits, even easier than now because you can avoid sandbagging your teammate and even take hits through window vaults as well as drop pallets! They need to remove the survivor hitbox and they need to disable environment interactions (pallets) and item usage (that isnt a conspicuous action so self healing still works) too while the effect is active. It's supposed to let you get away from the killer, not let you interfere with your unhookers chase with no consequences. You shouldnt be able to drop pallets or hide with the built in stealth to go for easy flashy saves.

    Second chance mechanics need to stop being able to be weaponised. Otherwise there should be no protections and no penalties for the killer having to deal with them. Survivors weaponizing mechanics is a massive problem that feeds into lots of other problems.

  • @Crowman said:

    The avg players is still higher after FNAF. I'm not sure what kind of growth you are expecting.

    Yeah i feel the expectations were way too high. The people who like games like DBD are mostly already playing it. IP will bring on some people, but a majority were never gonna stay.

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002883#Comment_4002883

    im also yet to see mercy from survivors while ive given hatch multitude of times.

    Yup same, plenty of killers give second chances and pity escapes and extra points at the end (including me). Never had survivors give up gens so i can catch up, or pity hooks and kills or anything like that, just the usual BMing. The expectations are one way only it seems, Killer has to play for survivors sake but not the other way round in any capacity. If its so one way i dunno why people are surprised others don't really care about their opponents experience when they never afford the same courtesy back.

    There shouldn't be any expectations of one sided "niceness" in a PvP game when everyone is playing within the rules. It's counter productive to the nature of PvP games.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002820#Comment_4002820

    Some people actually do care about other people's experiences. I die for strangers as survivor and I spread hooks as killer because I'm not selfish. This is the exact argument for tunneling, this only-I-matter mindset.

    For all the moaning about how the game should be super casual and non competitive people sure do seem obsessive over their escape rates and hidden MMR when the brackets are so wide it doesnt even matter for 99% of people anyway.

    I'll go down and die for someone that contributed well for the team if they're on death hook, and trade so they escape, even more so if they practically carried the rest of the team with me. I play to win and even i don't really care about my escape rate all that much. Chases are the only fun part of survivor, chase me, tunnel me (i will waste your time gladly) i dont care, its way more fun than boring m1 simulator.

    Survivor is just way more chill than killer tbh.

    It's harder to do the same kind of stuff as killer (unless you've basically already won) because it can severely impact the game for you due to the time crunch nature of being the one vs the four and the nature of being at a huge disadvantage at the start and survivor objectives being way more time efficient than the killers (if survivors last more than 5s in chase). Its much easier being "nice" as survivor as there are others to pick up the slack in the match. You basically have to go into a game expecting to go against good survivors because if you don't you'll lose by the time to realise how efficient they are.

    Plus it just makes a really boring game as killer tbh when you actively have to avoid playing your objective and sandbag yourself.

    And as a player of both sides (currently highest playtime on survivor on dbd stats), my general observation is survivors do alot more to cause the stuff that gets moaned about more than the killers do honestly. Im sure some people on here won't like me saying that.

  • @MashedBroccoli said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000405#Comment_4000405

    it is tunneling though. If you can’t focus on player a because they’re on the hook you focus on player b. What you claim tunneling would be would also include camping and what is commonly referred to as hard tunneling.

    It's not though, by that logic doing more than one gen at a time is "gen-rushing" when its just more efficient survivor objective progress. Shifting the goalposts with arbitary alternate meanings for tunneling in multiple scenarios is just proving my point really.

    You're not focussing on one person only, you are not tunnel visioned, you are not tunneling. Nothing else, no made up other arbitary meanings matter. It literally doesnt align with the actual reason the term came to be if you're splitting your attention.

  • @brewingtea said:

    Gotta bring DS or OTR to counter tunneling
    Gotta bring Kindred to counter camping
    Gotta bring Unbreakable to counter slugging
    Gotta bring Distortion to avoid NTH
    Gotta bring Deja Vu because solo queue can't call out gen locations
    Gotta bring WOO because solo queue can't call out pallet usage

    I could go on, but we only have 4 perk slots, ya know?

    Or you dont need a counter for literally everything at all times, shocking i know.

  • @MashedBroccoli said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998461#Comment_3998461

    Player a is hooked, while they’re being saved you hook b. You now go and hook player a, a second time, you ignored player c/d. Player b gets unhooked while player a is on hook in struggle. You opt to go for player b again instead of c/d. Now two survivors are on death hook. C/d never been hooked or even chased. A gets unhooked and you finish the tunnel. B gets unhooked and you finish the tunnel.

    Several high mobility killers can do this with ease. You can easily tunnel two survivors out at the same time. Just because you did it to two survivors doesn’t mean you didn’t do it. It just means you did it twice.

    And this is a good example of what NOT tunneling is and why people just attribute it to whatever they want for justification for whatever narrative they want to push.

    The term tunneling is derived from tunnel vision; a figurative term describing when you focus excessively on a single individual, neglecting others.

    Actual tunneling is focussing solely on one person. Your example is just a showcase of killer objective efficiency where it would be less effective to go after the uninjured survivor who isn't closer to death. Spreading hooks between two people isnt tunneling no matter what you want to think.

  • @Zephinism said:

    if the survivor numbers drop too low they will replace survivors with bots. they snuck it into 2v8 with 2 bots per team, now 1v4 they will likely first try to sneak 1 bot in and go from there.

    Nah no one wanted to play with or against bots in 2v8 and it got removed, they certainly wont ever get away with putting mandatory bots in 1v4. If it comes to that the game is just dead so pull the plug and let the game end service.

    No one plays a PvP game for bots.

  • @solidgamer44 said:

    ngl anything buffing the endgame for killer is kind of buffing tunneling unintentionally

    killer tunnels someone out, manages to get 1-2k and endgame collapse happens and they got a endgame build survivors are gonna be even more cooked now tbh.

    The PTB changes basically encouraged this as well, why play the game inefficiently and on stupid rails when you can just dedicate your build to chase/endgame and snowball during an extended endgame and ignore all the negative effects the anti mechanics shoved down your throat.

    That would have been the meta for killers and people wouldn't have liked it.

  • @Coffeecrashing said:

    We were supposed to have an anti-hiding update in phase 1 of this year, but survivors complained, and made the AFK crows useless.

    And we have zero news from BHVR, to let us know if they think the AFK crows are good, or if they want to fix them.

    It showed just how many people were effectively doing nothing for large chunks of the game and those players didn't like that. Almost as if these are the people who most likely contribute to most of the negative survivor experience.

  • Comparisons dont really work because its an asym game, but its neither a hardcore competitive game (aka lacking a ranked climbing system) or a "party game". It sits in-between as a semi-competitive PvP game because all PvP games are competitive at their core, just on a sliding scale.

    We have DBD League for the hard comp scene, but the main problems are people treating the game like its uber casual when its just straight up not because of the length of time required to get good at the game, understand its particulars, and that you will match against people with different expectations of the game who treat it as it should be, as a regular PvP game. And so these expectations clash and cause conflict.

    On a sliding scale the people occupying the middle with a balanced view of standard PvP seriousness but neither too casual or too hardcore would be "right". But in this case the hardcore comp is segregated.

    DBD weirdly has the opposite problem to many games, where people take things too seriously usually, we have too many people taking things too lightly and expect things to conform to them rather than meeting the expectations of the game.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999125#Comment_3999125

    ”As far as you know”? So it’s not happening to you personally, even though you deal with lots of tunneling?

    Doesn’t anyone think it’s weird that we don’t have a lot of video proof of this happening? Because if it’s happening enough to be a problem, there should be a lot of video proof, right?

    Or it is possible it might be doing this only 1 in 1,000,000 games, and people are trying to massively over exaggerate the problem?

    Scott Jund already proved before its not common at all. Something like 2/50 games involved actual tunnelling, iirc, and thats at his high MMR where its far more likely to be needed in the first place. Anyone claiming they are consistently getting tunneled and slugged excessively has massive negativity bias, or is trying to forge a narrative.

    We all know survivor constantly claim "tunneling" for every single thing under the sun.

    I dont even remember the last time i saw any unjustified of either in my games.

  • @IamFran said:

    The thing is I don't get why they delayed these new features when they only needed tweaks to the numbers in the PTB. At least they should've pushed out the new feature of the hidden hook states, which is the least controversial feature, while they tweak the rest of them. ¯\_(ツ)_/¯

    The entire patch was flawed, its not a matter of number tweaks theres so many interactions that were completely broken on both sides, stupidly designed restrictions on killers that fundamentally made some of them unplayable, anti-killer mechanics flawed on multiple levels and excessively punished alot of gameplay that wasnt excessive slugging and tunneling and actually promoting survivors to play in stupid ways because they can abuse it. Any killer that wasnt a S or high A tier essentially got gutted hard, when you nuked 90% of the roster its not a good change, period. Survivor defensive mechanics insanely overtuned and heavily abusable beyond belief, all things BHVR should have caught waaay before it went to a PTB.

    This patch was just them throwing half-baked, poorly thought out combinations of ideas at a dart board to see what sticks.

    It's basic I.T 101, you dont push through a broken and heavily criticised update when it requires revision. It takes more work to update it after the fact than taking the time to get it better from the start where it doesnt severely hamper the game in the meantime. And who knows what will break the game just because survivor want dumb changes forced out to their benefit. It would have been actually dumb beyond all measure to push any of these features right now.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997374#Comment_3997374

    The problem with solo queue is non-functional matchmaking system. I have no problem escaping consistently in solo queue with competent teammates who don’t get downed in 5 seconds or immediately get of their gen and hide in a corner at the slightest hint of a terror radius when the HUD is showing someone else being chased.

    Being able to consistently escape in matches with competent teammates has convinced me that the core problem with the game is not killer vs survivor balance or tunneling, slugging, camping, etc. It’s bad teammates who don’t know how to play the game.

    You will be downvoted for speaking the truth unfortunately.

  • @Xxjwaynexx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996971#Comment_3996971

    Well considering it's anti face camp it works as intended. Previously you could literally face camp a survivor out and no one could do anything about especially when hook grabs existed. It is and always has been anti face camp not anti proxy camp or complete anti camp in general.

    I really dont get why this is so hard for people to understand honestly.

  • @dark_hunter92 said:

    This is crazy. Do they realize how killer-sided this community is. Like of course killers are going to complain about learning to adjust and actually play the killer.

    Like I've said before, the loudest voice in the community will control the flow of the game. Even if it's causes unfair gameplay for the opposing side.

    And here comes the us vs them.

    People on BOTH sides that are actually capable of rational and objective thought were agreeing how god awful and game breaking all these changes are, because they are. That's how you know how bad this was.

    Your second sentence is literally what you are trying to do to killers right now, forcing unfair and aisine gameplay.

    There's nothing wrong with taking the time to get this right for both sides. Anyone moaning doesnt want that.

  • @ThatRyanB said:

    This is precisely the kind of situation we really want to see players exploring, poking at, and testing on the PTB. There's a ton of nuance when it comes to tunneling and slugging, especially when you factor into each Killer's unique quirks like you mentioned with Trapper and Sadako.

    I really want to stress the "Test" part of Public Test Build here. We want to hear what feels good for you based on your in-game experiences, and we want to hear about what's feeling off. Just because a feature hits the PTB in a given state, doesn't mean changes (i.e. value adjustments) can't be made before it hits Live - that's the big ol' intent behind the PTB.

    While there's a lot to digest on paper, I'm really excited to hear what folks think in practice. Speaking personally as someone who loves playing Killer, I hear the concerns we've been seeing from Killer players, but also want to ask folks to give this a chance, as you may be surprised by how natural it feels (but again, we're here to collect and share your feedback!).

    A single PTB is not going to be enough for this many changes all at once honestly, especially while many people will be in 2v8 and doing the rift rather than trying the PTB, it would have been better placed in a bit of dead time between things. It should go through several with adjustments before thinking of even hitting Live. The impact it will have on the game is too great to just push it out carelessly and neutering the game for alot of people really, really won't be a good look.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993927#Comment_3993927

    6 hooks isnt tunneling, back to back hook isnt tunneling because it happens for tons of reasons that are legitimate outside of being chased off the hook

    That's why part of the changes are killer buffs for unique hooking.

    If we had a system that'd make every exception you want, it'd need to permit back-to-back hooking and killing on 3rd.

    In other words, it'd have to permit tunnelling.

    And the unique hooks are good (even if we know the rewards probably arent gonna be good enough to matter, especially to most of the roster), but blanket applying a penalty for situations that ARE NOT direct tunneling is stripping way too much agency and strategy from killers general gameplay. Survivors shouldnt be able to make terrible plays that result in them getting downed again and not get punished for it/killers punished for it.

    Again back to back hooking isnt necessarily tunneling and exceptions CAN and SHOULD be made to not neuter killer gameplay. It would make more sense for a reasonable timer after unhook where the punishment effects expire and/or if they take a conspicuous action or that action massively shortens the timer. (Visible on the killer hud)

    If they are in a position to actively participate in objectives they are no longer vulnerable and dont need protections and killers needn't be punished for taking the opportunity to go after them instead of being forced to go after better loopers and survivors in much stronger positions to waste more of their time. Survivors could make the choice and have the agency between making objective progress while more vulnerable and massively reducing the protections or take the time to reset properly and have a longer timer for example.

    You just can't take a game that's about time management and expect/force one side to play inefficiently while the other doesn't and reward them to being in bad positions.

    Survivors should be the ones encouraged into spreading the team resources, not the killer being aggressively forced into it and having their gameplay mangled because they wont work together. Most of the time the other survivors just don't help and let it happen (from both a killer and a solo q survivor POV here), and that isn't the killers fault. Rewards for taking chase from a recently unhooked player for survivor could be a thing (like a chunky BP event not basekit mechanics as spreading hooks is a good play anyway).

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993413#Comment_3993413

    Balance also isn't constantly chasing the Survivor who just got off the hook and is still injured and vulnerable, and the Killer has an unfair advantage.

    Except the changes punish proper play outside of that so its also not balance. There's countless times ive hooked the same survivor back to back to a multitude of reasons that arent tunneling, because of bad choices they made, attempts to get in my face to get perk value, randomly found them during another chase and took the opportunity for an easier down (bad play, not healing) etc etc etc.

    Very little about the "anti-tunnel" changes are actually anti-tunnel changes. 6 hooks isnt tunneling, back to back hook isnt tunneling because it happens for tons of reasons that are legitimate outside of being chased off the hook.

    These changes are blatantly unfair, biased, unbalanced, given little thought to the way the game is actually played by competent players and too widely applicable to a multitude of situations that are legitimate gameplay yet punish a killer for it because of bad survivor gameplay.

    A 3 hook punishment (4+ hooks isnt tunneling, team should be spreading hooks themselves) and the elusive basekit part are more than enough. 90s pick up while slugged is again, more than enough(should reset each time imo), being able to move and recover is too much. The point is your team should come and pick you up before the 90s to take off pressure.

    This is mostly just a hand holding patch for bad survivors, not a fair balance patch.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/454847/the-death-before-6-hooks-penalty-wasnt-thought-through

    True, if no one died before 4th hook, than they were not tunneled. Should be "if 3rd hook is a sacrifice, then all survivors gain 2 % repair speed for the remainder of the trial and decrease maximum regression events on generators by 1"

    This is just an anti-killer update to hand hold awful survivors wrapped up in a fake anti-tunnel package. Any more than 3 hooks isnt tunneling, and a back to back hook isnt either unless its right off the hook. It's just more ways to punish good sensible killer strategies that actually make sense with the way the game is designed.

  • @Drunkenmunky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992599#Comment_3992599

    So you want me to wait to work on a gen? For your benefit?

    When does this not make sense?

    Well survivors expect killers not to hook them for their benefit no matter how badly they play…

  • @Coffee2Go said:

    I think the extended period should get 10x multiplier

    At a minimum! Should be higher.

  • Just admit you dont actually like DbD… 2v8 is the most boring, watered down, hyper casual, bare bones experience in the game with no skill expression or longevity to it and it sucks so bad, easily the worst thing they've ever put out. The game would be long dead if it was the default game like many of you want it to be.

  • @Mandy said:

    That would definitely not help with the problem of queue times unfortunately, the multiplyer is there to encourage players to play in the role where more players are needed, and as is often the case with 2v8, that role is the survivor one. It's not a lack of players, it's the draw of having 2 Killers playing together, so encouraging some of them to play the Survivor role, even for bloodpoints can help to reduce the Killer queue time slightly.

    Honestly, 5x BP isnt really enough with how boring and watered down 2v8 is, if it can be increased further it really should be. Bonus exp on top of more BP would help. There will be a point where the incentives are enough to make more of a dent, if you're willing to go higher.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988317#Comment_3988317

    I think that maybe adding an XP boost would work better.

    Some people have enough BP to not care.

    Iri shards though? Never enough of those, especially if skins are included in the discussion.

    Why not both? I'd consider playing for 10x BP and removal of legion alone, even more is better. Even if the game mode is trash, because thats lots of BP to fuel my killer add ons. Because right now i do the challenges then just go play something else while 2v8 is active since 1v4 ends up being an ultra sweat fest and not very fun as well.

    2v8 is a literal deterrent for playing the game. 🤷‍♂️

  • Nah, his main weakness and balancing factor is having to get injuries to feed his power. Having another killer give him his power 24/7 is too much. He should have atleast been NERFED from his default state not buffed for 2v8.

  • Everyone should leave feedback to remove oni and legion from 2v8 honestly. They do not work in this mode.

  • Just delete both from the mode, they DO NOT belong in it. Oni's weakness is completely negated by having two killers(double value with legion). Legion basically ruins everything else, playing injured against two killers doesnt work, he gets IMMENSE value for the other killer just by existing.

    NO AMOUNT of nerfing will fix their fundemental flaws in this mode. THEIR POWERS ARE DESIGNED FOR 1V4 where they have balanced weaknesses and DO NOT work in 2v8, period.

    There is nothing wrong with not having every killer available in modes that do not suit them!

  • Agreed. Legion is just too impactful with his free injuries and enables the other killer far too much to exist in this game mode.

  • Legion and Oni. Anything with constant free injuries to assist the other killer making their chases easier and more impactful turning most chases into one hit chases.

  • No. We all know it'll be abused to just ban the actually enjoyable killers to play 99% of the time.

  • LOL no. It's fine being an event every few months (even thats too much). It should never be more frequent or permament. The mdoe is horrible, boring and ruins the game whenever its active.

    in 2v8 Comment by Shinkiro
  • @rvzrvzrvz said:

    Try x10 bloodpoints maybe I will play more, that's 300k if you die with 30k, that seems correct

    No, no. It should START at x10 and increase from there. I'd maybe play this boring slop if i was getting 500-600k BP a game. 2v8 is just DBD vacation time as it ruins everything everytime its up.

  • Why risk losing by gimping your own gameplay for such a paltry reward? You're just gonna lose more BP doing it than you'd get from this unless you just massively out-skill the survivors and were going to 3-4k regardless. But now its just more stress and effort for basically no gain and the same result.

    The games current state is just not set up to make spreading hooks a good thing for killer, yet everyone seems to want them to do it. If you want to incentivise it then you'll have to make it benefit killers during the match that will help them win otherwise its pointless.

  • @Brimp said:

    Item is still viable just no longer a 10-20 second free chase extension when used correctly on cooldown. I know I'll get downvoted for this but someone's gotta push at least A truth.

    They downvoted him because he was right! If its going to provide the value it does by extending chases (or even preventing them) then it needs to be very limited. Otherwise theres now EVEN MORE chase imbalance in the game that needs to be addressed for like 90% of the killer roster.

    All items need to be rebalanced together (Yes toolboxes and medkits too). Survivors are so focused on their benefits they wont look at the larger picture in terms of game balancing. Wasting a killers very limited time is insane levels of value.

    They also do too much all at once, remove the sound reduction off them and make it sight based only.

  • Using them to pre-run was always the best and most obnoxious thing about them. People throwing them at the killers faces were using them wrong. Anything making shift-w more meta is just unhealthy for the game and its so so soooo boring. Why do you think mobility killers are the most popular lol.

  • @Kev19915 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979990#Comment_3979990

    yeah that was probably the thinking behind it, but they can find a middle ground, so that casual players can do it also. The numbers are way too high in my opinion.

    Depends what you define as casual, someone who literally barely plays the game?

    Dailies from the start give you like 70% of the rift, lets say that takes 1-2 games a day. You can easily get the 10 extra levels just from natural milestone progression doing those games a day so you should get the base rift done simply playing the bare minimum through the rift duration with the deep rift being extra rewards.

    This isnt even counting bonus fragments or event rewards giving them (which there always are). Ultimately people need to actually play the game to get rewards, and the team want you playing the game more too.

  • Tbh they increased the milestones for all the players who do nothing but play DbD all day long and blitzed through them before, and shifted alot of the rift progress towards the dailies probably for engagement.

    1 level a day from the dailies right now would put me at rift level 89 just off the dailies alone by the time the rift ends, not factoring in any milestones i do or any events. 11 extra levels over the remaining rift duration when we know we'll get more from other things isn't that much tbh. It's just more spread out over the duration of the rift now for more casual players rather than front loaded.

  • @Amanova said:

    Mods can you ask them to disable it? It only harms normal solo players like me!

    I have never once triggered it, or crows, i dunno what you are all doing, or not doing in this case.

  • Because he counters shift-w which is what people who cant loop do constantly. And people wonder why mobility killers are popular.

  • @Marc_123 said:

    They are doing the play till you wait feature - which is probably way more important than any new killer right now.

    If this works this will be really good for the queue times.

    I dont think it really will be, its just instead of waiting 10 years in queue you'll be able to play but "wait" around the same time ultimately anyway because if anything there would be even more killers in queue since you arent stuck waiting in a lobby anymore.

  • @calem said:

    You know what, I'll give you props because I read the thread title and wrongly assumed you meant annoying for the killer, not survivors

    They are for both! Just a terrible item

  • Can confirm the same thing from playing yesterday, can't lock on or slipstream into or through the fog via bipod or the gun. The vial just renders the power useless in a huge 12m radius.

    I honestly hope this isn't intended because singularity already has a basekit counter, having another one that's available infinitely so often just neuters the killer.

  • Can confirm the same thing from playing yesterday, can't lock on or slipstream into or through the fog via bipod or the gun. The vial just renders the power useless in a huge 12m radius.

    I honestly hope this isn't intended because singularity already has a basekit counter, having another one that's available infinitely so often just neuters the killer.

  • @NekoGamerX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972776#Comment_3972776

    I don't want it kill switched I want it removed.

    having it in the halloween event one thing but this is to much.

    Oh i want them deleted too, they are obnoxious and unfun and straight up ruin killer powers . They are clearly overtuned, provide so much free and easy value when used well and can be used infinitely on top of that. They need nerfing into the ground. But kill switching them so the basic game chase mechanics arent breaking and bugging out is the important thing right now.

  • @SpringMyTrap said:

    i havent experienced much trouble with them. if you pay attention, you dont really get lost and them running vials means they arent actually op stuff.

    good to them if it works for them tho

    Singularity and spirit have it the worst. Spirit is just a powerless 4.4 m1 killer and singularity now has TWO counters to his powers because you can't lock on with a bipod through the fog.

    Having SWFs cycle EMP's and vials constantly ruining my chases is the most garbage experience ive ever had in this game.

  • @GeneralV said:

    Seems to be the same bug that the fog vials caused on Halloween.

    Yeah, i haven't had it at all in my games where a fog vial isn't present in game. They need kill switching ASAP.

  • Nerf them into the ground they are broken and give waaaaaaaaay to much easy value

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