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SimpleSage

SimpleSage

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SimpleSage
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  • I will say, I've seen several Dwelfs while playing killer and I didn't know he jingles until I looked at the skin in store, and I use headphones designed for music editing so I can hear survivors breathing when I play. I think unique survivor sounds like voice lines and some cosmetic sounds are client sided, because as much as I'd LOVE to hear Nick Cage question my life choices while I chase him down, I understand why I can't.

  • The roadmaps that dropped yesterday are old. The one that dropped during the live stream is the current one, and that is literally JUST game play updates. Doesn't include new content, map reworks, or even all the planned game play updates. And that roadmap is NOT the "2024" roadmap, it's the end of Year 8. To be even more specific, the last THREE updates to Year 8.

  • The Roadmap with Singularity is the old one, all the killer tweaks are still happening. Singularity just got booted because he needs more testing and they weren't sure if they could finish it on time.

  • #1 is Wraith, every time I hear the stupid bell I know I'm in for the most toxic match I've had that day. I have to spend a couple seconds at the start of the match questioning my will to continue. Wraith and his Chest Cold Pug Breathing can take a hike far away from me.

    #2 is Plague, let's ignore the face all of them seem to play like the lives of their family are on the line if they don't 4k at 5 gens. My biggest issue is I sympathy gag (I gag when I see others vomit or gag), which makes matches straight torture to play.

    #3 is Xenomorph, this is just for skill issue reasons. Idk why but I am incapable of figuring out how to loop this killer in any capacity.

  • @Kriegssturm01 said:

    Because of the anti face-camping mechanic you can't carry multiple survivor to the basement without the "camp meter" filling up resulting in survivors escaping when you try to hook more than one person in basement which defeats the hole reason basement exists in my opinion. Was this intentional or an overlooked situation?

    You can absolutely hook multiple survivors in the basement. The meter is "disabled" when the killer is carrying a survivor within the hook radius for this exact reason. So as long as you aren't lingering in the basement for a long amount of time after hooking this shouldn't be an issue.

  • If we will be seeing a bug patch it will probably be with the drop of the Bone chill Event in 2 days.

  • Sure Sure team game and all, but if I'm about to get a personal meet and greet with Rancor, I'm OUT. GL y'all, but I gotta put me first.

  • My steam bio says I'm the #1 Wraith hater for a reason :). He's probably the only killer I hate going against. I have multiple killers I find annoying most of the time but none of them are an instant mood ruiner like Wraith.

  • @CrimsonMothKing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601870#Comment_3601870

    If the range moving is what upsets you, try it with LP on Dredge :) I love that combo.

    I wouldn't actually say it "upsets me," does it get annoying sometimes? Sure. I use it on Huntress often enough myself, but I also can't cross the map at mach speed. But I can sympathize with others who dislike it because they're entitled to dislike it if they want, and frankly its not just a few people who have an issue with these perks on certain killers. My comment was just a proposed change that only effects the the more problematic aspect (and most common complaint) of both the perks without gutting them completely. They can both be tweaked into a state that still makes them great choices for all killers, without them being busted on others.

  • I want to be able to wave at killers who look at me with disappointment in their eyes after they catch me pretending to be a bush, or at my teammate whose being carried to a hook after I failed the free-est pallet save of the century. I want to thumbs up people cause I'm a Rebecca main and giving a thumbs up to my friends to walk into obvious trapper traps is a must.

  • Honestly I kinda agree, I like the perk it gives great incentive to go for different survivors. However I think its a little too strong with how the effects are applied, particularly the obsession getting aura revealed for 10s on top of 20s exposed. I think this perk would be in a better spot if they switched the scream and aura reveal. So, hooking a survivor other than the obsession causes the obsession to scream and become exposed for 20 seconds and hooking the obsession causes another survivor to become the obsession and have their aura revealed for 10s.

  • @sizzlingmario4 said:

    The only thing I dislike about NTH is that the range moves with the killer after kicking a gen. I think if it was just within 24m of the generator instead then the perk would be fine.

    This is what I've been saying for NTH and even Ultimate, both of these perks only start to get ridiculous on killers who can cross large distances with ease. If both of these perks just stuck to the point of activation they would remain usable but are no longer as easy to abuse.

  • Face the Darkness does make searching the boxes harder, but its not impossible when you look at the numbers.

    Base search time: 12s

    Longest base search time possible with add-ons: 16.68s (Both gear add-ons decrease the speed by 39% total.)

    Missed skill check: -10% progress and a 1.5s pause on progress = 3.17s added to search time

    So, if Face the Darkness makes you scream every 25s as long as you don't miss too many skill checks and time your search well, you do have plenty of time to search the box before getting kicked off. My best advice is to wait to search until immediately after you scream, this will give you the most time possible and means you can miss 2 skill checks before you scream again as this takes about 23s max.

    These numbers obviously change based on the add-ons. If you run Crate of gears with Razor Wires (makes skill checks harder (25%)+injures survivor), search time is 15s and gives you 1 more chance for a skill check (3 total), however you only have a little under half a second of wiggle room to start the search.

    Yes Impossible Box Pig is a pain and not fun to deal with, and other perks can also make this much more challenging. Fortunately, the name of this play style is misleading and it is NOT impossible, you just have to be cautious and take your time even when you want to rush.

    And obviously there are some tweaks that can be made that could make Pig a little more bearable in general without rendering her traps useless like:

    • Search Progress doesn't reset it just de-pleats slowly.
    • Trap timers stop when within a specific distance of the Pig not when in chase.
    • Survivors cannot die to the trap while in the act of searching a box, or the timer has a significant slowdown during search.
  • I just had a match yesterday where I got ROCKED by a FTP+BU 4-man SWF. All 4 had FTP+BU and OTR, 3 had Distortion and one had Shadow Step. Despite playing quite well, getting 12 downs total, they still managed a 4-man out after only 3 of those downs resulted in hooks. I got hit with a total of 7 FTP+BU saves and 2 really questionable flashlight saves. ( 1 save was done by a survivor standing on a hill, my face was buried in the side and they had to essentially stand on my head to get the save. The other was done through shack window which wasn't in my FOV as I was face planted into the locker in the corner.)

    As for how to fix it:

    You can either give FTP a tough activation requirement or usage limitation so it can still be a powerful anti-tunnel combo but makes it significantly harder to weaponize the combination.

    Or remove the compatibility entirely. Buckle up on its own still has its place in altruism and anti-slug builds. And For the People can be reworked a little to add a 10s endurance to ONLY the person getting picked up to make it a viable anti-tunnel perk, this essentially becomes a perk to incentivize the killer to chase you instead. However if this is done, care should be taken it won't work with MFT or we just replace the problem with the exact same problem. If necessary this version could also receive an activation condition, however making yourself an easy down in the face of the killer on top of being broken for 60s is already a pretty steep price especially if you get hooked as a result.

  • Why play 30 to 40 games to do this challenge when you can do what a Wraith did to us yesterday. Tunneled 2 survivors out then left me and the last survivor slugged to bleed out so he had around 3.5 minutes to crawl over every inch of the map to find his glyphs.

  • Ive regularly seen some heinous gen spreads on cold wind maps before and after Gen Merchant, Disturbed Ward is another one I've seen consistently terrible gen spreads on. This is the worst I've seen.

    Disturbed Ward.jpg

    The red circles are gen locations and the blue ovals are where the last gen was. (it was in a double jungle gym, I just don't remember which one. A very lovely 6-gen everyone's favorite killer Nurse tried to hold with a full gen kick build. Luckily we were a 4 man swf and she had an odd fascination with watching sparks fly off gens if they had more than 50% progress. It took us around 40m and got a 4 man out but I still have nightmares about this match.

  • They did say that these changes are slight number tweaks to base kit, and potentially some add-on changes. But that was a blanket statement for all the killers listed under that section of the road map so it doesn't necessarily mean she's getting base kit changes, it could be as minor as updating her mangled add-ons since they're tweaking that status effect. So I don't think anyone really needs to get super worried about any major changes like her becoming 4.6 movement speed and losing all her hatches. I also don't think they're removing the ability to orbital because they've said in previous patches (with Huntress changes) that they WANT people to be able to go for super cool shots and snipes with her. And lets be real, Orbitals are not something any huntress can do casually and the ones who can have spent months training for the skill to do so.

    As for what changes could or should be made, I have several ideas and let's start with the more obvious changes:

    Soldier's Puttee: Her most useless add-on, and a decent contender for worst Iridescent in the game. Increases her base movement speed to 4.6 m/s when out of hatchets. Throw away your map wide pressure and anti-loop abilities to become a slightly taller female trapper, Fun. I've seen people suggest making this base-kit and creating a new add-on. Definitely needs a new effect and it doesn't hurt to make it base-kit but we aren't missing out if it isn't.

    Iridescent Head: Definitely in a better spot than when it stacked with belt add-ons that's for sure, but its kind of just frustrating to go against as survivor (mostly because when its used you just get run down and cracked by a hatchet point blank), and as Huntress she has so many other add-ons that are just more worth it. And I don't know about anyone else, but I honestly can't remember the last time I've seen someone using this add-on.

    As for what both of these Iridescent Add-ons could be changed to, I have some ideas I'd personally love to see.

    • An add-on similar to Slinger's Iridescent Coin. Hatchets only become insta-down when hitting a far away survivor. Slinger's add-only exposes survivors if they are grabbed from 20m away, but he still has to reel them in and m1 them to actually get the insta-down. Obviously Huntress doesn't have this requirement so I would say increase the distance to 32m (average killer terror radius for reference), this would increase the difficulty of the shot required to reflect the effect of the add-on. As the difficulty of the shot has been significantly increased from the current Iridescent Head, I would reverse the effect of being limited to 1 hatchet to allow the full base-kit 5 BUT keep the effect that it cannot be modified by the belt add-ons and also add the requirement of being a fully charged Hatchet.

    Iridescent Head: A heavy glass-like Hatchet head moulded from The Fog itself. The blade looks like it was designed to slice through air at a speed that would be exceptionally lethal if it were to strike someone. Survivors hit by a fully charged hatchet from 32m away are automatically put into the dying state. Any add-ons that modify the number of hatchets available are disabled when this add-on is equipped.

    • The next idea is a combination of Wraith's Bone Clapper and Wooden Fox. Personally I find it a criminal act that our favorite Russian Mother doesn't have any real stealth abilities, she's a hunter and her lore if full of examples of her using stealth to ambush her prey. So while she does have Wooden Fox that makes her undetectable for 30s, her lullaby still gives her away with more experienced survivors being able to use it to accurately gauge her distance from them. Rather than making her lullaby silent, this add-on would make it a universal sound, all survivors would hear her lullaby softly in the background as though she was far away regardless of actual distance from her. As for the other effect, it would grant a permanent undetectable status effect outside of chase.

    Soft-Soled Boots: Leather boots with a soft flexible sole that silences one's footsteps while walking through the undergrowth. She moves through the forest softly humming to herself, the melody floats through the trees and it sounds as though the forest sings with her. The Huntress's Lullaby becomes a universal sound that is unable to be used to distinguish distance or direction. At the start of a match The Huntress becomes undetectable while not in chase. Upon entering chase this effect ends and will reactivate upon the chases end.

    The rest of her add-ons aren't in any real need of major changes, there are definitely some that see a lot more use than others, but none of them are problematic or completely useless like the Iridescent ones.

    As for base-kit changes there really isn't anything that is obvious or desperately needed, but there a minor QOL change that could be made that wouldn't be detrimental or for the most part noticed by survivors but would definitely be a nice polish noticed by Huntress mains.

    • Shiny Pin is an add-on that you might not see often, although it does seem to be gaining some popularity recently, most who run it would probably agree it feels really nice. This add-on increases Huntress's movement speed by 5% while winding hatchets. As a lot of people know, her movement speed drops when she pulls up a hatchet. This can actually be quite punishing to huntress players who don't have perfect timing on when to pull up hatchets in chase and is why other add-ons like Flower Babushka and Mana Grass Braid are so popular. These 2 add-ons compensate the opposite side of the issue that Shiny Pin does but leads to the same result in the end, all 3 lessen the punishment of her really slow movement speed when winding up hatchets. Pin just directly buffs her speed while Babushka and Braid mean you can wait a little longer to raise a hatchet so you don't lose so much distance that you miss the window of opportunity for your shot.

    So, what would I change? I would add Shiny Pin to base-kit. Current base movement speed while winding up a hatchet is 3.08m/s or 77% movement speed, this buff would make it 3.28m/s or 82%. This reduces the movement speed penalty from 33% to 28%. For anyone who might have trouble relating these numbers into the game, purple clown bottle makes you run at 85% speed and 81% with the bleach add-on. As for the add-on itself, keeping the buff at 5% probably wouldn't be too crazy, this would make the new add-on speed 87% or 3.48 m/s. This speed is still slower than throw cool down movement speed which is 3.74 m/s or 93.5% which lasts for 2 seconds without add-ons. This would still punish a Huntress player who poorly times when to pull up hatchets at loops and missed shots by allowing survivors to make good distance and seek cover without feeling too punishing for Huntress or making the survivor feel like they have no options to avoid the hit. And of course if the new add-on was too much for the buffed speed it could be reduced to 3% making the new speeds 85% or 3.4 m/s.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597599#Comment_3597599

    That’s why I think 80% hatchet holding speed could work. Indoor maps would be less of a problem although huge outdoor maps would still be a pain to travel across. And certain loops you can’t land a hatchet at are now more viable. Xenomorph can land a tail strike at any loop and he is 115 the whole time. And he can teleport! They said the changes are basekit so I was wondering peoples thoughts on it.

    I was talking to someone else about how I'd like to see Shiny Pin made base kit. She's 77% movement speed when holding, 82% with the pin. Bumping it up wouldn't make her overpowered, most survivors don't notice pin is in effect but anyone who plays enough huntress will feel the difference when using it.

  • That's the point, get rid of it as an add-on and replace it with something people might actually want to use. Nobody uses it unless its for a troll build. One of the most useless IrI add ons in the game.

  • @Halloulle said:

    I don't know if you were around this time last year during gen regression meta. That was the carrot. Killers had several tools to make gens take longer. - Ironically, that's also when a lot of killer players learned how both strong and easy it is to keep a three gen. - And when a lot of surv players learned to smash those gens asap. Both sides still do a lot of the stuff they learned back then -- and both strategies are still extremely efficient. So much so that they need to get nerfed and ought to be brought in line with the bulk of strategies.

    Imo, the easiest way to detect if someone is keeping a three gen is to see how often and how frequent gens are kicked. The difference between "survs three genning themselves" and "a killer refusing to do anything that could endanger their three genning" is the sheer amount and frequency of gen kicks. That's easy enough to tell and separate from a killer just being in an area a lot.

    Looking at gen kicks is the exact same Idea I had after watching Coconut's recent video, and I thought back to some of my own matches against killers trying to hold a 3 gen from the start. It's absolutely right, Killers camping a 3 gen kick those gens no matter how little progress, even choosing to kick the gen over chasing the survivor they caught doing it. If the prompt is there they kick it.

    Since the goal of this is to specifically address killers playing for a 3-gen from the start I figured a system that looks at different actions iv various context -

    • How many times the killer kicked a specific gen in a set period of time. ( Is it obsessive for a Killer to kick a singular gen 2 times in 30s? How about 7 times in 60s?)
    • Survivor progress vs. killer caused regression in a set period of time. (Has the killer regression reduced survivor progress because the survivor abandoned the gen to regress naturally after being kicked once? Was regression caused by a perk with strict activation requirements like Pain Res or Pop? Was regression caused after the gen was kicked with overcharge 3 times in the last 45s and resulted in 2 missed skill checks?)
    • How many survivors are in proximity to the gen and how long compared to the killers time in proximity. ( Did the killer spend 97s within 16m of a gen because 3 survivors were also with 16m of said gen with varying but overlapping times? Did the killer spend 97/120s near a gen with 1 survivor who was only within the area for 15s?)

    This could yield a reliable system if executed properly.

    But then the next issue is, if the game detects 3-genning, what happens? I've seen a lot of suggestions saying to just cause the gens to trade places with the farthest completed one, which would work, if it wasn't common for gens to spawn on top of each other in the first place. To make this a workable solution they would need to rebuild spawn logic for maps from the ground up (This is the correct way to fix this issue completely, enforce a minimum spawn distance between gens, and might as well address hook, totem, clutter and tile spawns at the same time because maps have way to much rng potential that can absolutely dictate the match results). However I don't think this is what they're doing based solely on the fact that they said the system will DETECT 3-genning which, to me, implies the possibility is still there and this is just a deterrent to the killer.

    As for buffing the survivors repair speed on those gens, would that be enough? It doesn't stop the killer from camping the gens, does it really help if survivors can't sit on a gen long enough to out repair the regression. I thought about making a gen immune to killer regression for some time as well but that also doesn't help if you can't sit on the gen. I'm really curious to see what the solution is.

  • @NomiNomad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597094#Comment_3597094

    Fair point, but again, not sure how they could make it any worse/different. It's downside is already a pretty big one, imo. Maybe rework it to be something else, but I doubt a nerf.

    I'd love to see Iri Head reworked to work something like Death Slinger's Iri Coin add on, Hatchets are only insta-down when a survivor is hit from far away. (20m might not be far enough for her though)

    I'd also love to nuke the Foot Wraps and replace it with something like Wraith's Universal Bell add-on. Survivors would hear her lullaby at all times regardless of actual distance from her.

    And Wooden Fox changes from undetectable for 30s after reloading to undetectable outside chase or when holding a fully charged hatchet or something of that nature. Wooden Fox isn't a bad add-on as is, you definitely can catch people off guard with it, I'd just like to see more add-ons that promote a "Silent Hunter" play style with her considering she is one. It's all over her lore she uses intimate knowledge of her surroundings to ambush her targets.

  • I could talk for hours about what changes Id love to see to Hunty's add ons, but I think they said the second group of killer changes is just number tweaks and i'm not sure I want to know what that means.

  • For the 3-Gen solution they mentioned they were "Implementing a system that detected if a killer is actively playing for the 3-gen." To me this sounds similar to the AFC that detects if a killer is "too close" to a hooked survivor but takes into account other survivors near by, if they're in chase, downed, or being carried. So I wouldn't be surprised if their solution would be similar in nature, i.e. looks at how long the killer is within a specific radius of a gen/gens, nearby survivors and gens completed. As for what the effects would be if the game detects a 3-gen play style, I'm not sure. It could be something as simple as survivors get a repair speed bonus.

    I've seen several people throw out the idea that completed and uncompleted gens could "switch places" to force gen spread however I think this still leaves too much up to RNG and on some maps SO MANY gens spawn SOOOOO close together it might randomly replace the 3 gen with another. For example: Disturbed Ward had the worst gen spawns I've ever seen, just to give an idea of what we dealt with: (Map itself courtesy of dbdmaps.com) Each red circle shows about where a gen was and the blue ovals is a random outlier gen that I don't remember the exact spawn for just that it spawned in one of the double gyms.

    Disturbed Ward.jpg

    If you think you're looking at probably the nastiest 6 gen you've ever seen in your life, you're absolutely right.

    1 gen behind the 2 rows of benches by the Greenhouse, 1 in the Hedge Garden thing right outside one of the entrances to Main, 1 in a low wall pallet gym on the back side of Main by the breakable wall, 1 right off the stairs to the other Main entrance, 1 on the Second Floor and 1 in the Solarium in Main. We were blessed by RNJesus with this map against Nurse of all killers. Lucky the nurse had a fun quirk where she liked to watch the sparks fly off a gen she kicked :). In the case of this map/spawn shown if the 3 gen was to "move" in an attempt to spread out the gens, well it would probably look more like a game of musical chairs as the gens would never stop moving around.

    You would think this map would have a great gen spread every time considering its 172sqT (OG Mothers Dwelling is 188sqT for reference), but we got this, and it isn't the only time I've seen a fowl gen spread on this map or other large maps. So all in all, in my meager opinion, the best course of action the devs could ever take is to NUKE their current spawn logic and rebuild it from the ground up to enforce a minimum spawn distance between gens, and promote even locker placements, and GOOD totem spawns, and a nice hook spread and further more an even scourge hook spread. And so on and so forth.

    BUT as much as I would love to see a large scale map spawn logic evaluation and rework, considering the devs have been doing map reworks for the last few updates that mostly focus on pallet and clutter spawns and this change could launch as soon as January, it doesn't make any sense to me that they would be doing a massive spawn logic overhaul as it would mean they need to revisit all the maps they just "completed" and start over as all of that would change again. Looking at the meager evidence and past Dev actions and responses to community outcry I'm expecting a "Band-Aid" fix like I mentioned in the beginning.

    As for the Onryo rework, I don't think its a "Revert Onryo" because they did specify the rework was necessary, it just didn't hit the mark they were hoping for and they also specifically said they wanted to tackle the "Forced Condemned" play style. I had a few thoughts of some tweaks they could make, all base kit changes and obviously add-ons would more than likely need to change to but I didn't want to spend that long thinking about it. And I don't mean I want to see all of them, these are just a couple of ideas I had that might make the condemned play style less viable or oppressive in the right hands while still encouraging survivor interaction that wont completely shut her down.

    Increase the amount of condemned removed when placing a tape. (Currently -3 stacks)

    Increase the cool down on her teleports to reduce spamming but reduce the cool down of survivor turned off tvs. ( her tp cool down is 10s provided a tv is available to tp, and a tv turned off by a survivor is off for 70s.)

    Revert the map wide condemned gain (for survivors without a tape) when teleporting to the original effect of survivors within x meters of the tv ( I think it would be alright if they increased the range of effect from 16m to maybe 24. And if this change would nerf her slowdown too much they could change survivors with tapes still gain condemned if inside her teleport range but at a reduced rate.)

    Either

    A. Reduce the condemned gained when hitting a survivor with a tape and the tape still breaks. ( kinda meh about this)

    B. Survivors no longer gain condemned when hit while carrying a tape, BUT the tape still breaks. ( Potentially add the effect that the next tv that survivor turns off has its timer reduced or a random tv turns back on (but not the one turned off). Not sure if either of these would end up being overpowered but I thought completely removing the survivors risk of holding onto the tapes might be too much of a nerf. )

    C. Survivors still gain condemned when hit while carrying a tape but the tape no longer breaks. (The best options I could think of for this is keep the +2 but only if the survivor is healthy (prevent a new method of forcing condemned by playing in a hit and run style), reduce the gain to +1 when the survivor is put into the injured or dying states.)

  • @humanbeing1704 said:

    These players simply don’t understand the omniscient thought of a head on user

    Predicting head on saves before they even happen

    LOL imma start saying this when someone complains about me "always jumping in and out of lockers" (I have a thing for flash bang).

  • Had someone sabo me cause they saw me hop into a locker for literally 2 seconds to get a flash bang. I had popped 2 gens at this point while the rest of my team did jack all and ran around like headless chickens. Killer knew what was going on and let me get hatch.

    Had a Claudette throw a fit after she saw me climb out of a locker next to a gen with 80% progress (this was the 4th gen, I had solo completed 2 of the 3 ), I climbed into the locker because I suspected the killer to have BBQ (and I was right) and the gen was positioned so I couldn't use it to block the read.

    Had a Nea throw a fit because I crouched behind a blocked gen to hide my Object of Obsession proc.

  • They actually work nicely together if you think about it. (Lets assume you are the obsession for full Object value)

    While you're the obsession, every 30 seconds Object is going to proc and reveal your aura to the killer and vice versa, as well as if they reveal your aura through any other means. This is going to make it really hard to hide from the killer. In the beginning of the match when all 4 survivors are alive, this isn't that big of an issue as the killer has 3 other survivors they also need to worry about.

    Once survivors start dying however, Object starts to actively sabotage your chances of escape and actually sways to benefiting the killer more than you. This is where Sole Survivor comes in to play. Since Sole Survivor only becomes active after the first kill and becomes stronger the less survivors are alive, it actually saves you when it comes down to 2 survivors/last survivor remaining as it prevents the killer from seeing you anymore when its best to stay hidden, cause you don't want Object telling the killer where you are when you're looking for hatch or what door you're trying to open.

  • Plz Plz Plz, I literally talk about this once a day when I play with friends. I really want more options, Cowgirl and the limited time Christmas Sweater aren't cutting it for me.

  • Currently Object is part of my main build, I use it to call aura perks to my friends and keep track of the killers movement and it makes it a lot harder for killers to get the drop on me. Its great for killers that run hard to avoid aura add-ons like, Wraith's "All Seeing Blood", "Scratched Mirror" Myers, Pig's "Amanda's Letter", Clown's "Cigar Box" and "Tattoo's Middle Finger", and Blight's "Compound Twenty-One" just to name a few because the list is very long. Even if you're not the obsession, as long as the killer can see your aura you can see theirs, and this makes it really hard for them to sneak up on you or mind game you. The biggest downside is as the obsession. you can't hide at all, even when you really need to, and if a killer is looking to tunnel someone out of the match you have a giant neon sign that flashes every 30s that may as well say "Come and get me."

    If you're feeling bold and don't mind getting chased often it's worth the perk slot. And sometimes you get some really silly reactions from killers when they realize you have it.

  • The reason you were hit behind a tree, that would be because the allowance on the survivor hit-box extended far enough to clear the tree's hit-box and the hatchet's hit-box was able to connect.

    A lot of the complaints I see often boil down to people not understanding hit-boxes in an intricate manner. They know they're there but don't know what they look like or how they work and move with objects and characters.

    Map hit-boxes are 95% of the time true to the shape of whatever object you're looking at. Some older maps and objects have hit-boxes that aren't true to shape. (Think the bushes on Eyrie of Crows and, Hawkins in general.) So you have to look at objects in the game the same as you would if you were to interact with it in real life, if there is an opening, something can pass through it. This is where a lot of the "She hit me through a wall" complaints come from. A great example of this is the banisters on Dead Dawg and RPD, the hit-box follows the "I" shape and the gaps in between have no collision that allow ranged attacks to pass through them.

    Survivor hit-boxes however are not true to shape. Not only do male and female survivors have the exact same hit box, its actually slightly larger than male survivors and females by extension. Survivor hit-boxes look like a cylinder with a rounded top, this hit box is rigid, it doesn't bend or move with the survivor and follows their feet. So the top half of the hit-box of an injured survivor is behind their head and back but in line with their feet. Survivor hit-boxes, however, do change when crouching. This hit box is also bigger than the survivor but it looks like a mound, a little taller than the survivor but a bit wider.

    Hatchet hit-boxes are also not true to shape, they are a rectangle that is bigger than the hatchet visual. Once upon a time, the devs tested a true to shape hit-box for the hatchets. This had to be reverted because it made landing hatchets impossible, even the best huntress players were missing all their shots unless they were point blank.

    Huntress hit-boxes can be janky for sure especially with ping in the equation which makes it look like she throws lockers sometimes. If her hit-boxes were tightened any more she'd probably become unplayable. If anything the survivor hit-boxes could be tweaked to follow their model better instead of the always upright one they have now.

  • I know everyone rolls their eyes when someone says this but tunneling is an effective strategy killers can use. Especially when used correctly, it can turn a match on its head and in your favor when you're losing. Does it suck to get tunneled out? Absolutely, I still get annoyed when I get tunneled out even when its a good move on the killers part to do so. Of course some will argue tunneling is never ok under any circumstance, and others will tell you do whatever you want.

    However if you're looking for a definitive line to distinguish when its "OK" to tunnel and when it's "not OK" to tunnel; (this is just my opinion, not everyone will agree, this is just the rule of thumb I go by.)

    I would say straight out the gate at the start of the match it's not ok to tunnel. And when I say start of the match I mean 0-2 gens done, a few hooks and injuries on the board, especially at 0 gens done. There's really no need to tunnel during this time, neither side has any real pressure and a match can still easily swing in either direction through normal game play interactions. And frankly 2 gens popping by the time you get your first or second down is pretty average game play, especially when survivors spawn together and or you take a second to start first chase.

    At 3 gens done it can be excusable depending on the situation.

    If you're like 5 min into the match with 4-5-6 (spread out) hooks with injuries still on the board, you really don't need to tunnel because the match is moving in your favor at this point. This is 1 gen every 100s (1 survivor with no speed up or slowdown takes 90s to complete a gen), this is pretty slow considering how fast gens can be done when you account for multiple survivors, toolboxes, and perks.

    However if 3 gens pop 2 - 2.5 mins into the match and you have 0-1-2 hooks, tunneling might be a good option. This is 1 gen every 40-50s, and this is really fast gen times. This is any combination of multiple survivors working on the same gen, gen centered builds and/or toolboxes. Taking the match to a 3v1 would be a great way to start swinging the match back in your favor. ( I'll also take this time to say if this is your regular experience you should probably take the time to review your own game play and build and just see if there is something you can change over all to reduce the chances of this happening and make things easier on you in the long run. Things like learning when to drop chase and pick your chases wisely, adding some gen slowdown perks to your build, or even other slowdown perks (perks that encourage survivors to chase a secondary objective before doing gens. Think Face the Darkness, Pentimento, Plaything, etc. these hexes encourage survivors to take the time to find the totems and cleanse them before doing gens.)

    Now at 4 gens I consider this point the cusp of a FFA (Free For All). Tunneling at this point (especially if you're having a ROUGH match) is fine. If you're having a great match at this point, if you haven't already killed a survivor you at least have multiple on death hook, and at that point it's not tunneling you're ending the match.

    There's only a few things I'd consider not OK at this point and they're pretty niche and some I wouldn't even consider bad manners or anything, they're more of a "Why?":

    Slugging for the 4k: ( Especially if you're doing good. Just hook them, you have multiple death hooks anyway.) Unless the survivors are swarming you or you're a ranged/high mobility killer and catch multiple survivors in a bad position, then feel free to take advantage of the situation and build a terrarium to house your slugs, but for the love of god go back and hook them if 1 gets distance. You could end up throwing the match if you don't, and I don't want to wait for bleed out while on death hook so you can chase Juicer Johnny across the map. Also Sabo/Boil Over/Flip Flop/ Petrified Oak Bully Squads are exempt from the don't slug too. And I promise the Entity isn't going to kidnap your family and hold them hostage if you only get a 3k because someone escaped through hatch.

    Proxy/Face Camping: This doesn't include going back to hook to secure a second hook stage/death cause that's just the smart thing to do and someone should have gotten them while you were gone because they had 60s per hook stage to do so. If you're doing good in the match, and have 3 or 4 survivors still alive (even if those not on hook are death hook),this could easily end up as you throwing the match cause not only are you guaranteeing the last gen gets done, you're giving them time to regroup and heal for the save if they are fast enough. And I've seen waaaay too many 3/4 man outs that never should have happened because the killer got greedy and fumbled. (this one is a "Why", if you're having a bad game just wait for the last gen to pop.)

    And after the last gen pops, you can tunnel, proxy, and face camp to your lil hearts desire. And again, just keep in mind, you and your family is not in any danger if you lose the hatch 50/50.

  • @Xxjwaynexx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584635#Comment_3584635

    I've learned that as well in my testing. It helps with knowing the center of the screen but that about it, I still waste 3 hatchets at short loops because I didn't aim high enough, miss because I have no patience etc.

    Another question though how do you guys handle maps like lerys and Hawkins? Are there maps that your just destined to lose on?

    I play Huntress exclusively and I can tell you Hawkins makes me want to jump out of a window. Rooms on Hawkins are too small, so while there are some spots that you can thread, mostly your just a 110 M1 killer because you can't get proper angles to throw a hatchet unless the survivor is running in a straight line in a long hallway. Lery's and RPD are tied for my favorite indoor maps, what both maps lack in clear hatchet lineups they make up with threading potential, and pulling off sneaky shots survivors aren't expecting is so much fun and not to mention powerful. Blocking LOS isn't just counter play for Huntress, you can use it against survivors as well. Lery's Midwich, and RPD all have Orbital potential on top of this, and let's face it most people don't remember they also need to look up against Huntress on outdoor maps, even less know they need to look up on indoor maps. RPD is the best for orbitals, all outside gens and hooks can be hit with an Orbital and depending on which wing you're on one or both exit gates can be as well.

    I guess long story short, indoor maps don't have to be game over. The best advice I can give is load up some custom matches on indoor maps and just throw hatchets at things. Is there a banister? Try throwing a hatchet through it. Window with boards or broken glass? Throw a hatchet. Hole in the wall? Weird gap in a loop? Hatchet. If you have a friend who will let you play target practice with them even better so you can take your time without the bots rushing you, and bonus if they have Huntress experience and know some of the shots on those maps.

  • The devs have stated that a crosshair wont get you banned as it doesn't actually modify game files in your favor. Are people going to complain that its cheating? Sure, a sore loser is gonna attack whatever they can to shift the responsibility of their loss. I know there's quite a few Huntress Mains that use a crosshair or something taped to their screen. (I'm pretty sure I remember someone saying there's a Huntress Main who has a cheerio taped to their monitor.)

    A crosshair doesn't throw the hatchet for you, and you're still going to miss many many hatchets. But its nice to have a reference to line up snipes and tight shots, and is useful in learning what hatchet trajectory looks like because it is not a straight line and it certainly doesn't travel infinitely.

    A crosshair just shows you what exactly what direction the hatchet is going to fly. You still need to know how to hit the target on your own. You still need to account for the distance between you and your target, LOS blockers, Survivor pathing and speed, Hatchet trajectory and hatchet speed. Unless the survivor is pretty much point blank aiming the crosshair at the survivor is most likely not going to result in a hit, because you have to predict where the survivor is going when throwing, not where they are currently.

    Long story short, if you want to use it, use it. People who want to complain are going to complain regardless, you're better off not concerning yourself with what they have to say.

  • People act like you can't criticize new and returning things lmao. It's the best time to complain about issues because everyone is looking at it, if you wait too long it just gets swept under the rug for months if not years.


    Anyway, absolutely agree that the map should have been retouched before releasing it. I didn't play when ST was first here so this is a completely new map for me and let me tell you as survivor it's definitely something, the indoor syndrome I get from the map is crazy.

    It takes all the less favorable qualities from all the other indoor maps and rolls them all into one.

    The Second and Third floor have the confusing maze like layout similar to RPD, especially RPD - West Wing. Both of these floors have quite a few empty rooms and dead ends.

    The First Floor is like Lery's/Midwch but worse. Its the maze of hallways that all look the same with tons of blocked doors and a few random rooms that make you stop and look at them and think, "What is going on in here?" . Unlike Lery's that has the giant signs, in different colors that you can use to orient yourself if you get lost and even find gens, I didn't see anything obvious that said "Gen this way" or "You're by (insert room with discernible feature here, like the portal room)." This meant I spent ages running up and down halls that looked exactly like each other.

    And then put Gideon Pallets and Borgo/Red Forest clutter in a blender, add some Hawkins flavoring and blend until fine. Then dust the map like you're sprinkling powered sugar on a waffle to finish the map off and make it cluttered. There is so much clutter TMC could film their next episode of Hoarders on the map.


    It 100% needs some love, they don't need to go crazy and do a full rework, but give it a touch up for sure.

    Reduce some of the clutter, add some sort of signage that is visible to help navigation and a visual cue to gen locations, and honestly it would probably improve a lot. And maybe brighten some areas of the map just a little, I had an Onryo match yesterday, and half the tvs are so so easy to walk right by because they blend in soo well.

  • I was just thinking about this the other day, especially with survivors as they are just skins and the differences are the perks they make available, It would make more sense to have items and offerings be communal. If I want to BP farm to P1 the new survivor I just bought and unlock their perks I don't want to have to play a character that I also only prestiged for perks because I now have to farm BP to unlock perks for a decent build to farm BP.... And having a communal inventory doesn't mean I can now all of a sudden bring more than 1 item and offering a trial.

    The same thing with killer, sure add-ons can't be communal for obvious reasons, but why can't offerings. I'm a Huntress main, and shes currently the only killer I play as I'm focused on learning the ins and outs to her. So it doesn't make much sense to me to have to potentially learn an entirely new killer to use a party streamer to BP farm. If I want to practice my aim/chase on midwich and I'm out of offerings, there's nothing I can do but hope I get the map at random, and it doesn't make much sense to go play Oni because he has 3 offerings.

    It's honestly the exact same thing as perk sharing, it doesn't matter how many you have. You can't take more than the slots allow.

  • My "All Seeing Huntress" Build is:

    Lethal Purser, BBQ, Darkness Revealed, and Nowhere to Hide

    This is my "Go To" build, Lethal to get the ball rolling quickly on finding a survivor and getting my first down, It also works nicely by adding 2 seconds of aura read on my other 3 perks. And who doesn't enjoy the thought of opening a match with a solid cross map? BBQ to find my next target after a hook and gives me potential for another snipe. This can also be used to see what gens are probably being worked on, if some survivors don't proc they're either in a locker or on gens close by. Darkness Revealed because an aura proc every time I open a locker is a no-brainer, On some maps its more miss than hit however a lot of gens spawn near lockers so it also is nice to see what gens are being worked on, ( I let dead zone gens go so I'm more likely to proc the read in late game and the gens are closer together.) Nowhere to Hide falls off after all the gens are done but its crazy useful for finding the pre-runners. This aura read follows you as you move so if someone doesn't show up immediately loosely circle the gen and you might find someone a little farther out. It's also really nice if your getting juiced around a jungle gym with a gen as it will show you anyone in it.

    If I want to do an "Anti-Distortion/Gen Monitor" build:

    Lethal Purser, Darkness Revealed, Nowhere to Hide, Gear Head.

    Gear Head CHEWS through Distortion stacks like a dog through steak. Gear Head is also awesome for practicing orbitals as it shows you survivors who aren't moving and makes those shots easier to line up. Lethal, Darkness and Nowhere are used for the same reasons as above.


    However some good perks if you want some gen slowdown:

    Pain Res, Deadlock, Oppression, Pop and Corrupt are all nice picks.

    And then do combos like:

    BBQ, Pain Res, Floods of Rage, Dead Man's Switch - ( Auras on hook and unhook and Pain Res will cause Dead Man's to activate and kick the survivors off the gen with the highest progress.)

    Oppression, Pop, Nowhere to Hide, Gear Head - (Gear Head to find a gen being worked on, Pop to major regress, Nowhere to Hide to find the survivor who was on it, and Oppression to regress other gens with it.

    Corrupt & Deadlock - Just to add some behind the scenes slow down and pair it with your 2 favorite auras, mine would be Lethal and Nowhere.

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