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SkeletalElite

SkeletalElite

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SkeletalElite
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  • Expecting your team mates to put a minmum amount of effort into the game that involves picking a perk that is not outright detrimental to the team in this team game is not an unreasonable expectation. It's time that BHVR completly reconsidered their design of no mither and that a "challenge perk" should not exist.

  • Just show survivors perks to each other before the game and in the pause menu as well. It's such a massive advantage that SWF has over solos that they go into a match ready to play into each other's perks and potentially complementing each other's builds and there's no good reason for it to exist.

    Survivor is a team game, let them play as a team without needing discord first.

  • @VibranToucan said:

    Lets talk about the new Skull Merchant rework idea. it is terrible in pretty much every way.

    1. Too little information. There are so many details that would be important but are just left out. For example, can you still manually recall drones? What if power runs out? Can you recharge drones? Are drones first person or third person? Etc…
    2. Confusing. This was one of the primary concern with old skull merchant. People didn't understand her. This version of her is just more confusing. Like, I don't even know where to begin. Drones moving and dashing in addition to scan lines, undetectable, red light green light, is more complex than her pre nerf kit.
    3. Does not feel like Skull Merchant. This is not what I wanted or expected when I bought Skull Merchant. Using her drones for surveilance was her thing. Not using them as blunt objects to beat Survivors to death. She is practically just a cheap combo of Houndmaster and Twins with this change.
    4. Playstyles. Skull Merchant was interesting because she and Trapper where the only "pure" trap killers. Yes, Hag could place down her traps but if she wasn't nearby/able to teleport to them, they wouldn't do anything. Same with Singularity. Now she cannot do that anymore with the removal of Stealth Mode. With this she is a boring old killer with a projectile attack that doesn't get passive value from her power. With how bad you are treating Trapper and her I legit feel like you have hate killers planning ahead, and just want them to use their power in the moment.
    5. Balance. Without numbers its hard to judge, but disarming currently is already easy. You are keeping it easy, and increasing the punishment on her for drones being successully disarmed, while also lowering the punishment on Survivors for failing to disarm then. Then also 5 drones? Hag has 10 traps, Singularity has 8 bipods. Unless they move at like victor speed it is likely not going to be enough. This also sounds like it has the potential to be 3 gen merchant again since drones work against Survivors on gens again.
    6. Drone Control. We had complaints about The Ghoul not being able to use his mobility vertical mobility. And you said the game wasn't designed with Killers being off the ground. And now you want to give a killer full control over a FLYING DRONE. Will the drones not be able to move over desks and low bushes despite being able to fly? Thats just nonsensical.

    Literally the only thing good is returning Stealth Mode. Return Stealth Mode, return the second scan line and she would be good to go.

    It's very likely the drones only fly visually, not truly fly. I think it's probably gonna be like draculas batform, except it has a limited amount off charge and is a seperate entity from the killer with a dash attack that consumes charge.

  • @Nathan13 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899836#Comment_3899836

    the first pickup I lost track when trying to manuever out of the building so that was mostly on my part, second pickup I almost made it to the hook but the survivor wiggled. Also wanna point out the survivor just let me down them at the gen that was upstairs so he could use wiggling out to their advantage.

    There's a hole in the floor right there next to the gen you can pickup the survivor and drop down in less than 3 seconds, which adds less than 1 second of wiggle, so if basement is in main you can make it easily, alternatively you should be able to make a hook near the greenhouse tile since the drop down in the main room is very close to the main building exit that's right there.

    I agree that unhookable spots are bad but I am not aware of a single remotely consistent location where it is impossible to hook a survivor without sabotaging a hook first.

  • Pain res and pop should get an exhaustion mechanic just like survivor exhaustion perks. When one triggers it triggers a cooldown for both of 45 seconds.

  • @Nathan13 said:

    Just had a skull merchant match which I unfortunately had to slug a survivor after he repeatedly abused boil over in the upper part of the main building in crotus. So I eventually had to slug him which ironically he DC’d a few minutes after.


    I’m all for reducing slugging but I also don’t want killers punished for slugging when it’s most necessary. Thats all I’m saying. :-)

    out of curiosity, where in crotus can you not reach a hook with boil over? Keep in mind it only grants bonus progress based on your current progress. So if you've been carrying the survivor for 6 seconds it only grants 2 extra seconds to your wiggle. Was the problem that you just didn't know where the hooks were?

  • @bjorksnas said:

    Blight being 110 does not fix any actual frustrations with him, he will still dominate on loops and maps he dominates on, at best its a nerf to bad players and begging rng to take the wheel by dulling him down on maps where he can't use his power well so maybe you have an out by getting a "good" map because he is a 110 killer with less of a power.

    If you want to nerf blight actually make something good. The 110 is a boring and lazy way to try and drag his metrics down.

    That's just not true at all. Blight being 115 means when he makes mistakes he gets very little punishment. Even if a blight fails to outplay a loop he can always just fall back on forcing the pallet down which he can do easily because he is 115, and once he has forced the pallet down, he can kick and use power to catch up and get a free hit on you before you can make it to the next loop. This playstyle does not take a lot of skill, it is very low effort and gets better results than most high tier killers for less effort. Making him 110 makes it much more difficult for him to force pallets down and punishes him more for making mistakes since you can make more distance after he misses with power.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899179#Comment_3899179

    I get that, but my point is the game is balanced around the idea that the survivors are assumed to be putting together a good perk combo that'll have a good presence in the match among some weaker perks vs the killer. With chaos shuffle, that assumption is incorrect - it's all RNG. It's called chaos for a reason. It would require balancing tons of perks for the sake of a limited time gamemode. These alternative gamemods aren't designed to be balanced - no different than 2v8. It's unrealistic to expect the devs to rebalanced tons and tons of perks so they sre individually strong just in a specific gamemode.

    But that's not entirely true though because even outside the chaos shuffle mode you do not see people using these perks. The devs aim so low with the perks because they're afraid of making them overpowered that they end up useless. All I'm saying is they should stop aiming so low when they are creating new perks. It's okay if an occasional perk is out of band/OP. They can always just nerf OP perks later, but once these perks are released useless they're often doomed to stay that way forever because there's far too many older perks that need attention so they don't want to dedicate resources to newer perks even if they need the attention just as much as older perks.. The best builds always consist of perks that are individually useful. Requiring synergy to make a perk useful is basically sending a perk to be executed before it even had a chance to be good. If your perk requires 2 perks to compete with a single perk, it's basically always better to just run 2 other perks that are useful individually. Exceptions to that are very rare (buckle up before it got nerfed for example)

    And of course this happens with killer perks sometimes too, but I think it's much more common with survivor perks, and it's a product of their design process, which I think is where the flaw lies.

  • @TieBreaker said:

    I don't think it's the perks that are the issue. More that due to how interdependent many perks are, it's almost impossible to get a loadout that functions well based on RnG. I think Chaos Shuffle doesn't work well in this game. Instead of getting fresh, new loadouts, you get perks that either don't work well together, or combos like Self Care and No Mither.

    Yes a lot of survivors perks are completely useless without any synergy, I think that's correct too, most perks should be able to stand on their own as worthwhile usable perks without needing synergy to be a decent pick, Synergy should enhance those perks and make them shine, but a random selection of 4 perks shouldn't so frequently create actually worthless perks. Anti synergy is one thing, not everything needs to work with everything else perfectly, but a total lack of synergy shouldn't consign a perk to worthlessness. Many of the best survivor perks are good on their own but synergy let's them reach another level.

    I will note that all of what I'm saying applies to killer perks too, but I think the problem is a lot more rampant in survivor perks than in killer perks.

    The occasional primarily synergy focused perk like vigil on survivor or undying on killer is fine, but when so many perks rely on synergy to be even remotely usable it significantly hampers creativity and buildcrafting in limiting the ways perks can be used together, since those synergies are the only ways to make the perks work.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/440899/chaos-shuffle-highlights-a-big-problem-with-survivor-perk-design

    Survivor perks individually are supposed to be weaker than a killer counterpart due to the fact that matches are 4 killer perks vs 16 survivor perks. Survivor teams get 4 times the amount of perks in the match than the killer does, so Survivor perks individually are going to be weaker.

    That's only true to an extent. There are plenty of good well balanced, impactful survivor perks (look at exhaustion perks for example), and as a survivor in the regular mode you can easily put together a build of 4 perks that are all either consistently impactful or if they're niche or have requirements, are so impactful that they are worth having despite their nicheness/requirements. However these limitations are too extreme for a lot of survivor perks they are placed on, like hardened, all of the invocation perks, all of the teamwork perks, etc. The problem isn't that there are no good survivor perks. It's the devs are too afraid to make good survivor perks that they play it extremely safe with them and as a result there are too many perks that are near worthless.

    This isn't about the power level of well designed perks, this is about the ratio of bad perks to good perks, which skews much more towards bad for survivor than it does for killer and it's because the devs are too afraid to let survivor perks be good, even if they have to nerf them later, so they always aim low

  • @languege said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898901#Comment_3898901

    A hardware ban means that the game cannot be installed on this computer, either on steam or epic.

    hardware bans are not perfect. They can be circumvented.

  • If cheaters are banned instantly it makes it much easier for them to figure out what caused them to be detected and patch their cheats to prevent detection. So while it might feel nice in the short term to see a cheater get the hammer instantly, it would inevitably result in the total amount of cheaters you see being higher since it would be much easier to make undetectable cheats

  • It would be fine given the current state of boons because boons right now are mid at best, but if they were actually good it'd be op so that's why I think this is bad, boons should be good without this combo

  • Yeah there needs to be 1 less gen spawning near the statue. They should probably expand the map a little bit in the corner near the statue but pull the main building in a little closer towards the center (shrinking the map on that side a bit.) Keep the total area roughly the same but redistribute it a little bit so there's more space around the statue and the gens are less concentrated and cut off from the rest of the map there.

  • I've been placed in EU servers a few times as a west coast NA player, I've verified with wireshark, although I can't speak to whether it is happening increased frequency as of late.

  • @Zuiphrode said:

    This is a bad idea because it would be too hard for 99% of people to understand. Distance is a much easier thing to get.

    There is no scenario where your pathing distance is ever going to be shorter than the raw distance so simply staying x meters away still always works. If anything it is easier to understand than x meters but depending on the height difference between you and the hook the amount of meters is reduced.

  • They won't adjust it because they're not allowed to change achievments on console unless the achievment becomes impossible to acquire. It may be adjusted for PC though which has been done a few times in the past

  • I think the new design is much more preferable. Against a skilled xenomorph a single turret is a minor inconvenience at best despite being a quite time consuming task for survivors to set up. As is double turrets are the ONLY effective counterplay to xenomorph. This is a design that highly favours SWFs over solos and overall I think the new design is more even for both.

    The new drain rate may be a little bit on the low side but we'll have to see. A xeno at 125 burn will take almost 75 seconds to fully regress. Maybe the recovery speed should be higher in tunnels ie. no delay and 3 or maybe 4/second.

    We'll also need to see see their new addons. Wouldn't be surprised if they were some heat dissipation addons which could be quite strong.

  • Yeah this perk is totally blown away by reassurance, which is a much better perk. There should be a reason to run it over reassurance. At the very minimum it should work in both stages, but the trigger condition should also be something that doesn't require another survivor so that reasurance isn't just better.

  • @smurf said:

    I'm curious how many people will stay in a lobby where someone brought No Mither?

    I honestly think less people will dodge no mither than sole survivor/left behind. At least there is some team benefit to equipping no mither. Although there ceratinly would be some, maybe it's time for the devs to acknowledge that there shouldn't be a "challenge perk" and will give no mither a benefit actually befitting it's downside. At the end of the day survivors a team game, I don't think it's unreasonable expectation that your team mates put a minimum amount of effort towards winning the game that involves taking perks that aren't outright a detriment.

  • @NotAnotherDoctor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886990#Comment_3886990

    They wouldn't, but simply locking lobbies so they can't go above 100 ping would fix it

    100 is a little excessive, sometimes I like to play with friends from the EU and that means either I have to go to EU servers or they have to come to US servers either way someone is getting over 100 ping. 150 ping limit would be fine though

  • Playing to win is not toxic. Using slugging as your victory condition is not toxic. What is toxic is intentionally bleeding out the survivors after you have won to waste their time. The surrender option prevents that and saves everyone's time.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880475#Comment_3880475

    These variants create additional gameplay variety

    Which would be fine if it didn't come at the cost of map balance, but this is DbD we're talking about and they never get this right. There's so many maps in dire need of changes that they should not be wasting time making variants and instead focus on making the maps we have good. We can add all the variants we want AFTER we no longer have disasters like Haddonfield (which is on it's 3rd? iteration and is still horrible).

    people can tell apart the badham variants, they all have a very distinct shape, just because you haven't bothered to learn that doesn't mean that's the case for everyone

    These forums never miss an opportunity to try and pull a "skill issue" on casual players. Please, this is tired. 99.9% of players do not know the difference between the Badham maps and they're never going to. The game needs to be balanced with the majority in mind.

    The map balance ship has already sailed, maps are never going to be balanced in DBD. New maps are added faster than they rework old maps and even when they do rework old maps half of the time they create new problems or fail to resolve problems that previously existed. BHVR's mapping team either doesn't care about or doesn't understand enough about balancing to reliably improve the balance of these maps. Look at haddonfield, how many times have they had to go back and update it, and it's still a terrible map.

  • The only even remotely compelling reason to remove them was that map prevention system would not work for variants however now that map protection has been changed into realm protection, this is no longer a reason.

    The maps are weighted to have similar appearance rates to a single map with no variants, badham historally has a weighting that is significantly lower than other maps. These variants create additional gameplay variety, and now that there is realm protection instead of map protection there is pretty much zero reason to remove them, and yes people can tell apart the badham variants, they all have a very distinct shape, just because you haven't bothered to learn that doesn't mean that's the case for everyone.

  • I think it may work while standing up too but I know for a fact it works while crouching

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878320#Comment_3878320

    Suggestions like these is why BHVR needs to prevent or punish hook suicides, that behaviour ruins the game for others.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878321#Comment_3878321

    This does not make sense to me, because its all fake, video games are all artificial. The requirement is just a requirement, which is hard yes but that is what makes the achievement more of an achievement than over achievements. The baseline idea is to get people to keep playing, to give them more stuff to do, so idd say if it gets you to play even tho you complain about it, then that's good.

    I also enjoy achievements, but im not about complaining anymore because I see it as a play motivator, and ill get to it eventually.
    I have no need for a 100% complete achievement list and I want to see some cool rare achievements that matter to me.

    I don't disagree but the way things are right now it will drastically shorten the amount of time it takes to get the achievement so in this case the game is literally encouraging it.

  • Just to put it into context, lets use the lich's play rate from nightlight which is currently 2.3%.

    At the start of the match there is a 2.3% chance you will even get the chance to get this achievement by encountering vecna. Let's say you have a 35% chance to get one of his special items in a given match (number that I pulled out my ass but seems reasonable enough) since you are focusing on getting it and assume you have an average survival rate against the lich equal to the stats on nightlight giving you a 36.67% chance of survival.

    There is a .295% chance you get this achievement from any given match given those parameters. Under those parameters there is only a roughly 25% chance to get the achievment in 100 matches played. 45% chance to get it in 200 matches. a 58% chance to get it in 300 matches, a 70% chance to get it in 400 matches.

    6% of people attempting to get this achievement will play 1000 matches without getting it. At 15 minutes a match that is 250 hours to get this achievement.

    If you are trying to get this achievement I recommend hook suicide every single match against killers other than the lich until you see a lich as it will drastically shorten your match times to act as a safe guard against that bad RNG.

  • Devs could do 2 birds one stone, extend the base bleedout time from 4 minutes to 5 AND add a way to accelerate bleedout speed by 3x. This would mean you could die 1:45 seconds if you're just being BMed to bledout and nerf strategies that involve only slugging as an alternative to hooking in one go.

  • The only way thrill doesn't get nerfed is if totems in general get nerfed to not lose progress when interrupted, as is totems are effectively immortal with any killer who can interrupt totems consistently whether that be a result of mobility, screaming, or the ability to attack a totem cleanser from afar. Totems are balanced for their power level by the risk of having them disabled, thrill of the hunt effectively removes that risk.

  • @Pelaan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836239#Comment_3836239

    After 4 long mins playing waiting sim till they leave they need to add gate regression and drastically shorten EGC to 1 to 2 mins

    The EGC only takes 4 minutes if it slowed, ie. someone is in the dying state or on the hook. It takes only 2 minutes otherwise.

  • @Pelaan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835990#Comment_3835990

    Make the exit entity wall a interactable they have to spend 5 seconds forcing themselves through in order to leave any hits interrupts the process

    The problem with this kind of system is it discourages making any plays in the late game. Since the killer can prevent you from escaping even if you barely make it to the gates in time, so insteasd of taking risks at the end of the game to try and get an extra survivor out which could backfire and give the killer even more kills the optimal play to never make any end game plays and just leave any survivors who get caught in the end game to die, it's basically the same thing NOED does.

    As for the point of the overall thread, there already is a system to force survivors to leave the match, it's called the end game collapse. If the survivors refuse to leave they will be killed.

  • The effect it has now could lack a downside and still be a bad perk since it requires being healthy. Devs should do 2 of the following 3 things:
    Up the strength of the effect

    Remove the downside

    Remove the healthy requirement

    Any 2 of those would put the perk in a spot where it's not terrible

  • @Marc_123 said:

    Watch The Hans Guy new video - extremely broken combo with Inner Focus.

    Seemed to be corrected already - which is good in this case.

    I just checked it and this is a dumb gimmick. You need a player with no mither plot twist to constantly go down and get healed by a guy with WGLF. As a killer you can just tunnel out the no mither and the entire strategy is neutered. Even if you don't know where no mither guy is you can just ignore them because while you're chasing hte guy with inner focus you can just hold W and do no mind games to force the tall wall pallets down and you'll probably win anyways because only 1 survivor is repairing gens while 2 survivors are just repeatedly triggering inncer focus in a corner of the map.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826989#Comment_3826989

    I mean, do you know that is the same amount of effort? If it's a known bug it does kind of imply they decided it'd take too long to fix for this patch, doesn't it?

    I genuinely don't know myself, but it doesn't really seem like something worth getting worked up over either. It's a small tweak in a bugfix patch, and even that bugfix patch had more significant changes in it as well.

    It's not the change that matters it's what the change is a symptom of that matters. BHVR's completely abysmal priority and resource management.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826978#Comment_3826978

    To make sure the perk works the way they intended? I just said that.

    It probably didn't take that long, and Inner Focus got a proper change fairly recently, so they're still in the monitoring phase. From a priority weighing perspective, the quick and easy change that has less impact can absolutely happen before the long and difficult change that has more impact.

    There are countless improvements that could be made to the game for the same amount of effort as went into nerfing this perk. You don't have to go further than the known issues section of the patch notes to see there were better things for them to spend their time doing. The serpent addon for wraith being bugged and not providing uncloak speed boosts after kicking a pallet is an obvious contender.

  • @jesterkind said:

    I see this change, and what I think is that they just wanted to tweak it quickly to make sure it works the way they intended, rather than thinking it's too strong and needs to be nerfed.

    It's a bit of a mistake to filter every change through that framework, in my opinion. Not every change is a buff or a nerf, and of the ones that are, not all of them are made just because the thing is too weak or too strong respectively. There's more that goes into these things than that.

    That being said, this change seems fairly inconsequential to me, not really worth paying much attention to. Won't move the needle on the perk's strength or use cases much.

    If the change is inconsequential then why was it worth making in the first place. Someone had to program in the exceptions, test the change to make sure it worked, and someone (likely) had to review that change before it could be approved for live, in addition to any other bureaucratic red tape bs that some project manager created. The effort they put into doing that could have been put into a small change that is actually consequential or a bug fix of which there are countless things that can be improved

  • I think the bloodpoint gains are kind of poor for the event this year. The offering bonus should be stackable and event score events should see a base increase to their amounts.

  • Add inverted hold while you're at (sprint by default and holding shift causes walking)

  • I don't think there's a problem with the current DC penalty times, the problem is that is not how people leave the game, they leave by dying on hook.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816152#Comment_3816152

    20 meter+10 meter is max blink distance but nurse has to charge her blink and there is also travel time at max distance to blink and than you need charge 2nd blink nearly fully. these type of blinks in general, really risky and survivor have a lot of mind-game potencial with movement to avoid them even if you are in range. I am pretty sure that you'll be out of range if you properly hold-w vs it.

    This has not been my experience using the perk on nurse, 2 fully charged blinks with the lunge extension addon are enough to catch up once the perk triggers if I precharge my blink while I wait for predator to go off and with lethal the aura read lasts long enough that there is no potential for mind games since I can blink on top of their aura.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816139#Comment_3816139

    why would you run into nurse? you run away from nurse. Distance is best friend vs nurse and it is no exception for this perk. I am saying that by the time predator triggers its aura reading, you can outrange both of nurse's blink by running forward. just watch out for that purple double blink nurse add-on…or 3 blink.

    I see, I misunderstood your previous comment I thought you were saying to stay within 18 meters to prevent a chase from breaking, regardless, that will not work. 1 fully charged blink is 20 meters so a single fully charged blink will put you within range of the second blink (12 meters). Only under the most ideal circumstance, where you are both able to run in a single direction AND able to break line of sight to prevent the nurse from seeing what you are doing, is there a chance that might work, especially since you can precharge the blink while you wait for predator to go off.

  • @Devil_hit11 said:

    the way chase mechanic works is that you need to be around 18 meters away from survivor to immediately break chase. otherwise chase will go down if your out of sight but very slowly. the counter to predator nurse is just running forward. you can out range both of nurse's blinks by running forward. by the time predator triggers its aura reading, you'll be out of range of the blink.

    predator is still a useless perk. its niche 1 case use on nurse has counters.

    if you run towards a competent nurse she is going to blink on top of you and hit you

  • I agree, the killer should not be rewarded for losing a chase. Imagine if there were a perk for survivor that when you missed a flashlight blind, the killer was blinded anyways and the perk went on cooldown for 40 seconds and the only way to stop it would be to bring lightborn. That would be completly insane. Not only does this make losing chase actually ideal to get uncounterable hits on nurse, but there shouldn't be a perk that just completly counters evasive playstyles. Even though I don't think trying to escape chases is a particularly smart or effective way to play the game there are people who like to play that way and having a perk that just completely shuts down their playstyle unless they bring a specific counter perk like distortion when they're likely already dedicating a large number of their precious perk slots to enable their play style (lucky break, overcome, iron will, bite the bullet, etc.) is just not fair to people who like to play that way.

  • Object of Obession does not show you the killer's aura every 30 seconeds, it shows your aura to the killer. Because of the other effect of object this also has the effect of revealing the killer, but because the aura read is caused by your aura being revealed to the killer and not the other way around it is not extended by eyes of belmont, this is intended.

    Conversely, if the killer happens to be running lethal, this WILL actually extend the object aura read

  • Commenting again because this is even more relevant now that they have added even more sub par chest perks to the game. Chests are a total time sink. Even if you get a good toolbox it doesn't make up for the time spent searching for and opening the chest in like 90% of cases. Even getting a medkit 24 seconds heal + 10 seconds opening + 2 seconds pickup and open animations + travel time is probably more time than self care on it's own a famously terrible thing to do. Buffing search time to 5 seconds still wouldn't be worth your time to go out of your way to look for them but at least it could actually be worth opening them if you happen upon one while doing other things.

  • Slugging is effective in 2v8 because hooking sends the survivor far away where they are completely safe and frequently right next to another player to be put back into hte game within a few seconds and because you don't know where they are coming off the hook sending someone to a hook generates very little pressure. However someone who is slugged is right next to a killers current location, and needs to recover for ~30 seconds before they can be picked up at uncaging speeds and when they are you know exactly where to go to begin pressuring them again before they can be fully healed. The end result is that a slugged survivor generates a lot more pressure on the team.

  • you can check if survivors are still in by pausing and looking if they have a ping or not. You can't tell for killer though

  • I actually really like the aura every 30 seconds with object and would prefer they buff it rather than outright remove it, ie. make it so the 2 way aura reveal is manually activated while in chase with secondary ability button (reassurance button) and then put that particular action on cooldown for 40 seconds or so.

  • @NotJared said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745342#Comment_3745342

    As I've described, breaking objects faster has no practical change in the outcome of any gameplay unless the Knight is 6 seconds' worth of travel or closer to the object he is kicking.

    As a matter of fact, after ~500 hours of playing Knight, I've discovered using Carnifex to damage Generators is actually usually detrimental: The faster damage duration enables Survivors to get back on Generators faster, and Guards do not apply Gen perks when used to damage generators.

    It is almost always better to actually use Jailer or Assassin to break Generators, because the 6-second damage interaction duration makes it incredibly more difficult for Survivors to stop a generator from regressing by the time you arrive: the 4.2 seconds saved with Carnifex is 0.8 seconds shy for Survivors to completely stop generator regression before you show up.

    Even if one does use the Carnifex to damage a generator faster, then what? Practically, what does this accomplish in the way of downing a Survivor? The only benefit to using Carnifex to damage anything is when damaging a pallet or breakable wall that is less than 6 seconds away from The Knight, as now he may walk through it faster.

    Even if you believe Carnifex shouldn't be used as a chasing Guard, he needs some reason to be used, otherwise the mere act of using him is an actively detrimental part to The Knight's kit because every other option is objectively stronger and better by every measurable statistic, especially considering now you don't have to use Carnifex to chase if you don't want to!

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745343#Comment_3745343

    This is exactly the issue. Now that you can use the Guards in any order that you want, why would you ever draw a patrol path with Carnifex? Doing so is now actively detrimental to your gameplay, so people just won't use Carnifex for chases ever again.

    Carnifex should have some use in chase! Why leave an aspect in Carnifex's kit that actively hurts him?

    Benefits of Using Each Guard for Patrols/In Chase Under New Changes:

    Assassin: Fastest chase speed, inflicts Deep Wounds

    Jailer: Now has the fastest patrol speed, largest detection radius, longest patrol time, longest chase duration, and longest banner spawn time.

    Carnifex: Nothing

    If players now have the option to manually select which Guard they want to use in a chase, why would anyone ever select Carnifex? He needs some benefit to being used for patrols, or else there is no reason to ever ever ever choose him.

    Carnifex's job is to break stuff, while you have the option of sending him on patrol, this is never ideal for him, but it's not his job. They even buffed his break speed. Patrols and chases are the job of the other two. It's basically base kit brutal strength except you don't even have to be standing at the pallet to use it. The fact that you can move while he breaks as well means that you can't loop back around and run towards where he came from, you HAVE to run away, it's pretty much a quick free hit once a survivor is forced to a pallet near the edge of the map and you can zone them before using that fast break.

    If anything is an issue it's the fact that jailer will be too loaded with these changes. A good fix would probably be to make the guards have variable modifiers for being within 8 meters of hte guard. Currently it's 3x for all of them but they could increase jailer's to 6x and decrease assassains to 1.5x. Thiss would make hunt time within 8 meters the same for carni and jailer but longer for assassin. Jailer would have the best chase time when not near the knight, the best detection, and the best delay. Carnifex would be the best breaker, and assassin would be the best chaser.

  • I doubt it will kill double chasing entirely, even when depleting at 3x speed jailers chase time will be 8 seconds, which will be enough to force someone off a loop, but not so long that it's completely brainless to get a hit. I suspect double chases with carnifex and assassain will be bad though. For carnifex that's fine because his job is to break stuff. Assassain being worse than jailer for double chase seems a bit weird to me though. Perhaps a better change would be to make the jailer have a 6x multiplier within 8 meters, carnifex to keep the current 3x and assassin should only have 1.5x. That way chase time within 8 meters is 4 seconds for jailer and carni but 8 for assassin.

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