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SpringMyTrap

SpringMyTrap

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SpringMyTrap
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  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958653#Comment_3958653

    I still don’t see how it’s going to be fair, when SWFs are stacking fog vials in the same chase. How is the killer expected to chase someone, when a SWF teammate ambushes the killer with this item?

    And if two survivors use fog vials to extend the area, then the survivor being chased really has a larger area where there’s zero scratchmarks, audio, or aura reading.

    This just seems way more miserable than smoke bombs, which were already miserable for killers, and it was the reason why I didn’t want to play killer at all during that event.

    still better than medkits/toolboxes/anything else, cmon

    vs fog vials just use game sense and follow the person, it's not like they can teleport.

    i played vs fog vials on that old halloween event and it was pretty doable and according to devs fog vials arent going to be as efficient

  • Will pyramid head's cages trigger hook perks or are they still going to be the "yolo tunnel" mechanic?

    Do you have any plans to remove loud noise notification for unhooking survivors which is what autopilots tunnelling on this killer a lot as well?

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958333#Comment_3958333

    The words of a Dev years later publically said the changes to Legion reduced the DC rate by "x" amount and said they were proud of that result.

    just saying it hasnt been a problem for few years after until people became DCing over slightest inconveniences

  • i dont think legion really set anything, the DCs became rampant much later, it was SM nuke that culminated and validated the mentality.

  • @Mr_K said:

    BHVR really ######### up when it came to how they handled Legion. Pretty much setting the template for every grievance after. Now we get post like this trying to justify bad behavior ingame over reasonable discourse on the forums and other social media.

    If you have an issue with the game then post about it in the feedback. Stop ruining other peoples enjoyment because you can't handle something.

    the OG legion was one of the few exceptional cases when the DCing sabotage wouldve actually been justified.

    the other ones would probably be 2024 ptb twins and 3 gen SM.

    that's about it. in every other case people were not justified to insta RQ.

  • yeah, you make a good case why anti go next system should have happened, sold.

    Skull merchant was always a skill issue killer except her 3 gen strat that wouldve been nuked w/o need for DCing. Any person who understood her mechanics was perfectly capable of beating her. She wasn't the most fun thing to face, but she was never op. People kept giving up vs her for a year straight after the 3 gen was effectively gone. Just for the sake of the meme at this point.

    Ghoul is a killer weaker than blight because you can loop him and people would rather give up than actually improve at looping. It's not the most fun killer to face because of free hit and his catch up power, but it's far from the worst. Maybe he is still OP, maybe he is not, we wouldn't know until people get forced to play vs him enough to improve.

    People DC anytime they get resistance and have to adjust their playstyle / learn to face new thing. Or because they dont feel like playing. Or because they think it's "funny". Or because the game didnt go well.

    They lost their privilege to express their voice because they abused it.

    Devs now know better that people need to be forced to play the game they signed up for and if there's a genuine problem, they would have to suck it up and cry about it on forums until stats proving them being wrong build up. This is the only way to get proper feedback from this entitled and crybaby audience.

    Congratulations!

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958153#Comment_3958153

    Your explaining why the killer should be buffed, im explaining why the killers counter shouldnt be buffed or nerfed at all, because if a killers counter item does absolutely nothing but hurt the survivor for even using it, then why would it ever be used?

    again,

    it needs to be buffed because it's useless.

    because it needs to be buffed, the killer needs to be buffed as well.

    and the best buff is more ability to interact with the thing being used.

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958067#Comment_3958067

    I wasnt saying they should buff the cameras lol i was just stating the problem with making them more hazardous to use as they alredy barely get used, and that it would lower the chance of usage even more. Like if noone wanted to use turrets against alien because he can see turrets moving from across the map or something

    and im explaining why this isnt a problem.

  • @Sjady said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958078#Comment_3958078

    Honestly, just forget it, they're completely off track. And I haven't even mentioned items like the flashlight or the toolbox, which still give you extra time, despite the already overpowered kits without them.

    i mean, flashlights are whatever, playing for pallet saves is much stronger anyway, but it's insane how good medkits/toolboxes can be.

    played 4 commodious SWF the other day and every game except one was under 6 mins. that one game was vs 4 slowdowns blight who was still 3 outed by us xd

  • @PigWithTvs said:

    its a killer response to the fact that healing is basically instant (removing the hit and run play style) and the gens are flying, entity forbid killers trying to win their games…

    i understand slugging is boring but maybe bring anti slugging perks if u are getting slugged that much, or better yet center the whole build around slugging while the devs find a way to "fix it"

    pretty much

    killers barely have viable playstyles because survivors have stupidly oppressive counters to them and one of the few that still can work out is slugging.

  • OP actually thinks funny perks like OTR or STB are made and balanced around high MMR top % 4 man SWFs xdd

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957750#Comment_3957750

    One thing to point out tho is: using the cameras is alredy considered almost useless, and going through the doors scares most players from traveling through them. Now if u put this in, using the cameras will simply get the killer to come after you like pinhead with the box, yet its nowhere near as necessary as the box so noone would even want to touch the cameras anymore.

    Okay and if you just bluntly buff cameras you'll end up giving survivors another extremely oppressive and effectively uncounterable tool against B tier killer.

    He already struggles with countering door traversal because intercepting them requires more unrealistic timing than for dredge locker grab. You want him to also struggle vs cameras? RN your gameplan vs survs using cameras is to 1) ignore them 2) waste your power for the sake of the meme even though it's a massive net loss. That is almost acceptable because so far people dont understand when they need to reveal your aura in chase and otherwise it's not really doing a lot.

    Im sorry that bad players are scared of interacting with cameras, they'll be scared anyway, but you can't just mindlessly buff cameras and not give already balanced and mediocre killer something in return.

    If your compensation buff is a direct buff to his power then we'd have a situation that the killer is way stronger when survivors are not using cameras and they would be scared of using them anyway except now they are also tremendously punished for not using them which is magnitudes worse than offering people genuine high risk high reward interaction.

    If your compensation buff is the ability for springtrap to interact and punish survivors for using stronger cameras then it won't come into play until survivors actually interact with cameras which will mean people who are scared of cameras just don't have to use them and those that aren't will be engaging into an actual interaction with the killer which is a healthy improvement.

  • >bad actors

    >sweaty killers with meta

    >people who play killer you dont like

    >people who throw games running with goofy perks

    mhm

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957843#Comment_3957843

    but remember as Mandy said, we get just "slightly" less cakes…

    yeah, feels like ~50% less by my most generous estimations

  • @Shroompy said:

    idk man Im getting mad gains.

    Doing about 5 levels at a time is what I do and Im getting what would be on average more than just 1 per web

    it doesnt really matter how fast you do bloodwebs when you're terribly missing out.

    though no matter if you level manually or through bulk spending, p100 cake gains are tragic. you get 1 cake per level instead of 1-3 cakes like you used to the other years.

  • I think one thing springtrap needs to get as compensation is the ability to see which security door survivor using cameras is interacting with.

    It's so crazy how little can he really interact with people using cameras and while they absolutely do need buffs, the way he needs to be compensated is that ability to be a genuine threat to the person using cameras.

    It shouldn't be a grab threat, but simply the ability to quickly approach and engage with the person using cameras by chasing him. Knowing which door to go should be that. Of course, survivors would need a better warning he is coming to their door if he teleports.

  • ptb should be next week, so any teasers will be on monday-tuesday

  • read the replies to this thread and remember them next time these people complain about anything like coup, ghoul's hits and other funny things that one way or the other let killer have effortless fun.

    the game actively punishes and allows to evade engaging with skill expressive and interactive elements of it.

    and these people will die defending their bs while going out of their way to say how the other side's bs ruins their fun but they would never admit why is that and what fair competition has to do with it.

  • the only playstyle devs want from survivors is splitting gens and predropping/shift w with occasional sabo/beamer plays and the only playstyle devs want from killers is to mindlessly chase people for streamline chase-hook-chase another person.

    the game is getting too scripted

  • @mecca said:

    Whatever they do, they'll be game design exploits put in place so killer players can still grief and ruin the game for other players, and hijack their wins.

    It'll be just like how borrowed time was the answer to tunneling.

    should I call splitting gens or bodyblocking for injured people a game design exploit too or are we going to behave like mature people?

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956360#Comment_3956360

    This game isn’t FNaF, it’s DBD. FNaF fans might be confused on this point.

    as much as I adore fnaf chapter and happy for its addition, it definitely should not be more important than the event and its celebration

  • @brysoles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956745#Comment_3956745

    So? Why not change the prestige blood into a overlay instead making bloody base outfits no one uses anyway? They want us to buy outfits and because of the blue infection there’s no excuse like it can’t work on all outfits so a toggle option would be possible. It’s something the community wants for so long.

    because overlay is not the same as blood particles and changed textures.

    it looks worse.

  • before match no, but after the match I genuinely dont see a single valid reason not to.

    people should know why they lost and if coordinated plays had to do anything with that.

  • because most prestige outfits arent just blood overlay, they also change the textures.

  • @MechWarrior3 said:

    I thought it was intended. It’s creepy and it should stay lol

    well we`ll get the answer.

    imo it shouldnt be a feature even if it adds to gameplay because it's not accessible to people without headphones and it gives the killer too much built-in counterplay further making already useless cameras even less useful.

    survivors should have to rely on cameras and revealing springtrap to tell the team he is teleporting or where he is teleporting.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956219#Comment_3956219

    There's no current plans for any base changes, for right now we're happy with what we're seeing - it will still be monitored and see how that develops.

    so is that intended that cameras are not worth using most of the time and that springtrap isnt meant to have a realistic chance of punishing people for using doors or simply knowing they used them?

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956219#Comment_3956219

    I've farmed a few ragequits this week thanks to the camera in solo q. I don't think cameras are useless, i just think people aren't even bothering in the first place.

    I made a risky move and revealed a Glitchtrap at the start of the game and he DCd. world's fastest Springtrap speed run baby!

    I mean, yeah, you can go out of your way to use them to break him out of stealth or give your teammate wallhack, but this is just not worth it most of the time.

    most of the time Im facing springtrap and using cameras I catch myself realizing I'd be doing more for the team if I was just doing gens instead.

    most of the time he just walks right into the gen without utilizing stealth and otherwise people can either see him or i just have no idea when I need to be using cameras.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956119#Comment_3956119

    just to correct some misinformation there - whilst data on addons tells us what is preferred there's a bit more to it than "it's used a lot therefore needs a nerf" you have to take into consideration the kill rate with that addon used, and compare it to other addons used with it. What we're seeing with this particular addon is that it increased kill rates by a pretty high percentage, more than 6% which does show that there's likely some issue with it. So whilst you might feel the effect is mediocre, the reality is that something is more problematic than it appears at first glance.

    are there any basekit changes for springtrap planned?

    cameras are useless and he has no viable way to deal with people using doors or even KNOW what is going on around the map because they can just randomly TP and you have no idea where they are.

    this is the only killer I genuinely feel lost as because I cant keep track of survivor's positions around the map even generally when there's always a possibility they can just disappear through the door system.

    This is not fun.

  • btw the more they keep punishing killers for any performance that isnt winning chases super fast, the worse this will get because killers "boosted by low skill strategies" will be put against survivors that dont require these strategies to beat

  • because when survivors are not pressuring themselves, you are under a very tight timer where you need to manage 4 people and constantly make correct decisions and plays without missing a beat because losing momentum as killer vs survivors playing to win (doesnt matter if they're "Good" or whatever, just that theyre roughly your skill level and constantly get on gens) is an immediate lost game with little chance for recovering it.

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955520#Comment_3955520

    No, you won't. Singularity's map presence has always been reliant on survivors making mistakes. Buffing it just puts us back at square 1 by reintroducing less counterplay to a killer that can currently hold lobbies hostage, which to me is enough to show that he lacks significant counterplay right now.

    singularity's map presence is about being able to constantly pressure survivors across the map with infection and getting slowdown by making them rotate and get EMPs.

    being able to TP is not the main part, it's a threat that makes the actual thing work.

    making singularity into a bigger and more consistent skillcheck like you suggest will not make things better, it will make them worse.

  • these changes are exactly what he needs, yea

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955542#Comment_3955542

    Yeah something one content creator was saying like 2 years back, we will see how it goes after secind phase of changes.

    well from what im seeing their way of addressing these problems is to add band aid perks basekit without limitation to them and giving killers more free gen slowdown as compensation.

    so killer's skill ceiling and floor drops even further and the opposite happens with the survivor.

  • this still inequally affects low and high tiers to a way higher degree than ability to tunnel being present at all.

    best fix to tunneling is changing win condition to hook stages and hook system to represent that. it's not easy, it's difficult, people will complain, but it will be overall better for the game.

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955087#Comment_3955087

    Wild idea. We make EMPs good at countering 3 genning and crossmap mobility, by upping their availability and range.

    And, as I've said, the basekit systems work on the majority. The minority need to be brought in line one at a time, and Hux is a great example. EMPs were useless pre-buffs (their intended goal was to prevent Skull Merchant 2 and they failed miserably, a fact you agree with me on at least partially.)

    TL;DR: EMPs should be a tool to deal with 3 genning. They aren't. So we have to fix that.

    if we make them more available and have bigger range without compensation, you're affecting his overall map presence which will have to be buffed.

  • @brunohvs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954824#Comment_3954824

    abusable? so… the abuser will intentionally not down someone when he could, in a way that he could down and use a powerfull hook perk, just to take longer to use a chase time perk? it seems to me that your abuse is looking like to me as taking it easy on the game

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954830#Comment_3954830

    the numbers are more of an example, they all would need a deep study to see them, i agree… so thanks

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954847#Comment_3954847

    the first thing would buff top tier killers more and the second is exactly what i am trying to generate

    everything will buff top tiers for as long as you will base the game around chases, that's how this game works.

    the only thing you can do is to either roll it back and make chases less important and decrease the gap between them or move the game forward in a similar way that makes chases less relevant giving low tiers who often have off-chase utility some more edge than chase oriented high tiers.

  • @Nazzzak said:

    I was thinking to myself it would have been cool to be able to access and hang out in the security room lol

    yeah, like in trailer, they could probably make it work

  • @LordGlint said:

    Of course they'd remove that, lol. They can't have survivors beeline to the nearest door midchase to barricade themselves in the office. The moment you have a situation where the survivor can go somewhere that the killer can't follow, its obviously an issue.

    well if you just add it to current kit it'd be an issue, but the kit designed around more interactivity like that would've been leagues better than the boring crap we ended with.

    This is the first killer in years I genuinely feel like missed the mark with the gameplay.

    I do not have survivors use cameras and when they do, I have no way to interact with them because I have no way of countering them using cameras without suffering a massive net loss.

    I do not have survivors use doors (or I just have no idea when they do because for me to interact with the doors I need to go out of my way to camp around them at which point survivors are just not using them).

    When I face springtrap I feel like im throwing the game using cameras because there is no value. I reveal him and he goes inside door and now my time waste is utterly meaningless if not detrimental. And I reveal him in chase this is generally pointless because you can keep track of him in most tiles anyway with how loud his footsteps are and that he doesnt really play like m1 most of the time anyway.

    When I use doors, I only need to use them once-twice per match on average and when I do that, Springtrap has no idea or chance to do anything about that so I dont even feel a threat or like there's any interaction happening. The only time I felt slightly threatened was when I hopped into the door right in his face as he was carrying a survivor and the funny part is that he COULDNT MAKE IT IN TIME because by the time he dropped the survivor, walked up to the door and entered it, I was already gone.

    It's lame, boring and flavourless.

  • image.png

    seems about right for me

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954763#Comment_3954763

    Blanket systems aren't working to deal with him, though.

    The Kick Limits, which largely addressed stall strategies in most of the roster, didn't harm his abilities at all. A self-pickup wouldn't do much to harm his slugging either, as his incredibly fast re-down is what makes that strategy so potent and a slugged survivor can't EMP their biopod away.

    EMPs have been and remain to be useless. The addon pass he recieved that introduced Diagnostic Tool Repair made this fact even more blatant, as a singularity can watch his 3 gen from many angles beyond the range of a single EMP. Given they were constructed at their core to deal with territorial playstyles that survivors were already loudly in favor of reining in thanks to Skull Merchant being fresh off the press, their repeated nerfing to make them increasingly worthless at this task is baffling.

    It would tho?

    I mean, bad and WORSE players will of course still lose nonetheless but you're factually wrong to say that kick limit / hypothetical free UB would not be greatly hindering him.

    Gen kick limit pretty much made 3 gen singularity a pretty beatable killer as long as survivors match the energy and have good enough coordination.

    Fast re-downs wouldnt matter when people dont have to go out of their way to reset a dying survivor and will just reset / hide somewhere while you need to manage 4 ppl spread out instead of constantly grouping up.

    And no, EMPs have not "been" or "are" useless. Theyre are extremely consistent and efficient at what they are doing. They just dont really do much about 3 gen and are more about stopping singularity from having cross map unlimited mobility or a chance to just insta TP to a survivor within effective range. Which is unfortunate, but I dont see this changing with Singularity both keeping a fair reward for the effort&skill and without making survivors wish they'd rather deal with occasional 3 genners because if EMPs were good at countering gen camping but bad at denying crossmap mobility, Singularity wouldn't need to 3 gen and would be a new S tier killer.

    Blanket systems addressing edge case scenarios are the best solution to culling down outliners like singularity going out of his way to slug/defend 3 gen.

  • image.png

    There are no "ifs" for slugging.

    You can cry about slugging for 4k in the feedback section as long as your narrative suggests to change that dynamic as a design/gameplay update.

    You are not entitled to escaping.

  • @LaraKraftCheesse said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953859#Comment_3953859

    I completely agree with you on the part that it shouldn't involve objectives, which is why my suggestions revolved around having some niche effects which may or may not provide value in the match but put Invocations in a usable spot.

    However, having them work only for the perk user and temporary wouldn't make it unique and worth the hassle, take Hardened for example.

    While Invocation Perks share similarity with Boon Perks, they require more time investment (90 seconds let's say) AND a penalty which is being broken (or gain 1 hook state as suggested) and cannot be reapplied.

    I don't think the killer should check the basement constantly as they will be notified of the effect through the HUD and deactivate the Invocation ONLY if they were bothered heavily by it's effects.

    From the Killer's POV, having a Survivor waste 90 seconds and lose 1 chase for a certain effect instead of completing a gen and possibly having a good chase is a fair trade.

    From the Survivors' POV, it unlocks new Perk combinations and team play that could spice up the game a little bit and make Invocations somewhat usable.

    as I said, the problem with such perks is that if theyre impactful enough to be a problem, you get a problem of having to play around them as a killer and when it's like boons or invocations it becomes utterly miserable cuz thats one more objective to manage that only makes killer gameplay even more stressful than it already is.

    I never said they should inherently be temporary, but the general point is that they shouldnt be much stronger than regular perks. The invocation part isnt something you play around, its just a short quick quest you can consistently do and guarantee almost risk free activation.

    A good example of an invocation perk design would be if strength in shadows was an invocation.

  • op is gonna be very mad when they learn most killers are 4.6 WITH their zoning ranged power

  • skill issue.

    xenomorph is a very solid killer with very strong chase ability that just requires a sense of timing and decent aim to use.

    the only buff it needs is double turret fix when everyone figure them out well enough but that wont be soon with how uncommon this killer is cuz people are so afraid of turrets in the first place.

    image.png
  • biggest buff low tiers could get is the reversal of anti systems or addition of another strategy that doesnt rely on them consecutively and quickly winning chases.

  • why? we already have dragon's grip, use it.

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