StarLost
StarLost
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Madman. Mad, I say.
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@KingFieldShipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328779#Comment_3328779
You are vastly overestimating a beginners ability to hit a difficult skill check. They can't even hit normal skill checks. Hell even I sometimes have difficulty with overcharge skill checks every so often and I have thousands of hours and have done countless skill checks (even.. having dreams about them at times)
Haha I have DbD dreams too at times :)
That said - weird. I'm very experienced on killer but I've got maybe 250 hours tops on survivor, and aside from when I'm facing a Doctor I don't think I ever had issues with skill checks.
@Barbarossa2020 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328617#Comment_3328617
This is what i understood it to be, it doesn't show the direction of the killer, its just a heart that beats faster the closer the killer is, much like the sound at the moment.
In a chase, especially in a blind loop, you can pinpoint the killer's location like this very easily. It makes shack just evil to run.
@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328475#Comment_3328475
Terror radius is imprecise because it was voluntarily made to be imprecise, not because it uses sound. You could as well implement it visually while keeping it imprecise. For example, they could add an indicator of killer's distance with 3 states: "Far", "Close", "Chase". Where did you find that they are going to make spinechill basekit? Because yeah that would be a buff, but that's not what accessibility means.
Could well? Sure.
Will? Doubtful. It's basically going to be Spinechill. I'll bet dollars to donuts on it.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328332#Comment_3328332
The notion that it's meh against SWF is overstated. If it was easy to avoid, you wouldn't see Eruption run by every killer in comp against teams who are scrimming with each other on comms every day. The best teams in the world get hit by Eruption. Obviously less consistently, but it still happens. I don't think many people on here have actually tried comm'ing Eruption in practice. It's not as straightforward as it's made out to be in theory.
It's meh against SWF. It's not useless against SWF.
Overcharged is close to useless against SWF.
Thana is useless against SWF.
Surge is...yeah, if I was on an instadown killer I'd run that over Erupt too.
The issue is that there are sort of two regression paths viable against a good SWF. Kicky and PR. Kicky is CoB and...I guess something else? So what do we have? Uh...well, Overcharge takes 12 seconds to equal standard regression, and Eruption is a 10% burst.
Sometimes 'less bad' =/= good.
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@Unimatrix00 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328304#Comment_3328304
Sorry, how are you averaging 100-120k blood points a game? I haven't seen anyone earn more than 60000 blood points so far in this event, and I've played quite a bit.
I got around 100k with a fully farmed Blight, 5x offerings and one of those gave me 30k.
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328657#Comment_3328657
Tell that to my beginner friends who have to play in my lobbies.
If they're that new, then they've got a lot to learn first.
Also - I'm calling bull. Because you'd get used to it after like 3 games.
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328629#Comment_3328629
Both are unhealthy perks. Oppression for low skilled survivors is hell. CoB just shouldn't tell you when to go back to wait for that gen to regress fully.
I can't wait to be able to play music and dbd at the same time. Pls bring visual terror radius bhvr!
...What?
Mate, Oppression is a garbage tier perk. It's even mediocre in skillcheck builds. If you're new enough that an Oppression check isn't something you can hit at least half the time, you're new enough that you shouldn't be factored in to balance design.
CoB would be useless without the info.
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@Bwsted said:
- Agree.
- Eruption needs a rework, it should have never shipped as is. However, number changes are simpler and require less man-hours.
- Hopefully.
- This seems to be likely.
- I'm not really worried about it. I use Spine Chill a lot, more for its Whispers ability. The TR indicator is nothing particularly impacting. You notice it only at the very edge of the TR, which is essentially silent, unless you're blasting your ears into deafness. On the same token, you don't want to start running at max range TR either. So, by the time it's the moment to leave, you already hear the heartbeat anyway. By comoarison, colorblind options are much more impactful when used to highlight scratch marks.
Eruption - turn the incap into a gen block, increase regression to 15%. Boom.
I use SC a lot and it's nuts what you can do with it. I'm now at the point where I can pretty much tell where the killer is *mid chase* based on it alone. Baseline? That's powerful. That's baseline Kindred powerful.
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@Phasmamain said:
Agreed with most of these. Tbh I’d rather eruption be useless than in its current state since it’s just unhealthy for the game
I’d honestly love for temple of purgation to be moved to the forsaken boneyard realm as it would feel more fitting
You...would?
I think that's an awful perspective. You're now deliberately aiming for a regression meta less varied than what we had before 6.1.0.
@IamFran said:
I hope the visual terror radius will show only when you are already inside and won't be a circle, because in some maps, specially in closed ones it will be a huge survivor buff which not only benefict people with hearing issues, ALL the survivor will enable it. The visible heart of the mobile version of the game would be enough imo.
Also, the reworked map can be Red Forest (Mother's Dwelling and Temple of Purgation) instead the Swamp.
Yeah, we'll see. I was fine with the status icons, but this is like giving killers baseline Shadowborn. It's a great QOL improvement, but also probably a buff.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328455#Comment_3328455
...But so can the terror radius? That's the entire purpose, it gets more intense the closer the killer gets to you. It's literally the exact same information as the current terror radius that is being proposed, just visual instead of audio-- which brings those with poor hearing up to speed, but doesn't offer anything beyond convenience to those who could already get that information from the current source.
Current Spine Chill only works like that because it covers for losing basekit information if you can't hear very well, the visual TR indicator isn't actually a bonus.
Here's the thing.
Sound is an imprecise measure. Visuals are substantially more precise - which is why you still see a lot of Spinechill and why it's a solid perk.
The same information but a lot easier to parse. Mark my words - it's a big big buff.
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@GolbezGarlandGabrant said:
How is the visual cue for terror radius going to be strong enough for a killer compensation? Not trying to be judgmental of the thought, just a genuine question.
@jesterkind said:
In what way is the visual terror radius a significant buff? It's the exact same information that is covered by the terror radius itself, it literally only brings those with hearing issues up to standard.
Because it's huge. Basically Spinechill baseline. Even as someone with solid hearing, it's substantially more accurate information and can be used to triangulate the killer's location at pretty much all times.
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@OneGoodBoyDemo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328335#Comment_3328335
They already got reworked.
Yeah, it's going to be Swamp.
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@Entitled_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328355#Comment_3328355
yeah i totally get it and i agree for ONLY these cases it's stronger ,,but otherwise i feel it's decently toned down , Old DH felt like you were gettin robbed,,this just feels meh but whatever ,at least for me
The problem is that new DH tends to make weaker killers feel way worse and doesn't do much against stronger killers that can regain that distance instantly.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328341#Comment_3328341
I've always found it weird they have that as a report category when they've taken a firm stance that they welcome unsportsmanlike behaviour.
Yeah, it's just...why?
I remember League. The game was a notorious cesspool of toxicity - then they added Tribunal and, within 6 months, it was 500% better and people acting like salty buffoons was just so reduced.
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@Entitled_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328332#Comment_3328332
at least there's some mindgame involved now,,except the pallet part which i totally understand,,but i think it's nowhere near as strong as it was before,,maybe on very telegraphed hits like a nurse blink it's stronger than before,,,but even then killer can just not swing ,,
Here's the issue. Let's say I'm playing on Demo, or any other killer with highly telegraphed hits.
Before - someone DH's, my shred whiffs but I catch them in 5 seconds and they go down. Maybe they make it to safety.
Where DH was obnoxious was when someone used it to bypass a trap completely, or for distance.
Now - I shred, eat a DH and now it takes about 10 seconds to catch up and they will make it to safety.
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@sasnayahdrezka said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328274#Comment_3328274
pog log can be forced 3 times in 10 seconds tho
The issue is pog log into boat can form a near-as-dammit infinite.
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@miniwengsel said:
I think its more important to nurf sweaty swf, than buff solo.(Yes I know Solos needed a buff) I think a good change would be that while playing in a group you cant equip the same perk twice. Mean if you have 4 solos they can have 4 DH. If you play against two dou Survivor Teams max DHs would be two( one for each duo). If you play against a four man swf only one can bring DH. This concept would work for every other Survivorperk in the game. Items I would treat the same way mean a four man swf cant bring 4 Medkits/Toolboxes/Flashlight. You only could bring for example one Medkit, one Toolbox, one flashlight and one Map. This change would be a strong to swf and wouldnt change solo que at all.
It's a cute idea, but BHVR have emphatically said they will never, ever do this - because it would feel like folks are being punished for playing together.
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@Krazzik said:
... why would that be reportable?
Like yeah I completely agree it's a douchey thing to do but I'm not sure what rule it would be breaking.
Also as far as being mean in endgame chat, as mentioned above, BHVR believe that hurling abuse at others is part of online gaming.
Being unsportsmanlike?
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@Xernoton said:
It's not Swamp that gets a rework. It's the Disturbed Ward (Asylum and Chapel).
Didn't those just get a rework?
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@sanees said:
Eruption will be nerfed while DH which is 50% more popular will not get any changes...
ok, at least i hope you revive some kind of perk like dying light or thanatophobia, ruin mb
it will be funny if the killers get nothing in return
The two are unrelated.
Here's the thing about Eruption...and why I can tell already that I'm going to be annoyed here.
Eruption is a meh perk against SWFs and a nightmare scenario for solos.
What should happen: the perk reworked into something that's universally good against both, but not as oppressive for solos.
What will happen: take a look at Thana. Or Ruin. Or Overcharge. Or Pop.
Killers won't get anything in return, because that's...never how it works.
@OneGoodBoyDemo said:
Eruption needs to be nerfed, the current state is unhealthy for the game.
As a killer main, l think DH is fine perk now but I know other people can have problems with this perk so i'll let the community decide the future of DH.
It doesn't though.
It needs to be reworked.
Dead Hard is...probably a bit strong too, but with how long it was left at a 70-80% pick rate, I doubt it's ever going to be adjusted at a 30% pick rate.
@Entitled_survivor said:
DH was already massively nerfed
It really wasn't though. In some situations, DH is even stronger than it was before. The DH 'nerf' was a bit of a paper tiger, all told.
EDIT:
@Mandy said:
I will clarify here, we've not said what we will look into fully, just given a hint at ONE thing...please do not make this a "this is getting nerfed so this should as well" discussion, when you do not yet have all the information. Yes we are currently looking at Eruption, pretty sure our Design Team is looking at other perks also.
Right.
Just...keep in mind that killer mains are still a bit raw after Dead Hard was insanely overpowered for literal years, and got the gentlest of love-taps, but Overcharge didn't even make it off the PTB, Thana was nerfed to worse than it was pre 6.1.0 and Ruin was reduced to hot garbage.
While it may or may not be the actual case, it very much does look like survivor perks and killer perks are treated very differently when it comes to nerfing and re-balancing. And that makes people defensive.
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@miniwengsel said:
If you want to Eruption agian its fine, but pls remove ####### Dead Hard its way more powerful than Eruption is and also Eruption isnt strong by itself DH is way too powerfull by itself.
These two perks have nothing to do with each other.
Eruption needs a rework. Not a nerf. Because, as it stands, it's kind of crap versus an SWF and really obnoxious to face as solos.
But...going off precedent, it's probably just going to get nuked.
Dead Hard is creeping back up to 40% usage though.
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@Peanits said:
They definitely are not on the same level even with this HUD. A coordinated group will always be able to plan things out better than a group of solo players with the HUD. The HUD is simply aiming to close that gap as much as realistically possible.
Why? Because asymmetrical games like Dead by Daylight have a very unique balance problem: Both sides are not the same, so each side has to be balanced around the other. This gets even more complicated when you add solo players vs. groups into the mix. If we balance Killers around solo players, coordinated groups would have a field day. Meanwhile if we balanced Killers around coordinated groups, solo players would have a miserable time. By reducing the gap as much as possible, it gives us a much tighter range to balance around.
I...honestly think that SWF should be the balance target because wow can it feel like night and day facing even a casual group versus a bunch of solos.
Survivors can choose to play in an SWF. Killers cannot choose not to face one. And unless you fancy stalking through Steam profiles, it's impossible to know before you go in - and this contributes to an unpleasant atmosphere for solos as killers either need to bring their best or go in guns blazing or, by the time they realize that they're facing a murder squad, they've got 2 hooks and the gates are open.
Three more things that could be done to close the gap a little further.
- Survivors can see each other's perks in pregame, to reduce the chances of getting 4x Kindreds and 3 different boons on 3 different people.
- Progress % on goals. This would be huge.
- The ability to set a status. I.e. 'I'm going for Cenobite's box'. 'I'm heading towards the hooked person'. 'I'm going to try for a save, get ready'.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328288#Comment_3328288
Badham was one of the first, so it's off the list. But just a quick FYI, visual updates are not directly tied to balance changes. We review balance independently (like we just saw with Eyrie of Crows), so there could always be changes in store for Badham some day.
Bluh.
No worries then, I'll put my remaining chips on Swamp then.
But Badham really does need some attention - the fact that, even if you kick out the right wall (which makes the main structure stronger!) it can be almost sodding impossible to hook a survivor from that basement...especially with Boil Over feels awful.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328281#Comment_3328281
I wouldn't read too much into that banner, it's just a concept art from a past visual update since we aren't ready to spill the beans on which realm is next just yet. (But you are correct, that is Disturbed Ward.)
For the love of fluffy little kittens - let it be Badham because that's...well, GoJ is worse, but it's still a gigantic smelly butt of a map.
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Eh...
The game you are looking for is Texas Chainsaw Massacre. It will be 4 survivors vs 3 killers. Both sides will be using voice coms so that won't be a balance concern. It is also being made by the people who made F13 (this time without all the pesky lawsuits).
Evil. Dead.
Dammit but that game needs to come to Steam, because it's the first APvP game I've played in ages that felt like a step forward innovation wise.
The killer incentive in my region has already been sitting at 100% for almost 24/7 for weeks - with the exception of mornings when survivors try their hand at killer when their SWF is offline.
Something like 1/10 players really enjoys playing killer enough to repeatedly play it AND be good at it. People need to remember that before the 6.0 patch it was a regular thing to have ~45 killers in the queue with 5000 survivors. We know this because people were collecting data and pinging the DBD servers.
I think a big part of this is how bizarrely awful survivor players can be to killer players in either victory or defeat.
Why?
Emanuel Goldstein comes to mind...and is also a reference literally nobody is going to get XD.
Sorry but that's just False. Pop was by far the strongest and most used killer perk and it was obliterated. Why? Because only Premium killer perks (like Eruption) will be good from now on. Did you notice that more than one year later 2/3 of Pinhead's perks have not appeared in the shrine? That's because Deadlock is too good to let people use "for free".
Nah.
Ruin was better than Pop for the most part, and I'd say that PR+DMS is still, by a mile, the most effective regression combo in the game today.
Eruption is getting Thana'd soon, looking at the recent dev announcement, so get ready for PR in maybe 50% of games.
The 6.0 patch should have just given killers Save the Best for last base kit since Survivors got free Borrowed time. Alternatively it should have given killers Deadlock base kit. Keep the perk exactly as it is and make it extend the timer by 30 seconds. Add rollback protection so that if two gens are completed the second is "rolled back" and returned to a 99% while blocked. They can rollback hits at pallets so they can rollback synchronized gen completion.
Ehhh...
6.1.0 had some great intentions, but the core problems were:
- The recovery time buff was not applied to killer powers, which left some of the weakest killers in the game (Demo especially) in the dust.
- For some reason, regression was nerfed and gen times were buffed (fair)...but then faster gen perks were buffed out the wazoo and new, even stronger ones were added. So rather than having gens be slower and regression less powerful, regression is mostly less powerful and gens can be substantially faster. That's just...why?
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328249#Comment_3328249
Badham was the first map to be visually reworked alongside yamaoka. It’ll be red forest or swamp next
Red Forest is...mostly still okay though. Badham desperately needs a rework, the map is just butt ugly and awful for most killers and still has unhookable areas.
Swamp...yeah, I wouldn't be sad if it was that either because dammit can those log tiles be horrible to face.
@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328249#Comment_3328249
Badham already had a visual update. It's going to be Red Forest or swamp.
Yeah, I may be wrong, but if I had to bet I'd put it on Badham.
@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328249#Comment_3328249
Having to use a perk for accessibility kinda sucks (Look at shadowborn)
It’ll probably look like the visual heartbeat for dbd mobile where the heart is inside the survivor and it beats faster the closer the killer is
Ah, that makes sense. Doesn't really bother me, but it would make Spinechill entirely pointless (and also probably work out at a fairly hefty buff to survivors overall). Will be interesting to see it play out.
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@HugTheHag said:
Can't wait to bathe in bloodpoints this weekend. Haven't been able to play much since the beginning of the year !
^_^
I'm hitting around 100k if I do my usual 'everyone gets a lot of BP' playstyle and the survivors don't just megasweat.
@Trollinmon said:
I'm at 100% survivor right now but did notice it was perma killer for a bit. I don't think you can say what impact the icons will have for sure until next month. I've noticed survivors are doing gens more than before but that is typical for an event. Once the honeymoon period ends and the game goes back to normal we should see how the icons truly impact the game.
Gen speeds feel just...so bizarre right now. I'll be running Plague, see a Discordance pop 2 seconds into the match and by the time I get there, not only has the gen popped but another one pops in the middle of the map where I was maybe 50 seconds ago.
Then I see quadruple Hyperfocus, a Fogwise, quadruple Stakeout, Deja Vu and your standard CoH/Ex perks in postgame and it's like - 'is this really fun for you?'.
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@Seanzu said:
In Summary:
Bloodweb Improvements
Survivor Bot Loadouts
Map Repeat Prevention
Visual Terror Radius
Visual Update (Realm Beyond)
Perk Updates (Small group of perks more info soon) (One of these perks is Eruption).
Info on Limited Time Cosmetics
Interesting.
- Bweb improvements...hopefully just some sort of autobuy.
- Bots - meh. But hopefully prototyping for the day they can replace DC/AFK players.
- Map repeat prevention - fantastic.
- Visual Terror Radius...I have absolutely no idea what this is going to look like, but can't you just use Spinechill?
- The next update - it's Badham. Frigging finally.
- RIP Eruption. Enjoy it while I can, I guess - because I'd bet dollars to donuts it's going to get Thana'd.
- FOMO cosmetics - meh.
@Dwight_Fairfield said:
Bloodweb and eruption changes coming. Very nice.
My big concern is that BHVR's policy when it comes to killer perks, especially regression perks isn't 'let's Dead Hard this and rework it in a way that makes sure it's still worth using' and instead follows the 'well, people are complaining and the only way to make it stop is to Thana the perk and make it so bad that anyone using it is basically playing the game wrong'.
It will just mean PR hitting 50% usage rates and thus getting Thana'd too, down the line.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328233#Comment_3328233
Incentives are different for people depending on MMR. My incentives never touch survivor.
Yup.
It's actually a little irritating, as I'm done with my killer archives for now and also Iri 1.
But that does make me wonder...
If you're, say, a very low MMR survivor but a high MMR killer - is it possible to have 100% on both?
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@Mr_K said:
Depends on the time of day. If I check mid day its 50-100% for survivor. I won't complain though as it makes up for BBQ's BP removal.
@Phasmamain said:
Haven’t gone on to check but mine were always survivors 100% in the afternoon and killer 100% at evening/night
The only major buffs killer got were for knight and I seriously doubt many care about those. It was generally a more survivor focused update
Even now? Since the event started, basically, it hasn't budged from killer. Hang on, let me check.
EDIT: Well, it's 50% for killer, so that's...something I guess.
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@misschibigoddess said:
is that reportable or not? killer face camping as leatherface and none stop hitting me on
hook the second I am on it until I am fully dead, being toxic and hateful. at start of match snipe.
They hiding their name so how can ya report them outside of the dbd report system.
Not reportable, unfortunately - because wow is that just poisonous.
The devs have a really bizarre idea of toxicity. Anything short of actual IRL threats or hatespeech isn't just tolerated - they view it as an integral part of online gaming.
I disagree with them for the record - I think this stance is a decade out of date and really contributes to a game that's insanely unwelcoming to newbies. But it's not my call.
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Yeah, no.
On one hand, I disagree with the OP.
On the other hand, it's not a crazy concern. The killer incentive has been at 100%, dawn to dusk, for the past 2 days now. Painting all killer players as hysterical prima donnas is hardly fair.
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@Irisora said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327791#Comment_3327791
You are not taking advantage of his abilitys if you feel hes the same. The pressure you can apply on the survivors is far superior than most killers with him. I played 3 matches today as him two 4k, one 3k and the last one was againts a 4 man swf.
The guards speed boost is enough to cut survivors path fairly easy and give them trouble, If you are not doing sandwiches you are not doing it right. Btw Dried horsemeat and map of the realm addons are still the best one for me.
What I really don't get is how to handle very tight indoor maps like Lery's, as the guards are constantly doing weird stuff or not seeing people.
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@JoeChill261 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327696#Comment_3327696
Its not hard to do, its just that is a bad playstyle that forces you to take a L to complete.
This one isn't too bad, using your summons to pincer and flank people is pretty normal Knight style.
This one is literally requiring you to play badly.
This one is just evil.
There's a handful more - the two that stuck with me was telling you to escape the trail while using *and only using* No Mither, which is...basically just forcing you to troll your team and one that requires you to unhook the person who unhooked you a bunch.
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@psionic said:
i must say it's been worse that before the patch, because killers now are stacking the nastiest slowdown perks and tunneling/camping the first one they see, match after match, and survivors lack the basic: doing gens.
they don't do gens, for real. no matter how much mommy behaviour buffs survivors, survivors still have 0 game sense.
Huh?
Yeah, I've seen a killer camp and another tunnel today. So...2/9.
But I've also seen the sweatiest, meanest, most BM, most 'yeah let's go out of our way to deny the killer BP' butts I've seen in ages.
There's something about this event specifically that has annoyed people.
@ThirdHealthEstate said:
Can it be that doing gens is "boring"? Then Survivors prefer to play with their toy which is the Killer?
I mean Survivors are vastly superior to Killers and so they have plenty of time to record nice stuns for Twitch and YouTube, post memes mocking Killers on the forums, etc. Killers, poor Killers... barely have any time to spend checking a locker.
Eh.
It's not that bad. Mostly.
Matchmaking is a bit weird this evening - probably due to the tome starting. I had a match on Knight where I went to Lery's and got my buns absolutely toasted (like...5 hooks all game, gens *flew*). Turns out that it was 3 TTVs and their 9,400 hour friend playing together and for some reason they got sent up against me on a killer I've played maybe <25 games on total.
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@FMG15 said:
We have Halloween, Christmas and Chinese New Year close together but there is a huge time gap between these events and the Anniversary Event. While it's obvious why that is the case I would love to have more big events to fill up the gap. Blood HUnt and Double xp are simply not enough. It doesn't even needs to be as huge as the 4 big events since they obviously need time to create but atleast something. Maybe a special tome to get some skins or time limited side objectives that give more BP. Would be nice
Yup.
Guy Fawkes would be cool. Diwali?
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@HungrySnek said:
Okay the special attack change is a really good start. Now the exposed perks don't work.
Well that is where the praise stops.
What the hell is the Team Smoking?!?!
Since months the community shows in different ways how broken this killer is and instead of reworking her so she doesn't ignore the game rules anymore she get's one Nerf and multiple buffs?!?!
Her third blink addon which was actually balanced with the mechanic that you can't teleport trough walls anymore is now just "You have to wait a tiny bit longer for your power to recharge"
Her addon that removes one blink and makes her faster got also buffed and makes her now as fast as huntress.
She has a addon now that increases her swing lunch. Yeah sure, remove the one thing that people actually had to train the muscle memory with her, what can go wrong right?!?!?!
And don't get ne started with the addon that gives her a second full blink...who ever had this idea in the first place should get fired
Meh.
The really oppressive Nurses was tri-blink and/or Starstruck.
The goal wasn't to Freddy the Nurse. The goal was...basically Dead Hard her. Reign her in a touch, but keep her good.
Also...swing lunch?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327792#Comment_3327792
It's a 5% buff to movement speed. If you're using it to catch up, it isn't significant at all. If you're using it in a loop, it is significant but the counter-play is the same.
It isn't enough to convince me to stop doing what he's best at, unfortunately.
Eh...I'll poop a guard as they unhook, but my goal is more to get the unhooker.
Going to be watching some high level chaps play him tomorrow, as he's a bit of a mystery to me sometimes. But I played a lot of him tonight and only lost one game - a nasty TTV 4man that I'm not sure I could have taken, even on my Hag or Artist. And it was frigging Lery's - which I do not understand at all on him.
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@Pulsar said:
The buffs did essentially nothing for him. The counter-play is the same.
Make sure you never ever ever path yourself into a corner of the map and barring that, hold W.
Eh, I'm finding they let me play him a lot more like I wanted to. That speed boost is not nothing, and I can now poop a guard into a loop that a survivor is running towards, then buttonhook towards them once it's up.
He's not going to be S tier any time soon, but he's still a hell of a lot less clunky.
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@Hensen2100 said:
He was playable before, but now being able to go for some prediction attacks is just amazing.
I don't feel obligated to run map of the realm every single match anymore because I can actually drop a guard on someone without them trying to dodge the orb the entire time.
Super oppressive in the 3v1, super oppressive at basement and at 3 gens. Easy to play, what is not to like?
Sometimes you just want to camp and tunnel some survivors without having to put much effort into it
I like the change, but he's a weird killer.
Assume anything I don't mention I either like or am resigned to.
- Some of his addons are really meh, others are straight up not working properly.
- Summons are...I honestly have no idea how their pathing works. Sometimes you can completely counter them by dropping a pallet, sometimes not. Sometimes you'll loop one around a bush until it expires, sometimes it'll turn around and hit you.
- He's probably a touch too good at camping/tunneling, which is going to inflate his kill rates.
- Why can I get stunned in ghost form?
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@Edilibs said:
They made it so that solo survivors can be just as coordinated as swf? Why would they do this?
There's no surprise or real life element now because survivor can "always" know what another survivor is doing because of the icons.
Why does the survivor experience need it's hand to be held I don't understand! That's the problem with these new games today they're dumbed down!
Geeze DBD was fine until this happened? It's really too bad the game has gotten like this..
Uh...what?
Solo survivors are absolutely not as coordinated as swf. Progression % should be next, imho - and I mostly play killer.
Here's the thing.
- Killer can be too difficult against SWF.
- Killer can be too strong against solo queue.
If solo gets buffed a bit closer to the level of SWF, that means that killers can be buffed a bit too.
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@scenicpickle said:
I love the changes he's great now the only thing i'd ask for is a close range summon for breaking stuff even if it takes slightly longer to use than the traditional way . It be super useful i found many times not able to summon for a quick gen kick because I'm in a cramped tile. i'd have to back up look away from walls and waste like an extra 3 second tryna kick the gen. i think most knights out there would agree that it is quite annoying
YES.
Having a blast on him now but wow is this janky.
@Shirtless_Myers said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327208#Comment_3327208
Yes, should you tap the hooked survivor, the guard will despawn, but that doesn't matter if he face-camps them. I already figured that would be obvious, but it doesn't matter if the guard forces you off, depending on the location, since the type of people playing him only want to face camp with the same monotonous gen-kicking setup. These matches take far too long since Knight can force a 3-4 gen thirty-minute game. It's just not enjoyable gameplay.
Huh?
If he's facecamping...then that's something about half the roster can do better than him.
@Shirtless_Myers said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327249#Comment_3327249
You commented after I already said that's a thing. He can camp hooks better than a regular M1 killer; you're ignoring the potential for guards to chase survivors off the area before they can tap the hooked player.
If the guards are chasing folks off then...why are people being chased off? Just run to the hook.
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@jacobrenegarcia said:
The new wiggles completely nerfed any chance of a wiggle off build is done .you shortened the only map that gives a survivor a chance and I’m about to uninstall if bubba isn’t nerfed or removed this is ridiculous I’ve put time and money into a game that doesn’t care to actually fix its problem
Ugh.
Okay, firstly - you can absolutely do a wiggle build now. But you shouldn't. Because it's awful to play against.
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@JoeChill261 said:
Tactical Advantage on the new tome, forces you to hit the survivor currently in chase by a guard, which causes the guard to despawn.
It is literally how not to play the Knight.
Uh, got this one first try. Send the guard to head them off (run IAE if you're struggling) and then flank in.
Actually having a blast with Knight after the changes.
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@Warlord1981NL said:
Getting nothing but Autowrecker and Backwater Swamp. Fix this nonsense.
I've literally switched over to survivor for a bit - Eyrie 7 times in 12 games.
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@Pulsar said:
It's funny that somehow console got the short end of the stick when it comes to these wiggle changes.
It's VERY difficult to deal with on console.
I can only imagine, because it's a gigantic sweaty butt to handle on PC as it is.
This...is going to have to get fixed because in a day or two it's going to be just like the game was right after the BO buff - just a massive griefing simulator.
@Aven_Fallen said:
Honestly, this is more because more people are now playing Boil Over with the Wiggle-Change. The Wiggle-Change in itself does not really influence the Killer that much. I was worried about that so I tested it out on the PTB. The 20% alone did not really have an Impact, the 80% of Boil Over however were impactful (with and without the wiggling, the latter one tested on the Live Server again).
I would guess there is a spike in Boil Over-Users now because of the Wiggle-Change, but this should solve itself relatively quickly. The wiggling in itself is not problematic IMO.
It can be, if used in conjunction with specific map offerings.
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@Orochi said:
I had this the other day on Saloon. They brought the offering. Two partnered Survivors just continuously going to the upstairs room and were unhookable with BO, one with No Mither. I just kept slugging the No Mither-er until they bled out, the other I caught a couple times too far from the building and eventually killed. It was a very long and arduous match but I eventually 4k'd.
However, I am lucky that the others were slow on gens, and this was BEFORE the new update. So I'm sure I will be battling with this cheesy strategy again soon...
Oof yeah, haven't seen it yet but I know the exact room.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327445#Comment_3327445
Yea, i also never see anyone get boil over value even on maps with drop downs.
The Ormond main building, go down in about the middle of the second floor, in a room. You cannot be hooked from there.
Eyrie, second floor main structure, on the opposite side from the hook. Also 100% unhookable.
IWOM, control room.
Those are the three I've seen today.
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@HugTechLover said:
I haven’t had too much issues with it. I’ve definitely seen a rise in boil over, but I don’t fight the wiggle. I just change my direction with the wiggle direction and I haven’t been wiggled once today.
Mm. Wait until someone uses this on you on Ormond.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327112#Comment_3327112
Well she singlehandedly carries RE5 so she deserves some form of superpower in dbd
Not in my games.
In mine, she was basically another boss - in that I had to frantically flee her because she was trying to use a spray on me and I was at 75% hp.
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Huh?
@tippy2k2 said:
Oh no, are we back to the "Pray to God it's a straight line to the hook because if not..." Boil Over?
No...no please....please no 😭
https://twitter.com/tippy2k2/status/1500109418507259904
I CAN'T GO BACK!!!!!!!!
It's legit almost as bad as it used to be. Had someone abusing the second floor of Ormond again today, and they were 100% unhookable even with Agitation.


