TWiXT
TWiXT
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My best guess is that The First came with a new Stealth Perk, Secret Project, and they're either testing it on those maps to see if its OP/needs a nerf, or Just giving Killers who want to use the perk the best opportunities by upping the frequency of maps where stealth is best utilized.
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051054#Comment_4051054
Don't matches start with mushrooms already spawned in the match? I'm pretty sure natural spawns and head form spawns are separate finally can't survivors see mushrooms auras?
5 spawn in at the start of the match, and there is a maximum of 6.
When krasue changes forms, she spawns a mushroom, as long as where she drops her body isn't within 5m of an interractable object (gen, Hook, Chest, etc) or an already spawned mushroom.
If the limit is reached on the map, then when krasue drops her body, the oldest spawned mushroom de-spawns, and is replaced by the new one she just spawned (think of it like hag traps, if you use all 10, and then make another, the oldest gets removed).
Map mushrooms only naturally re-spawn 90 seconds after 1 is consumed, as long as the map doesn't already have the maximum amount.
Survivors don't see the mushrooms auras until they are Leeched.
Basically what he's proposing is using this spawn logic to control where the mushrooms are on the map. If he Just goes along a back wall of the map and drops her body every 5 meters, technically that would despawn and relocate all the maps spawned mushrooms, and allow the player to dictate where survivors have to go to get their mushrooms, or "Mushroom Hoarding" if you will.
He says it works, but I'm inclined to give it a test myself later since there's no video evidence to the claim. TBH, I'm not entirely sure if it's worth the time spent doing it, but on the other hand, knowing where the survivors will have to go in order to get the mushrooms would make defending them/stopping survivors from curing the leeched status a whole lot easier.
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@THEProblemsolver said:
omg you just gave me an idea…
what happens when a math starts and i got toa corner of a map as Krause and go in and out of head form so all of the mushrooms on the map are all in that corner the survivor's don't know about .
and then i chase survivor's.
🤔
That's… actually something I hadn't considered as a tactic…
If you're gonna try it out, be my guest, but remember, the only time your body doesn't spawn mushrooms is when it within 5 meters of a key interactable object (Generator, Hook, Active totem) or an already spawned mushroom. So if you were to try and Hoard the mushrooms by taking advantage of the spawn logic, you'd need a space that's 30m in diameter, which is roughly 1/4th of most mid sized maps, and 1/3rd of a small… So, in theory, you could find the most dead-zoned area of say, crotus prenn asylum's Disturbed ward, then by actively switching back and fourth, load it up with the fungus. The survivors will still find them of course, but since you know where they all are, you know where they will be going when they get leeched.
IDK, might be worth a shot to try, but you'll probably waste more time doing that than the survivors will give you. Plus, you'd have to Re-up it whenever one is consumed to keep them there… Mushroom hoarding is possible with the current mechanics i guess, I just don't think it'll prove to be very viable.
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R.I.P. Stevegull.
Oh Well, at least we still have Lisa Garland, who's screams are WAYYYYY more annoying than Steve's ever were.
Lisa-gull is just not popular with players atm (Mainly BC she's a legendary skin and all), but now with Steve out of the way, it's time for Lisa to come out and play!
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Steve…
90% of the time is a Steve-gul!
As Killer I dodge that in a heartbeat. As survivor, I'll take the game, but stay away from those players as much as possible. If its a full team of Steve's, I'm out, doesn't matter the role. It was funny at first, but wore out it's welcome years ago!
As Killer there is 1 exception I make to this rule, even if there is 1 or 2 Steve's on the team, if the rest of the team has a Feng Min, David or BOTH… I'm in! No matter how annoying Steve-guls are, they aren't gonna stop me from hearing Feng's adorable Squeals, and David's Hilarious howls of pain!
Now that I think about it, I probably target players who play Feng or David a bit unfairly simply because I never tire of the noises they make… Take note if you ever find yourself against me.
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@MechWarrior3 said:
Clown, Wraith, Trapper, Skull Merchant, Vecna, Hag, Doctor, Demo, Artist, Unknown, Nemesis.
Right on all with exception to: Clown, Trapper, Hag and Nemesis. Doctor in particular has no issues I've noticed, and along with wraith, unknown, Demo, Artist, and SM, is very stable and bug free.
Clown has 1 annoying but thankfully RARE bug wherein sometimes when you throw a bottle, it just explodes in mid air right as it leaves your hand, but that sometimes works out in your favor, so it's not that bad.
Trapper Would be great, except right now, there seems to be a server Desync issue with his traps. Sometimes survivors are vacuumed to traps they see as being passable, which works out for him, but other times they waltz right over a trap and it doesn't trigger, even if on the killers screen, there's no possible way it wouldn't nab a survivor. Until they fix this desync issue, his traps are really unpredictable.
Same goes for Hag, but along side the desync, there's also the long left uncorrected bug with her wherein she teleports to a trap and has a brief pause before she can move, giving survivors ample space to avoid getting hit. This bug has been a part of her since back around the midchapter patch before Dredge came out, and hasn't ever been corrected, leaving her in a pretty unviable state.
And of course there's Nemesis… Nothing wrong with his main Whip power or infections, but his zombies are super buggy. They get stuck on literally nothing, Their pathing and detection is all messed up making sound queue perks the only viable means of detection for them, and sometimes when they spawn they just don't move, as if they got stuck in their spawn position. Honestly with all the improvements they've made to survivor bots, you'd think the devs would pass some of the code over to the poor zombie, they're totally unreliable, and if it weren't for their 6m audible range, survivors would never get surprise hit by them.
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no matter how balanced or imbalanced his power is, or even what it is, there's definitely 1 thing we can totally 100% count ST Vecna bringing to the table:
More Game Breaking Bugs!
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In place of Enduring, lets weigh in on the idea of a Temporary incorporeal state:
Killer can't strike, chase, or down the unhooked survivor, but the survivor can't be healed, can't do gens, use items, or block the killer either. Incorporeal survivors move faster with no sounds, scratch marks or blood trails, and once the timer runs out they become corporeal again and can go back to doing normal survivor stuff. This Status is disabled once the gates are powered and any incorporeal survivors cannot exit for 15 seconds after becoming corporeal again (just incase anyone wanted to abuse it for guaranteed endgame escapes).
Pros:
Survivor has a set amount of invulnerability from killer attacks.
Gives time and speed to survivor to find a place of safety away from the killer to heal or do gens.
Killer can't chase the survivor waiting out the timer because the survivor moves fast, leaves no indication of where they went.
Tunneling is rendered "mostly" solved because the survivor can't pull any body block shenanigans off the hook, and killer can't just wait out the Endurance while chasing them off the hook to down them.
Killers near the hook only have Rescuers to pursue.
Cons:
No Enduring body block shenanigans fresh off the hook to give your rescuer a chance to escape.
No immediate healing or hopping on gens after unhook until the timer runs down.
Have to time powering the gates for after unhooking a survivor or the killer can tunnel them out in the endgame.
In the event that rescuer escapes the killer, and killer just happens to run back into the recently unhooked survivor after they've become corporeal again/was lead to them by the rescuer, it doesn't prevent the killer from going after them again.
I Dunno how long the Incorporeal state should be, whether or not the killer should even be able to see the survivor at all during that time, if the length of the state should stay fixed or get longer or shorter per hook state, etc, All I know is that to me, it seems like a much better option than the "Elusive" status with extended "Endurance" which, as the last 2 ptb's have proved, become highly abuseable by survivors. With this option, we trade abuseable off hook tactics for a guarantee escape to safety, and to be fair for the killer, the unhooked survivor also can't do gens until corporeal again, so hooks double as potential gen slowdown too, which incentivizes killers to go for putting more survivors in this state, especially ones with toolboxes. As previously stated, It would "Mostly" fix tunneling, but it's not idiot proof… that's too tall an order to fill with this player base.
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In place of Enduring, lets weigh in on the idea of a Temporary incorporeal state:
Killer can't strike, chase, or down the unhooked survivor, but the survivor can't be healed, can't do gens, use items, or block the killer either. Incorporeal survivors move faster with no sounds, scratch marks or blood trails, and once the timer runs out they become corporeal again and can go back to doing normal survivor stuff. This Status is disabled once the gates are powered and any incorporeal survivors cannot exit for 15 seconds after becoming corporeal again (just incase anyone wanted to abuse it for guaranteed endgame escapes).
Pros:
Survivor has a set amount of invulnerability from killer attacks.
Gives time and speed to survivor to find a place of safety away from the killer to heal or do gens.
Killer can't chase the survivor waiting out the timer because the survivor moves fast, leaves no indication of where they went.
Tunneling is rendered "mostly" solved because the survivor can't pull any body block shenanigans off the hook, and killer can't just wait out the Endurance while chasing them off the hook to down them.
Killers near the hook only have Rescuers to pursue.
Cons:
No Enduring body block shenanigans fresh off the hook to give your rescuer a chance to escape.
No immediate healing or hopping on gens after unhook until the timer runs down.
Have to time powering the gates for after unhooking a survivor or the killer can tunnel them out in the endgame.
In the event that rescuer escapes the killer, and killer just happens to run back into the recently unhooked survivor after they've become corporeal again/was lead to them by the rescuer, it doesn't prevent the killer from going after them again.
I Dunno how long the Incorporeal state should be, whether or not the killer should even be able to see the survivor at all during that time, if the length of the state should stay fixed or get longer or shorter per hook state, etc, All I know is that to me, it seems like a much better option than the "Elusive" status with extended "Endurance" which, as the last 2 ptb's have proved, become highly abuseable by survivors. With this option, we trade abuseable off hook tactics for a guarantee escape to safety, and to be fair for the killer, the unhooked survivor also can't do gens until corporeal again, so hooks double as potential gen slowdown too, which incentivizes killers to go for putting more survivors in this state, especially ones with toolboxes. As previously stated, It would "Mostly" fix tunneling, but it's not idiot proof… that's too tall an order to fill with this player base.
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I would've preferred something that either makes breaking the chains harder/take longer, even if just by 0.25 seconds, or increases the hindered effect while chained if done so at more than 10 meters away to allow Pinhead a better chance to catch up when chaining a survivor from further away tbh.
However, Full aura tracking on a target that escapes the chains is not bad, pairing it with the Greasy Black Lens means full aura tracking for every part of getting a successful chain hit. Add Lethal, and you've got 8 seconds aura reveal when hit + 10 seconds after they break free, so, that's actually pretty decent. Not what I wanted, but not a terrible change.
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@CensingBug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028730#Comment_4028730
No, it was a healthy survivor. I was playing 2v8 with a friend during this instance but it happens regardless of the gamemode or realm pretty often.
@[Deleted User] said:
Traps are buggy "at the moment". There is several issues you can experience:
- Traps not working even when people run through them.
- Traps vacuuming people, although they were quite the distance away.
- Traps not visible at all as survivor (they pop up the moment you get trapped).
- Traps visible but the trap snap happens literally 1m next to them and teleports survivors into the trap only then (as if the trigger had a radius like Hag).
This is sounding like a De-sync issue, wherein as Trapper, you are placing the trap in a specific spot, but for the survivors it's not showing up in that spot, and the servers are having trouble deciding if it's actually there or not. Like when we had Map RNG de-sync issues back in the patch before Springtraps release, and some map objects were appearing for survivors, but the killer couldn't see them, and were running into invisible walls. Thinking back on Hag traps, It makes me wonder if she's having similar issues right now or not.
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Hag got nerfed a few months ago in a way that did 2 things to her power:
- Survivors can destroy Phantasms by slamming pallets on them.
- When using the Scarred Hand add-on, which makes Phantasms have collision with survivors, Survivors can pass right through the phantasms for 3 seconds if they get struck by the killer first.
That 2nd nerf to Hag has me wondering if, in the spaghetti code of this game, that nerf to hag affected Trapper in the same way, i.e. Survivors can pass over traps if they were recently struck by the killer.
OP, did you hit that survivor before they went over that trap, or did it just not activate?
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I will never stop using my VPN!
Not after an unhinged and butthurt survivor THREATENED me in the Endgame Chat By doxxing my State, City, and IRL first name… NONE of which are publicly mentioned in my private steam profile, and I don't have any Social media platforms they could've gotten it from either. The only way they could've gained any of that info was through tracing my IP address, and retrieving ISP customer information.
Who The actual ######### makes IRL Death Threats, and doxxes someone as part of the threat, over a freaking lost match in a Goddamn video game?
After that, I VPN'ed up, I only connect to VPN servers in my region, but not my state or city, Get around 60-100 Ping on average, and I haven't ever played another match of DbD without it!
No malicious intent on my part, simply protecting myself and my family! You don't like it? DC if you ever go against me, I don't care, because You will NEVER convince me to take it down after an experience like that.
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@jiogo1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001076#Comment_4001076
1% seems a bit broken for a 32m boon, which no one will notice, 0.5% more 'fair'
I would honestly change it to "Any generators with progress" not All generators, otherwise that puts the entire match on a hard timer… If anything, since it's a Boon, which all affect a 24m Area, it should only affect the Generators within it's range, and only if survivors have put at least 10% progress into them. As for how it interacts with Ruin, We don't want it bringing Ruin to a complete stalemate with it, given that ruin is gonna be updated to doing 150% or 0.37 c/s instead of the default .25, 50% or 0.5 c/s, might be a bit much, especially considering boons can be infinitely re-kindled, whereas Ruin is gone as soon as it's cleansed or blessed.
For balance sake, I'd say going for .25 c/s on it would be just right. Slow, yes, but it'd more than half Ruins Drain, and if ruin isn't a factor, it would be just slow enough that it isn't an OP "wait and Win" perk. Otherwise it's honestly not a bad idea, It just needs fleshing out on its restrictions, and a slower progress rate, after all, we're not trying to replace a survivor on a gen with a boon. Otherwise, everyone would bring it, repair a gen 10 charges, boon up, and just hide the rest of the match while gens repair automatically… that is not conducive to a fun match.
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I've said it before, I'll say it again: Survivors just won't be happy with the Nurse unless BHVR applies her old Torn Bookmark add-on effect:
"The Nurse is unable to Blink to a Target location she does not have direct line-of-sight to."
As her Base kit.
If she could no longer blink through walls, and only to places she can see, then that stops her from heading survivors off at most high walled loops, and keeps her from blinking between floors of multi level maps. If instead they changed it so that she could only blink through walls and floors/ceilings with an ultra rare add-on, then Survivors would complain less, but still complain despite how MASSIVE of a nerf this would be.
TBH, I don't think that even changing her like this would ever make the survivors "happy". The only way they'll ever be happy with her is if she can only blink on open ground, only 6 meters at a time, has a 10-15 second cooldown, permanently suffers from the blindness effect so she can never see auras, and still moves at her 3.86m/s. These changes would make her completely nugatory to the killer base, but even with all of these nerfs, made in an effort to appease the survivor player base… I'm sure they'll still complain until she's deleted entirely.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996306#Comment_3996306
I don't think it's safe to assume anything beyond simple number tweeks to happen after the ptb.
I don't think it's safe to "assume" Anything from the devs at this point. After all, they have, time and time again, Claimed they are unbiased towards either side… But this patch couldn't feel anything other than completely Biased towards Survivors.
Case and Point: they're removing what the survivor side thinks are "Dick-ish" tactics/strategies by Killers, by forcing them to play a "certain way" in accordance with the "survivors rules", But at the SAME TIME, Completely ignoring, and even Increasing, while simultaneously Empowering the options for the survivors own "dick-ish behaviour".
No one, Hell, even the most toxic survivors can say this is a "good thing" for the game. After all… What's the point of getting everything you wanted so you can bully the killers to your hearts content when… No one WANTS to play killer anymore?
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I came up with a Jorōgumo (Japanese spider lady yokai) concept way back in 2017, posted it on the steam forums. To save you from looking for it, here's a the basics of it (updated for todays version of the game):
Appearance: Floating Beautiful Japanese woman in a long kimono with long sleeves covering her hands.
MS: 4.4 m/s
TR: 32/40
Weapon: Shiny black Spider Claws concealed within her sleeves.
Abilities:
Hidden Horror: (Passive)Her True spider form (the legs and large abdomen) are invisible like Wraith's cloaked appearance until she attacks or enters chase, then they become visible. True form disappears again after 20 seconds not chasing attacking or injuring survivors. Becomes Undetectable (no TR, can't be aura Revealed) while true form is cloaked.
Wall Crawler: (Passive) Low obstacles such as pallets, or mid hieght walls/objects (think most "trash Loops") in the environment can be crawled up onto or over at the cost of 6% movement speed. However, she can't climb high/Line of sight blocking walls or vault framed windows due to how large her spider abdomen is (I figured since this ability makes most "trash loops" obsolete, survivors needed a "window" of safety).
Venomous: (Passive) On top of injury, Each basic attack also applies 5 charges of the Poisoned status.
Poisoned: (Status) Any survivor receiving more than 20 charges of Poisoned loses a health state. Charges deplete at a rate of 1c/s when walking or still and .25 c/s when running or interacting.
Spiderling Swarm: Every time a survivor is hooked the Jorōgumo earns an Egg Sack token (Max of 3). She may hold down the Ability button for 6 seconds to lay an egg sack on any low horizontal or vertical surface (max of 4 on the grounds at a time). The Egg Sack gestates for 45 seconds before hatching, once hatched, spiderlings swarm a 24 meter radius at a rate of 1m/s, once they reach full radius in 24 seconds, they linger in their territory for an additional 125 seconds before dispersing and leaving the grounds.
Any survivor who enters the spiderlings territory receives the Poisoned status that builds in charges at a rate of 2 c/s. Poisoned Status charges do not deplete until the survivor is out of a spiderling territory for 5 seconds, at which point they deplete at the normal rate. The webbing the spiderlings lay down apply a 5% hindered status to survivors for as long as they remain in the spiderling territory. Survivors in the dying state in spiderling territory have their aura revealed.
Mothers Rage:
Egg sacks laid in the grounds can be Squashed by survivors. Doing so applies 10 Poison charges to the survivor, and if already hatched, causes the spiderling swarm disperse within 5 seconds. However, this action also puts the Jorogumo into an Enraged state for 45 seconds. While Enraged Her True form is revealed, TR increases by 8m, Movement speed is increased by 7%, and Her wall Crawling ability suffers no cost in movement speed. The Survivor who squashed the egg sack has their aura revealed for 8 seconds.
Perks:
Hex: Ley Lines
All Dull and Hexed totems in the trial grounds are connected by thin invisible lines you can see highlighted in yellow. Any survivor who passes through one of these lines has their aura revealed for 1/2/3 seconds. Any totem cleansed or blessed loses all lines connected to it. All ley lines are removed if Hex: Ley Lines is cleansed.
Welcome to my Parlor:
When 2 or more Healthy survivors are within 8/12/16 meters of you, Welcome to my Parlor activates and they become exposed for 15 seconds. Survivors in the dying state, carried, or hooked do not count towards the activation requirements. Cooldown is 60 seconds.
Scourge Hook: Web of Pain:
Each Hook you gain earns Web of Pain a token (max of 8), Each token Raises all survivors Pained Grunting Volume, and Bleeding Frequency (blood spot spawning rate) by 2/3/4%. A survivors Normal Breathing is raised in Volume 25% for the rest of the trial after the first time they are unhooked from a Scourge Hook.
Basically, She's sneaky when not attacking, chasing, or enraged, and is primarily designed to create zones of the map that survivors want to avoid but can take a risk to remove. I figured a killer that can create Territories in its favor would be very different from anything currently in the game. It has plenty of counter play, but I worry that I may have been too lenient in that regard, still, a survivor wouldn't want to be caught in a spiderling territory with Mama on their tail, it'd practically be a insta down, depending on how long they remain in the territory, and whether or not she hits them. The perks might be a Tad bit OP by todays standards… Anyways, what do you think?
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@cogsturning said:
I think it's safe to say they're going to make an out for Sadako and Pig in whatever version of this survives to live. There's been endless concerns expressed in regards to those two killers.
I kinda doubt it, No one believed me about the "Anti-Legion Tech", so my friends and I have been abusing it for months and the Devs still haven't done anything about it. Probably because not as many people do it i guess, but all it will really take is 1 moderately popular streamer to do it though, in front of tons of viewers, and maybe then, if it picks up in the community, will the devs actually do anything.
I'm pretty sure that for Pig and Sadako, they're gonna take a "Wait and See" approach instead of addressing the issue or fixing anything.
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At first I was like, "nah", and later I was like, "ehhh?", But now I'm like, (sighing) "yaaahhh"…
You feel me bruv?
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Pod people.
This was a rough idea I had a while ago, but the concept is every time the killer strikes a survivor with a basic attack, it gains a pod token. It can then go plop down a pod anywhere on the map, and the pod hatches in 40 seconds with the skin of one of the current survivors you hit. you get up to 3 pods to place, and 3 pod people running around. The pod people's only objective is to go to the gens with progress and sabotage them, draining progress at .5c per second as they're "working" on them. They can work alongside real survivors, but they basically slow the progress substantially, which easily outs them. Survivors can attack a pod person and destroy it after a small time consuming struggle without taking damage. Pod people can also run in to "heal" a survivor, but instead, inflict them with Broken or some other nasty status effect for the next 60 seconds.
Here's the fun part: The killer can also transform into a survivor, and act like one of the pod people, even sabotage gens, but if a survivor tries to attack them or gets close enough, they can do a basic attack while disguised to secure an insta down.
Basically, the survivors have a 1 in 4 chance of guessing which of the 4 extra survivors is a pod person or the killer, And even with team callouts, it becomes difficult to decipher which is which unless the killers movements make it obvious. As icing on the cake, the killer has a cloaking ability so that it can scan and copy a survivor without being seen, once copied, it's revealed as a survivor, and moves at 4.2 m/s, only slightly faster than the average survivor. I'm sure you guys can think of situations in which this would be very useful for some choice sneak attacks, even against an SWF.
In other words, 1 lone shapeshifting killer = instant callouts by swf
1 killer + 3 Fake survivors = Confusion, and mistrust of allies, even with team callouts, because they don't know which one they can tackle down vs. which one is ready to pounce them for an insta down.
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If they're running out of ideas for charms, Honestly, I'd like to see more Killer charms that are killer themed. Stuff like shrunken heads, skins, Hearts, Lungs, Bowels, Kidneys, eyes, or personal items that belong to survivors like Dwight's glasses, Meg's pigtails, Mikaela's bloody witch hat, David's tape for wrapping his Hands, Yui's Hair tie, etc. Y'know… Trophies!
What mass murdering psychopathic killer doesn't collect trophies from their victims? Heck, Clown collects fingers, so it stands to reason that the others would collect things too. Bubba canonically collects faces, but they removed the option on that a long time ago due to "controversies" involving certain characters faces, and I'm fine with those characters body parts remaining out of the loop for the trophies, but personal items should still be fine right?
On the reverse, Survivors could have their own, like the shapes Kitchen Knife, Broken Huntress Hatchet, Killers Masks, a Ghost Face Ribbon, etc, small things they can tie to their belts to show they've beaten this killer, and no longer fear them! Less trophies, more of "Wards against evil". Even Map centered ones could work, like an alien flower from Toba Landing, a Splinter from the Grim Pantry, a schoolbook from Midwich or Badham, etc. There's plenty of things that could be made into charms in this game that have a more personal connection to its lore and characters that they can make.
While I'd prefer the killer ones to be more grisly/macabre, the survivors could be more of Keepsakes, or Wards. Who knows, heck, most of the Offerings we only get a picture and description for, why not make models of those offerings? I know they already did the Jar of Salty lips, some anniversary cakes, and a few others, but nowhere near the amount of offerings already in the game.
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980516#Comment_3980516
Actually yes, I played killer against them quite a bit when they were released. They're easy enough to work around and the panic about how strong they were is in my opinion based on my experience with them, grossly overblown. I found them easy enough to play through most of the time. A few times the survivors were able to evade me which is kind of the whole point of the item. Overall, working as intended. Otherwise it sounds like it might be a skill issue.
Do you know how many matches I ran across more than 2 people running fog vials? Zero.
Do you know the amount of coordination it would take for a 4 man SWF to cycle fog vials in the manor you describe? Why would they bother? That much coordination - why do you need fog vials in the first place?
So long as you are basing your call to nerf something on an unrealistic, never happening outside a custom game scenario then yeah - I'm going to disagree. I actually have more hours on killer than survivor although I do play both so I'm not sure who you think you're talking to when you say "You guys got your new toy, and proved to everyone how much it needs "fine tuning"".
Fair enough… But to avoid the Dick measuring contest that you are inciting, not to gate keep but I've been playing this since 2016, and have… WAY more hours than you, primarily as killer… does that make my playing for over 60 hours since the release of the patch more meaningful in my experience as a killer main? No. Does it emphasize how much more often I've had against the new Fog Vials? Yes. However, Much of what you say is true, and at the same time horrendously false.
I've played enough that most, if not all of my killer matches, are in the high SBMM range, and let me tell you… those turds NEVER hold back on any of their builds or tactics! The moment they got this "new toy" they made sure to make me, and everyone else at my level HATE IT! Because while we can and often do deal with them with our instincts, when employed on EVERY chase by our target or their teammates, and so often, we even forget what MAP we're on… it gets tiring if not frustrating. Not every team we go up against is 4 player swf, but at my level, more often than not, it's within the 2x2 man, 3x1 man, or 4 man swf's, because a full team of solos is nigh unheard of! Yeah, there are times we come across the rare instance of a 2 man x 2 solo… but that is few and far between.
Look, I'll level with you here. Some of what you've said is right, in that survivors aren't yet used to the fullest potential Fog vials offer, that I can agree on, BUT once survivors at large get wind of how useful they actually can be, and what HELL they can reap upon the killers… They'll become the most used item hands down, even after the devs limit their charge count.
We're talking about 1 item that grants the effects of: Light footed + Poised + Iron Will + Distortion for up to 12 meters and for 12 seconds here. On top of that, survivors literally do NOTHING to recharge it since it recharges every 60 seconds on its own. The thickness of the fog it generates was NEVER the primary issue, to me, the issues were the overbearing noise, and the unlimited, and "unearned" amount of uses.
To put it in perspective, Flashlights, medkits, toolboxes, even Flashbangs have limited uses. This makes survivors have to plan when, where, and how to use them to get the greatest benefit. Fog Vials on the other hand, can be used every freaking minute, and due to the loss of perks that could defeat them like Franklin's Demise, or even Overwhelming Presence, The killers have literally NOTHING they can do to counter them in any way.
You're trying your hardest to argue that they don't pose a threat as much as the killer players are saying, and that would be fair considering that they're brand new and no one really understands how impactful they can be, but I counter by saying simply that you're not seeing the bigger picture here.
I've tried to explain it to you, but hell, let the devs decide to go with you, just don't come crying to them when you realize your queue times have gone up because there are less killers playing.
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Bull-#########!
use is 1 time per 60 seconds. Given that most matches average at 10 minutes, that's a maximum of 10 uses of an item that lasts between 8-12 seconds on their BASE and not Add-on enhanced versions. Multiply that by 4, and you've got a maximum of 40 uses per 10 minute match, each lasting between 8-12 seconds or a total of 320 seconds (5.33 mins) minimum, and 480 seconds (8 Mins) maximum uses in an average 10 minute match! At minimum with everyone using them every time they recharge that is slightly more than HALF of the match duration, and at Maximum, that's everyone using them every minute of the match with 2 mins of downtime! and if they Stagger the usage, wherein the team communicates over comms, and only releases them 1 after another instead of around the same timeframe, they can effectively activate them every time one of them is in a chase with the killer for the ENTIRE match!
D0 you have any idea how playing a killer in a match like either of these scenarios feels? Did you even PLAY killer when they were first released? Hell, Survivors pop them in the begging 11 seconds of a match just to defeat the possibility of Lethal Pursuer, and still have up to 9 more potential uses of them!
Unlimited uses/current recharge rate Has GOT to go. While I sympathize in that the devs have Over Nerfed them this last hotfix, I can't stress enough how much they are 100% correct on nerfing them to be "Limited" use only in the next hotfix. You guys got your new toy, and proved to everyone how much it needs "fine tuning", and yeah, the devs overreacted a bit, but when it comes to limiting their usage frequency, they're moving in the right direction.
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Some key points and otherwise Unknown/Hidden Stats about Nemesis's Zombies:Base kit, The zombies have a 95 degree cone of vision that extends to 14 meters within their visual range wherever they're facing, but can be extended to a maximum of 20 meters with add-ons, and a 27% larger cone of vision (120 degrees). They will always try to chase survivors that they see, no matter how silent, and crouched or not, but when it comes to their detection, sound is surprisingly where they excel.
For Nemesis Players, Sounds that attract zombies:Long Distance (Max of 40 meters): Failed Skillchecks/Explosion alerts to the killer (on repairing and healing), Fast/Medium Vaulting, Pallet Dropping, Fast jumping into lockers, Fireworks/Flashbangs, Screaming.
Short Distance (16 meters or less): Pained Grunting, Healing, Opening Chests, Entering lockers slowly, Flashlight Clicking, Repairing, Running, Totem cleansing/blessing, Sabotage.
Extremely short distance (2 - 4 meters): Breathing, Walking, Slow vaulting, and flashlight clicking. (zombies will not hear breathing at all if survivor is healthy and crouching, you can literally sneak right up behind them)
Survivor Perks that suppress/throw off zombies audio detection ability:Technician, Iron Will, Calm Spirit, Quick & Quiet, Diversion, Red Herring, Deception, Self-Preservation, Bite the bullet, etc.
Killer Perks that enhance Zombies Audio Detection Ability:Infectious Fright, Discordance, Iron Maiden, Spies from the Shadows, Hoarder, Tinkerer, Call Of Brine, Stridor, Overcharge & Huntress Lullaby (for failed skillchecks), Make Your Choice, Deathbound, Dragons Grip, No Way Out, Surge, Eruption, Scourge Hook: Pain Resonance... etc.(basically anything that causes an alert/explosion/scream/failed or even successful skillcheck audio notification to the killer, whether survivors hear them or not, affects the zombies detection behavior as long as it happens within 40m of them).
For this Reason, Any good Nemesis Player will prioritize the zombies Movement Speed add-ons over Detection Radius. While having Zombies react to survivors within a 120 degree visual radius is nice... their audio detection radius defeats it by a LARGE MARGINE, and giving them bonus movement speed over the base 1 meter per second, makes them cover more ground, and run into survivors more often. Basically, Movement Speed add-ons "HANDS DOWN" Fully trumps any detection radius add-ons!
Just think of it like this... at the base-kit speed of 1 m/s with both detection add-ons, which give them a max 20m of visual detection, the Zombies take 20 seconds to approach a gen while survivors are working on it. With the the best speed add-ons (Mikhail's Eye + Depleted Ink Ribbon) the zombies move at 1.85 m/s, and with the Sound Alert perks (Like discordance) the Zombies at the same distance of 20m approach a gen in 10.81 seconds! That's practically HALF the time. With a perk like Discordance, they can also start their approach from 40m Away (which takes them 21.62 seconds), and due to how Quiet the zombies are (Literally can't be heard by survivors until they are within 8m), That makes a HELL of a difference.
Technically the FASTEST speed a zombie can move is 3m/s, HOWEVER, that is with Depleted Ink Ribbon and the Shattered S.T.A.R.S. Badge Add-ons, the Latter of which is only active for 60 seconds every time a gen completes. Basically, You have your Choice: either have them moving all match at 1.85 m/s with Mikhail's Eye + Ink Ribbon, or go for broke with Ink Ribbon + Shattered S.T.A.R.S. Badge and give them Max speed for 1 min at a time every time a gen completes, but otherwise only give them 1.5 m/s for the majority of the match.
For Survivors against a Nemesis:If you are having trouble with zombies constantly bugging you on gens or following you around seemingly out of nowhere, chances are the Nemesis Brought in 1 or more of the perks that alert zombies to you in order to give them more map pressure/presence. A lot of these perks you can't do much about, but survivors are not hopeless.
Pipe down with Iron Will, maybe throw on Diversion, Calm Spirit or Q&Q, and they'll have a harder time locating you over the core noises that get their attention (Screaming, Vaulting, Pained Grunting), Although I find that While Technician won't stop them from becoming attracted due to Discordance/Tinkerer/SH: Pain Resonance etc, it makes them have to be a lot closer to a gen without seeing you before they realize you're there due to your much quieter repair noises.
Otherwise, If the Killer doesn't have any of these perks equipped, and you're very silent/stealthy, Then the zombies roam the map aimlessly and randomly, but lets face it, If someone's playing Nemesis without at least 1 of those perks/ms add-ons, they're not getting the most out of the passive part of their power... That's good news for Survivors!
I hope this Helps everyone who reads it fully, to better understand Nemesis.
As for the Female Zombie being more aware than the Male… That's not a coincidence! However, it's also not true… Let me explain:
The Female zombie has the same standard as the Female Survivor Model and Hitbox, Whereas the Male has a Male Survivor Model and Hitbox. Funny enough, apparently even a very "DEI" company like BHVR realizes that Males have… Different builds than Females. As such, the slightly larger hitboxes of the Male models, tend to get stuck on or interact with the hitboxes in the environments, whereas the Female zombie has a smaller frame/hitbox and navigates the environment with greater ease as well as less chances of getting stuck on tile geometry. I wish I were kidding, but to be fair, if both survivor types had the Males hitbox, then we'd see a torrential flood of videos asking "HOW DID THIS SHOT HIT ME?" whenever a smaller Female model got attacked, or vice versa, wherein the Killers are posting videos of "HOW DID THIS SHOT NOT HIT HIM?" if all the Male survivors were given the Female hitboxes.
Yeah, this means that the Females have smaller frames and hitboxes, which makes them the best choice when playing survivor, but it also makes the female zombies traverse maps smoother, and get stuck much less often. Take this fact as you will, but it's not that the Female zombie is "more aware", she just doesn't get hung up on map geometry as much, and therefore encounters survivors more often.
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The lowest picked 5 are Twins, Hag, Skull Merchant, Artist, Cenobite, and Demogorgon is 6th (which i still think is a misspelling since Demi = Half, and Gorgon = Monster, so Demigorgon = "half monster" works better, whereas Demo = abbreviation for Demonstration, And thus, with it's official spelling saying I'm playing the "Demonstration Monster", rather than the more aptly named man-like "Half monster" I'm a bit perturbed but… whatever). so yeah, Skull Merchant is on the list!
Right after that is Plague in 7th place, and she's my go-to girl, so if I have time I'll fill her in (no sexual context intended).
If you wanna Watch, my handle is TWiXT_Pr1me on Kick. I stream late between 8pm-2 am Eastern time, and 5pm-11pm Pacific time. I'll be doing one of each killer each day next week, so look forward to Wednesday for your favorite girl.
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Gonna be doing a thing for my stream next week:
Enthusiastic Killer Main Plays only the LEAST picked killers!
Here's hoping I'll have you in one of my matches that week… depends on how many killers are playing vs survivors, and your region of course. If I miss you, hopefully my stream gets enough attention that others take on the challenge… not likely, but I can dream.
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I didn't mind the Thickness of the fog at all tbh, nor the "bottled" Light footed + Poised + Iron Will + Distortion effects, no, for me the biggest issues were the sheer size of the clouds that look WAY bigger than 8-10 meters, the noise volume outside of the fog, and The unlimited uses each match.
Regarding the Size, I believe there's an additional 3-4 meters outside of the center 8-10m concentrated area of effect that is clearer in opacity and simulates it thinning out, but all it really does is make them look MASSIVE. Comparing that to the Halloween event crystal smoke bombs, which had roughly the same internal radius and thicker opacity, these new ones are less contained to an area and end up seeming Larger and more overpowered/obscuring than they really are. Add in how they diffuse lighting on certain maps, and you get an awful effect with too great a range for something that's only supposed to fill an 8-10m (shack sized) space.
Then there's the Sound. I'm glad they changed it so that it happens only when you're inside the clouds inner 8-10m range now, because before this change, they were insanely loud and obnoxiously over tuned even from 32m away. Hell, I lost survivors I was chasing 20m away from a Smoke Bombs area, simply because I could no longer hear my prey's footsteps or pained grunting. It was hard enough to hear the average survivor noises in the first place, and I know that the clouds are supposed to silence survivors, but doing so by drowning out every other sound in the map from 20-30m away from the cloud? That's just overkill!
Finally the unlimited uses… yeah, I wouldn't mind it IF the survivors had to do Something to earn the refill, like doing a gen, hanging around a killers TR, being chased etc, but just having it auto refill every 60 seconds is absurd. I was expecting them to be more like flashbangs, wherein you have 1 shot and thus have to choose when, where, and how to use them for greatest effect/value, and only with the aid of perks are you able to earn another. With Fog Vials having no limits to their usage, and just a timer, there's no strategic planning, timing, or value to them at all. Even Flashlights have a sense of strategy to use them, but that's because they eventually run out of charges! These "things" were frustratingly overused upon release because they have unlimited uses, and if all 4 survivors bring them in, at a recharge rate of once per 60 seconds… it was HELLISH to be the killer!
An average game lasts about 10 minutes, that means that 1 survivor could use one 10x per match, multiply that by 4 survivors, and as a killer… you hardly ever had a moment in a match where you could see clearly or be free of that obnoxious sound design! If anything, this alone is the most braindead and irritating Feature of them ever since they were introduced.
The devs didn't Have to adjust their thickness/opacity at all! If anything, obscuring the killers vision IS the primary Reason to use them so you can make your escape, no, all they had to do was tone down the volume, decrease or remove the outer "thinning" cloud range, and give them limited uses or some method, other than sitting around for 60 seconds, to refill them. Instead they went overboard on the nerfs, and as a killer main, I can agree on that. The question is do any survivor mains agree with my assessment of what needed to be changed?
OP, I hope you understand that these "Killer Main complaints" aren't simply because I'm bitter or any of us are having trouble adapting to the new mechanic, Just that the mechanic needs some fine tuning for the sake of the games balance and health. As the Fog Vials are right now, you're right, the devs nerfed them too hard, but I don't think that's entirely due to Killer mains complaining, as most of us are more reasonable than I think you're giving us credit for. I mean, we have to be… as far as the player base is concerned, we're outnumbered 4 to 1, we can't afford to waste everyone's time whining about every little new toy the survivors get to play with, just the ones that fundamentally break what little balance this game has.
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In response to Proposal 2
The reason the devs won't do it is because of the early game insta-down potential. Survivors facing a Dredge have a tendency to lock the nearest lockers to them as soon as the match begins, and if you had early game aura reading like Lethal Pursuer, or even Darkness Revealed, without that cooldown in the beginning of the match, you could instantly pull off his unique TP grab on a survivor.
His TP Grab is unique for 2 reasons:
- If at any time during his slow TP, a survivor interacts with the target locker, they trigger the grab.
- Dredge always prioritizes going to a locked locker in a double locker setup with the only exception to this rule being the grab. So if a survivor decided to lock both lockers instead of just 1 while Dredge is TP'ing to them, he will ignore the locked one and always get the grab.
Currently (as of Patch 8.2.0) Dredges Daytime TP cooldown is at 10 seconds, even at the start of the match, and if you combine his Ottomarian Writing Add-on (-2 seconds to cooldown), and Lethal Pursuer (11 seconds start of match aura reveal), you can actually pull of an early game grab on a survivor right now, with the caveat being that you only have a 3 second window of time to do it in. The difference between doing this now vs with your proposed buff is:
With the cooldown at the beginning of the trial, Dredge players have to design a build, and time it perfectly in that 3 second window to get the early game grab.
Without that cooldown, Dredge players just equip LP, and are practically guaranteed to pull it off any time in the first 11 seconds of the match.
One is a braindead early game advantage, the other takes building, planning, perfect timing and player skill to gain that advantage… Which do you think the devs favor?
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@SoGo said:
Just make it so items lose 10% of charges right away when you get hit with franklins.
@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978066#Comment_3978066
like how it was when it first released back in 2017
Yeah OG Franklin's was awful, to drain any item enough to reduce it's usefulness to survivors, you had to knock it out of their hands at least 5x, and that only took it down a smidge. Even with a 10% loss version, anything with 10 charges would take 10x to fully drain, and 5 to half drain, meanwhile survivors have things like Built to last, and Streetwise (once they fix it), to either Re-charge their items or start with more changes than the base item would have.
@Chilli_man2400 said:
with franklins being nerfed cause of coding and item charges with maps and keys. People were wondering how to make it good again.
Honestly just bring back the time limit so if you don’t pick up within 150/120/90 seconds the item disappears completely.
this was only removed cause of special items being destroyed like nemesis syringe or lament.
but they have recently changed special items so franklins doesn’t drop special items anymoreWith that in mind it really wouldn’t hurt the perk if it went back to this version
Totally with you on this. The "item economy" is Laughably over packed right now! Not only have there been Many Item centered Survivor perks added since the Patch 4.1.0 version of FD, But every Anniversary Event (especially this last one) Has Jam Packed Survivors inventories with Flashlights, Toolboxes, Medkits, Firecrackers, add-ons etc, not to mention how many keys and maps were piling up simply because they went ignored until now.
If survivors lose an item to FD, because it was left on the ground for 90 seconds, which has always been an overtly Generous amount of time; It's not like they don't have hundreds (if not Thousands) more just like it! If anything, Giving FD back it's old item eating mechanic would be very healthy for the game, since it will give Killers back the option this latest patch took from them:
The ability to Counter items.
There's only 1 item that survivors don't have many of atm, and that's the new Fog Vials… yeah, that won't last long, they're already stockpiling them. I know there are many survivor players out there who think this is a "Terrible" idea, but COME ON GUYS!
Look, For the sake of Argument here, What if every time the killer successfully attacked you while you were vaulting, it resulted in an automatic Grab? No need to be injured, no need for the killer to Tap the attack button instead of lunging, Just any time at all… And then, What if, the only thing you could use to counter this was Vault speed perks Finesse, or Resilience, and then BHVR came out and Nerfed those 2 perks so that killers would ALWAYS get the grab, and you had NOTHING to counter it anymore?
Does that sound like a fun scenario to you? Because that's what the recent Nerf to FD and Overwhelming Presence FEELS like. It's Like the Devs are flipping killer players their middle finger and saying "Yeah, Survivor items have no counters… Git Gud!"
Bottom Line: Giving FD back this ability is not only good, more importantly, its a HEALTHY idea for the current state of the game.
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Give FD Back its 4.1.0 ability to destroy items then! If survivors with infinite charge items isn't game breaking, then the ability to destroy said items should bring back at least "some" balance.
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I honestly don't see it. Maybe its because my clown builds feature no slowdown in favor or more haste, maybe it's because I'm, only a "decent" killer main, hell, maybe it's because I haven't played clown in over a year, but so far, every clown match I've played since the 9.1.0 patch, have been a race of how fast I can hook survivors vs. how fast they can complete 5 gens, and "Spoiler alert" I usually get 6-7 hooks by the time there's 1 gen left, and typically at least 3 escape.
I kept asking myself… "WHAT AM I DOING WRONG? ISN'T HE SUPPOSED TO BE BRAINDEAD AND BROKEN NOW?" and I just don't see it! Hell, I even adopted a build from the guy who wrote the 350+ page clown guide, and STILL found myself falling short. I know it's not that I'm on a higher MMR, because of how long it's been since I played Clown, which should put me in the much lower sbmm/mmr range, and while my chases are over with very fast (less than 20 seconds), I just can't keep up with how fast the gens are finishing.
I've adopted the "2-down" strategy, wherein you down one, and immediately chase, down and hook another in order to get the remaining 2 off of gens to come help their teammates, and that at least won me a couple of matches, but Just doesn't work if, after you down the first one, there's no one else in the immediate area to chase. Overall the strategy is heavily flawed, and outright doesn't work against a swf, but as far as strats go, it's the only one with the new clown that actually worked.
in summary: Either survivors are too strong atm, or I'm just a ######### clown player, because these buffs that make him "braindead" or "Overpowered" aren't doing anything for me. If you want evidence of this, Just watch my latest Video on Kick (TWiXT_Pr1me) and see for yourself… hell point out where I went wrong too, I could use some tips.
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I play it, because every other asymmetrical game that lets me play the villain has died. For my part, I love playing the bad guy, and the challenge of being the lone role going up against a team. I used to buy or play the other ones for the same reason, starting with Evolve, and yet, all of them had the same problems:
- Too much power/tools given to the team role, making it more of a bully simulator for anyone playing the "power role", rather than a Powerful entity vs. a team that is forced to work together to win.
- Lack of character/player expression/agency. Basically, the power role became reduced to a few standard ways of play, all noted and counter ready, so no matter how you played them, there was no expression of individuality, no way to throw the team off with something they wouldn't expect, and the same went for them, resulting in "Meta's" that if too powerful, made it entirely one sided.
- Catering to the majority vs. the role that gave them purpose. I can't stress enough how many times in all of the Asymmetrical horror games the team role received buffs, while the power roll either remained stagnant or got nerfed. The team role has more players, and caving into their demands becomes slippery slope, that until recently, DbD has done a good job at avoiding.
- Dumbing down the gameplay experience. Evolve was the worst offender on this… It was a game of hide and seek, wherein the monster hid and built strength while the team of hunters tried to stop it from maxing out. Once they introduced arena mode, which put them all in a small, closed off area, but left the monster still having to build up the 3 evolution phases, and nowhere to hide… it got stupid. Faster paced, yes, but ultimately REALLY stupid, and incredibly stressful for the monster, especially with how Over tuned the hunters became.
- Purely competitive play. Nothing casual, just Survival of the fittest. If you were one of the best of the power role, it became a total chore to keep playing, because every team you went up against were either training for tournaments or already tournament level players. While this may be a praise worthy compliment towards your skill in the power role… I saw it as a testament to your masochism. It stopped being fun Long ago, and now that you've dug the hole this deep, there is no way out other than throwing every match until it gets casual and fun again.
- Spider is introduced. You may think I'm silly for mentioning this, but so far… 2 Asymmetrical horror games have fallen very shortly after introducing a spider character! Evolve introduced the Gorgon, and died 3 months later. The last Year introduced the Fiend (big ass spider), and died in less than a month! I see a pattern here, and as much as a spider-themed killer sounds great on paper, I pray that DbD doesn't fall for the same temptation… it's too risky!
Overall, I play it because, despite where its going atm, and how worried I am that it'll follow suit with the others that made these mistakes, it's still done a "pretty good job so far" at avoiding them, and remained fun (for the most part) for either role played. Here's hoping that DbD continues to throw each side a curve ball, and doesn't completely favor one side over the other. Right now it seems heavily leaning towards survivor, and is becoming outright frustrating, if not painful for the killer role, but next patch may prove otherwise… we'll just have to wait and see.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973428#Comment_3973428
The chase never starts.
No bloodlust, no Entity blockers, not even music.
On the plus side, Pig can get more headpops, since the timers never pause on her RBT's, so she can just chase them to death. Perhaps this was a Pig shadow buff they forgot to mention?
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Bring back patch 4.1.0 Franklin's Demise! If we can't reduce item charges, at least give it back the ability to completely destroy an item that's left on the ground for 90 seconds. Especially considering that Every survivors inventories just got loaded up with an abundance of Anniversary Toolboxes, Medkits, and Flashlights… Giving Franklin's back the level of Threat to items it used to have couldn't come at a better time.
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971767#Comment_3971767
I’m pretty sure this just isn’t true, if you are traveling through the office at all from any door at the same time as springtrap you get grabbed
EDIT: After doing some research, TWiXT is right. A lot of players probably don't use the doors because they share my misconception here!
That's really a terrible misconception to have…
Oh, I forgot to mention: Springtrap can see which door you enter, but only if he's already inside a door looking for his next destination, and a survivor attempts a teleport. In that event, Springtrap will see one of the doors auras turn yellow, and will be able to trigger the grab by TP'ing to it, However, this also has a very miniscule chance of happening. Honestly the odds of Springtrap idling for long enough in a door while choosing where to go, or catching someone using a door while he's doing it are slim to none, especially if survivors pay attention to the maps ambient noises, which go silent whenever he enters a door, and come back after he exits.
I still haven't pulled off the Achievement, but if I were to try for it, I'd bring along an Aura reading build to spy on the survivors locations/see if any are using a door, and hope I'm close enough to one myself so that I can intercept them. Unfortunately though, Since survivors have this misconception about the office grab interaction, they're just too scared to use them, so I doubt even using an aura build will help by much. TBH, that's probably what's keeping him in the High B tier on many peoples Tier lists, because the moment survivors realize just how safe the doors actually are, and start using them against him… it's gonna drop him down the lists pretty hard.
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I think it's silly that no one uses the doors.
Springtrap takes 3 seconds to teleport, however that's not including the 2 seconds to get in the door, 1 second to exit + however long it takes to select a door to teleport to.
Survivors on the other hand take about .5 seconds to go into a door/exit, and then 5 seconds to teleport + however long it takes them to select a door to go to.
Here's the kicker: in order to get the grab, Springtrap has to not only take 2 seconds to enter +however long to select a door, he also has to select the door that the survivor enters to trigger the grab! He has to enter a door, AND select the correct one (a 1 in 6 chance), all within the 5 seconds it takes a survivor to move through the office during the teleport. The only other method for him to get the grab is to enter the door a survivor just entered, right after they entered it. It doesn't even count if he selects the door they chose to exit from, only the one they entered. The odds he is going to select your door, within those 5 seconds, at the exact same time as you are using it… well, they're ridiculously low.
On top of that, survivors have a certain elements of the game to aid them: See a survivor being chased? its perfectly safe to use a door. Stop hearing ambient noises? this means he's gone through a door/is selecting one or teleporting, so don't use one. See a doors panel glitching? he's coming to that door, get away from it.
Overall, the security doors are a very powerful tool to use against Springtrap as they are always at gen locations (so you don't have to worry about finding a gen), they can spread your team all over the map to do multiple gens at a time, and Springtraps First teleport in the game is predictable as its usually the one your team spawned closest to, so just get away from that one, find other doors, and use them in the start of the match to spread gen pressure.
Since the odds of him getting a grab on you via the door teleports is so miniscule, survivors should feel free to use them against him as much as they want, and hey, if he DOES manage to get the grab, that's just a bad roll of the dice. Honestly, if you just pay attention, and start using them more, I think survivors will find that they get more value from them than they get grabbed. Knowing how powerful they are to use against him, and how low the odds of him grabbing them are, I just don't understand what Survivors are so scared of.
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For the Purple one: Fog Dye
Distilling the Fog vapors in the entities realms Makes for a Powerful Dye concoction.
Upon setting a Trap, the trap becomes enshrouded in Fog for 25 seconds, and then becomes unshrouded but blends in with it's surroundings. Traps Still shimmer slightly in their cloaked state (think wraiths cloak effect, but on traps). After a trap is triggered or disarmed, it is revealed, and must be manually reset to reapply Fog Dye's effect.
I figure, since there's so many maps like Eerie, Nostromo, Lery's, RPD, Midwich, Mt. Ormond etc, that have little to no vegetation patches or places to hide traps (practically making trappers power useless), it's time the devs give trapper the ability to hide them in plain sight, even if it takes a few seconds before they cloak, and they can still be noticed by keen eyed survivors. I added the extra requirement of Manually setting them to trigger the add-on's effect, because I figured that's what they devs would do anyway… and it doesn't seem to be too unreasonable of a requirement for such a powerful effect.
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They need to give Franklin's Demise back its patch 4.1.0 version. Since they don't want anything removing charges, that version will be just fine in the new upcoming "Item Meta".
for those who don't know, Patch 4.1.0 gave Franklin's Demise the potential to delete items. After knocking an item out of a survivors hand, if the item is left on the ground for 90 seconds, the entity consumes it. This was the version of FD before the current one that only saps charges, and like current FD, it was still easily countered by dropping your own item before you could get hit. It wasn't broken at all because picking your item back up reset the timer.
Given that the Anniversary event has loaded up survivors inventories with Flashlights, Toolboxes, and Medkits, as well as tons of Add-ons… It seems that bringing back this ability for FD won't be a problem since losing an item is now little more than a "drop in the bucket" for survivors. I wanna thank everyone responding to this post for re-affirming that for me.
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Currently, Doc and Legion, mainly for the event because those 2 are the biggest BP earners which lets me net lots of Scream Pies/Anniversary cakes. Otherwise, I tend to still Main Doc, since I find his add-on + perk combo's to be the most versatile in the game, but I also Play lots of Plague, she's a lot stronger than most people think, so much that she's become my Go to Girl, and some Pyramid Head... I just really like him, and hope they don't nerf his PTB version into the ground because those changes look very exciting.
Before the event though, I was really getting in the groove with Unknown, especially after seeing a video showcasing the "unknown terror" build and how diabolical it makes them, and of course, I jumped on the Springtrap Bandwagon like everyone else, but I dunno if I'll keep him in my Mains rotation, mostly because I feel like people are probably getting sick of facing him all the time.
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They COULD always bring back FD's previous version from patch 4.1.0, you know, the one wherein charges weren't affected in the items at all, but if the item was left on the ground for 90 seconds, the entity flat out eats it?
Hell, considering how over tuned the items are becoming, and the Massive amount of anniversary Flashlights, Medkits and Toolboxes the survivors are getting due to the extended anniversary event… Restoring FD's ability to potentially delete them is sounding more and more like the right way to go the more I think about it.
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@KeefCheif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958010#Comment_3958010
Yea, let's do the most brain dead implementation of this feature we're talking about in this post; it's the only way your sarcastic comment has any grounds. Like why would we implement it in a way that let users block players they've never matched up with.
Alright, I'll be serious then, since you obviously don't understand the consequences Illustrated in my "sarcastic" response, let me spell it out for you:
This discussion is the exact reason why the devs blacklisted MLGA for PC players before the dedicated servers were established.
"MLGA is a mod that shows you the pings of people in your game lobby. The idea is that if the ping is too high you have the chance to dodge that lobby in order to not get stuck in a laggy/ unfair game. It also has a feature that allows you to add players to a list and tag them as either "blocked" or "loved", so you can avoid certain people who play in a way you don't like."
MLGA was being heavily abused by players blocking others and essentially rigging the game so that they would only play against players of lower skill than themselves. BHVR recognized how abusive the ability to block players was being, and rightfully Blacklisted MLGA in Easy Anti Cheat so that no one would be getting blocked anymore. This was back when DbD was still peer to peer connection, and MLGA only worked for that kind of game. However, despite its Blacklisted status in EAC, some players still figured out work arounds and were able to continue abusing it, and BHVR were forced to start banning players caught using MLGA, all the way up until the Dedicated servers were set up, which finally made MLGA useless.
The worst part about it was the effect it was starting to have on the Fog Whisperers/Streamers for the game, as they found themselves frequently trolled by being added to many players Blocked lists, forcing them to wait longer and longer just to get into a match with anyone, and costing them what essentially was/is their lively hood. It's because of this and the many other functions of MLGA (including only favoriting or "loving" inferior players so they could relentlessly bully them), that BHVR heard the outcry from the player base at the time, and made the right call to ban MLGA.
The Bottom Line: MLGA was a tool that allowed DbD players to do exactly what this post is talking about, and it was such a problem for the DbD community that BHVR took measures to Blacklist it, and even outright banned players for using it.
@KeefCheif what you're asking for is essentially the same thing as MLGA, but integrated into the core of the game, by the developers, who already Blacklisted that program because of the damage it was causing to the DbD community, and you think they'll actually consider this suggestion? ... Good Luck.
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If that were true, then they wouldn't have buffed Built to Last and Streetwise. True Streetwise no longer reduces the charge consumption rate, but now items retrieved from chests can have +80% more charges. Built to Last restores charges, and now can do it 4 seconds sooner. If they couldn't figure out how to make Franklin's Demise consume charges at a low rate, then it stands that they wouldn't be able to figure out how to make them recharge, or gain more charges than they would normally have (without add-ons) either.
Hell everyone's acting like FD was the ONLY counter that killers had to items, but they forget that Overwhelming Presence is a victim here too. Original OP, which hasn't been changed in almost 7 years, caused items to burn through their charges at double the rate as long as said items were being used within the killers TR. They changed it completely and removed its ability to affect the rate charges are consumed. it was literally the difference of changing 1 charge per second to 2, which on their new charges system, would mean keeping it at 2 per use instead of per second. While some people are arguing that OP's new effect is much better, all I see is a pattern of Tremendous buffs to survivors items, their functionality, and perks that give them more charges, and the complete removal anything the killer had that could drain them/counter them. Which is really sad to be honest… Items have always been a pain in the ass for killers, but at least they had 2 perks as options for countering them, and as long as they had that option, no one complained. For crying out loud, both of those perks had easy counters:
FD: drop your own item before chase or getting hit.
OP: Don't use your Item when you hear the heartbeat.
And yet the devs STILL decided to take them away as options to counter items, while buffing the hell out of said items and perks that compliment them. Killers would have been fine with it if they left FD and OP alone, but by removing their power to deplete charges on items, it's like the devs are saying "No counter play for you! Yes, we really are that biased."
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I don't feel it honestly. I mean yeah, his footsteps have a different sound to them, but honestly it just puts them at the same level as Demogorgon, Whereas his default skin is more like Knights footsteps (Mainly due to the metal clanking). Overall, we can still hear them from the same distance, they just lack the Metal sounds because they're padded. Otherwise, The skin itself is super bright colored, with intensely glowing eyes, so even if you miss hearing his approach, he's far easier to spot than his base or bloody skins are. On top of that, his Glitchy noises when he does things like vaulting, breaking, aiming his axe etc are also very loud and more noticeable compared to base skin.
The way I see it, its a trade off:
Slightly less noticeable/Different sounding footsteps, but more visible and with overall louder SFX.
I wouldn't consider that Pay To Win. Comparatively, Think of the Were-Elk skin for Huntress, and its brief stints as being P2W:
The skin is dark colored, and tends to blend in on dark maps, or maps with prominently brown coloring (farm maps), and for a while what made it P2W was how quiet the 40m Lullaby and Hatchet Aiming sounds were. On a Ranged killer, That definitely gave some Major Advantages to the players, so much that they had to make the skin louder, but still did nothing about its color scheme to make it easier to spot. Glitch Trap is nowhere near that level… It's too noisy and easy to spot on any map, the only thing different is the lack of Clanking metal sounds in its footsteps, but you can still hear them from the same range.
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Put new FD on Hag, Trapper, or Pyramid Head. Proceed to trap Items knocked out of survivors hands, rinse and repeat. Otherwise perma Equip Lightborn, and get used to the fact that all you can do is tryhard/sweat your Games as killer, because there's nothing you can do about the items anymore.
Also, get used to losing flat out if the survivors power the gates:
Conviction + Soul Guard is gonna bring back the "Killer Endgame 'No-win' Scenario", wherein Killers can't pick up anyone who's knocked down in endgame due to all the flashlights/sabotage/fog juice, and can't keep them slugged/knock them down either. In other words, the very reason the devs Nerfed DS and BT is coming back in full. You'll just have to try harder, and apply more pressure to ensure the game never gets to that point, and if you don't… "you're just bad I guess, git gud!"
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I came up with a Jorōgumo (Japanese spider lady yokai) concept way back in 2017, posted it on the steam forums. To save you from looking for it here's a the basics of it (updated for todays version of the game):
Appearance: Floating Beautiful Japanese woman in a long kimono with long sleeves covering her hands.
MS: 4.4 m/s
TR: 32/40
Weapon: Shiny black Spider Claws concealed within her sleeves.
Abilities:
Hidden Horror: (Passive)Her True spider form (the legs and large abdomen) are invisible like Wraith's cloaked appearance until she attacks or enters chase, then they become visible. True form disappears again after 20 seconds not chasing attacking or injuring survivors. Becomes Undetectable (no TR, can't be aura Revealed) while true form is cloaked.
Wall Crawler: (Passive) Low obstacles such as pallets, or chest high walls/objects in the environment can be crawled up onto or over at the cost of 6% movement speed. However, she can't climb high/Line of sight blocking walls or vault framed windows due to how large her spider abdomen is (I figured since this ability makes most "trash loops" obsolete, survivors needed a "window" of safety).
Venomous: On top of injury, Each basic attack also applies 5 charges of the Poisoned status. Any survivor receiving more than 20 charges loses a health state. Charges deplete at a rate of 1c/s when walking or still and .25 c/s when running or interacting.
Spiderling Swarm: Every time a survivor is hooked the Jorōgumo earns an Egg Sack token (Max of 3). She may hold down the Ability button for 6 seconds to lay an egg sack on any low horizontal or vertical surface (max of 4 on the grounds at a time). The Egg Sack gestates for 45 seconds before hatching, once hatched, spiderlings swarm a 24 meter radius at a rate of 1m/s, once they reach full radius in 24 seconds, they linger in their territory for an additional 125 seconds before dispersing and leaving the grounds.
Any survivor who enters the spiderlings territory receives the Poisoned status that builds in charges at a rate of 1 c/s. Poisoned Status charges do not deplete until the survivor is out of a spiderling territory for 5 seconds, at which point they deplete at the normal rate. The webbing the spiderlings lay down apply a 5% hindered status to survivors for as long as they remain in the spiderling territory. Survivors in the dying state in spiderling territory have their aura revealed.
Mothers Rage:
Egg sacks laid in the grounds can be Squashed by survivors. Doing so applies 10 Poison charges to the survivor, and if already hatched, causes the spiderling swarm disperse within 5 seconds. However, this action also puts the Jorogumo into an Enraged state for 45 seconds. While Enraged Her True form is revealed, TR increases by 8m, Movement speed is increased by 7%, and Her wall Crawling ability suffers no cost in movement speed. The Survivor who squashed the egg sack has their aura revealed for 8 seconds.
Perks:
Hex: Ley Lines
All Dull and Hexed totems in the trial grounds are connected by thin invisible lines you can see highlighted in yellow. Any survivor who passes through one of these lines has their aura revealed for 1/2/3 seconds. Any totem cleansed or blessed loses all lines connected to it. All ley lines are removed if Hex: Ley Lines is cleansed.
Welcome to my Parlor:
When 2 or more Healthy survivors are within 8/12/16 meters of you, Welcome to my Parlor activates and they become exposed for 15 seconds. Survivors in the dying state, carried, hooked or Injured do not count towards the activation requirements. Cooldown is 60 seconds.
Scourge Hook: Web of Pain:
Each Hook you gain earns Web of Pain a token (max of 8), Each token applies 1% Hindered status to all Injured survivors for 45 seconds after you hook a survivor.
Basically, She's sneaky when not attacking, chasing, or enraged, and is primarily designed to create zones of the map that survivors want to avoid. I figured a killer that can create Territories in its favor would be very different from anything currently in the game. It has counter play a plenty, but I worry that I may have been too lenient in that regard, still, a survivor wouldn't want to be caught in a spiderling territory with Mama on their tail, it'd practically be a insta down, depending on how long they remain in the territory, and whether or not she hits them. The perks might be a Tad bit OP by todays standards… Anyways, what do you think?
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The reason they don't do it is because of the early game insta-down potential. Survivors facing a Dredge have a tendency to lock the nearest lockers to them as soon as the match begins, and if you had early game aura reading like Lethal Pursuer, or even Darkness Revealed, without that cooldown in the beginning of the match, you could instantly pull off his unique TP grab on a survivor.
His TP Grab is unique for 2 reasons:
- If at any time during his slow TP, a survivor interacts with the target locker, they trigger the grab.
- Dredge always prioritizes going to a locked locker in a double locker setup with the only exception to this rule being the grab. So if a survivor decided to lock both lockers instead of just 1 while Dredge is TP'ing to them, he will always get the grab.
Currently Dredges Daytime TP cooldown is at 10 seconds, and if you combine his Ottomarian Writing Add-on (-2 seconds to cooldown), and Lethal Pursuer (11 seconds start of match aura reveal), you can actually pull of an early game grab on a survivor right now. The difference is:
Without that cooldown, Dredge players are practically guaranteed to pull it off. With the cooldown, they have to design a build, and time it perfectly to get the early game grab.
One is a braindead early game advantage, the other takes building, planning, and player skill… Which do you think the devs favor?
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I really wish they went with the re-work I proposed for it years ago:
Insidious:
For every 4/3/2 seconds you refrain from chasing or injuring survivors Insidious Reduces your Terror Radius and Red Stains Brightness by 5%, upon reaching 100% reduction, you gain the Undetectable Status.
Initiating a chase or injuring a survivor Immediately returns your TR and Red stain to normal size and brightness.
Basically, Your TR and Red Stain starts shrinking as long as you haven't found, chased or injured survivors, and after 20 seconds, you become undetectable. This works best in the start of the match when you're initially searching for survivors, If you're playing against sneaky players, at the end of a match when there are 2 left, or you're playing the "Find the hatch" game with the final survivor. Originally I wanted to give it a 40 second cooldown once your TR returns, but to be honest, It's unlikely to bring you to the undetectable state very often during a match, and since it takes 20 seconds to get you there, a cooldown seemed like overkill. For new players, ones who don't have Lethal Pursuer, and even some veterans, I felt like this makes it much better than its current version, or the updated one coming out wherein all they did was drop its activation time from 2 seconds to 1.
Lets face it, since its conception, the perk was designed to help killers Camp hooks or Gens, and that playstyle is not only toxic, but it also doesn't work anymore, so why are the devs keeping this outdated effect for an outdated playstyle?
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NOOOOO!!! Not my Overwhelming Presence! What are you doing to it?
I mean, I'm probably one of the only Players that uses it, but dang-it, It's crucial to my Anti-item builds! When equipped on Doc or Wesker, with maximum TR, it ensures survivors can't get full use out of their items, meaning Slower gens, Less healing, Less Flashlight blind attempts, etc, instead survivors adopt the counter strategy of either running across the map away from me to try and heal, or simply don't use their items at all… Which is what I want!
Survivors who bring in items tend to have a plan for them, OP is one of only 2 perks that throws a wrench into said plans… And you've listed BOTH for getting changes, while also Buffing Items and Survivors Item enhancing perks?
The "item meta" is gonna go crazy next patch, and I fear, due to the changes to the killers only counter perks, will likely go uncontested… sigh, this is gonna be painful for killer players isn't it?
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Hell yeah! Then we'll finally be able to block every live streamer or anyone with a TTV/YT/KICK on their name so they can never make monies off of this game ever again!
Goodbye Otzdarva, Hens, Tru3, Negoose, LillithOmen, Spookyloops, OhTofu, Ardetha, UltimoBushido, WhiteNoiseDesign, Linxy, NaymetiTV, Zet0r, etc! Hell Even Monto, who's recently come back after a long hiatus for the Springtrap Chapter and anniversary event! We don't need any of them posting video's of themselves shamelessly profiting off of this game!
This idea is Brilliant! The Trolling of these moochers will be epic! Give the community the power to directly destroy their livelihoods! Not even the Hackers have been able to do this, despite how hard they've tried for years! How come this has never even been considered before? BHVR needs to get on this ASAP, so the community can finally put an end to these content Profiteering streamers once and for all!
/s *
*signifies Sarcasm
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957374#Comment_3957374
I just dont understand ppls obsession with mass hoarding these things. The idea of people being pissed because they ONLY got 2000 cakes to last them a year is nuts... especially when they say they dont play often. I looked through my different killers last night, and I still have hundreds of unused cakes from previous years going all the way back to the 3rd year anniversary.
They DID have an issue with the level 50 bloodweb that was effecting P100 people, but they worked on that QUICK.
If maxing 40k BP per match, you reach 1mil after 25 matches, and 5mil after 125 matches. Each match taking an average of 10 minutes is equal to 20.83 hours of playtime just to Prestige up a character 4.8 times. This is the standard grind of the game, so if played for 4 hrs a day, it would take you 5 days just to reach the max BP and dump it into a character you want to prestige. However by bringing in 100%+ BP offerings, you can cut the grind in Half, Making the it only take 2.5 days, or 10.4 hrs, Drastically reducing the overall stress.
100% BP offerings like BPS and Pudding/ECake's show up in Bloodwebs an average of 1 every 5-10 levels, giving you about 5 BPS, or 10 puddings/ECakes every 50 levels, or for every 800k-1,050,000 BP.
The anniversary event Provides on average +/- 1 Scream Pie/anniversary cake per level, favoring giving the cake 80% of the time per web/level, especially if using bulk spending. Each one providing 109% BP gains, at a cost that is lower in BP and at a frequency that is far better than you could ever get with the Standard 100% BP offerings.
if you want to reduce the grind, you need 100% BP offerings. The standard offerings show up too infrequently in Bloodwebs to be relied upon, whereas the Anniversary Event Guarantees that, if you grind a little for them, you can ensure you'll have enough to last you for every match you play following the event; Allowing you to reach your prestige goals in half the time, and significantly reduce the stress of the standard grind of the game.
I know a seasoned player like yourself may not understand this, what with years of experience, thousands of hours, multiple P100 characters, and massive stockpiles of add-ons/items/offerings in your inventory, but to a mere casual player who doesn't play more that a couple of hours a week, or any new players who've come to the daunting realization of the sheer magnitude of the cliff they're expected to climb in order to unlock all the perks, and prestige their characters… The Anniversary Cakes are a Godsend!
In previous years, stockpiling them was much easier to achieve, so hopefully you understand now why people are so "pissed" that it's become a grind to accomplish this time around. Especially with all the new players who just joined up with the FNAF chapter.
TL;DR:
BloodPoints = Time. Anything that guarantees 2x the BP for the Time you put in is something worth investing time into stockpiling isn't it? Especially for new or Casual players.
side note:
By saying "I just don't understand ppls obsession with mass hoarding these things." You might as well have quoted Marie Antoinette's "let them eat cake." a quote used to illustrate the perceived indifference of the wealthy and powerful to the plight of the poor. I find it hard to believe that you've achieved so much over the years that you can't even remember how difficult the grind was for you. Are you really so callously out of touch, or just trolling?