TimberGoingDown
TimberGoingDown
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948054#Comment_3948054
Which is it? Either the audio cue makes them easy to dunk on, or there are other factors as to why Sadako and Dredge are easy to dunk on? It certainly can't be both.
You pointed out all the problems with Dredge that make him easy to dunk on, and not a single one had to do with the audio cue for his teleport.
Currently, ST is getting free hits with his teleport because it isn't telegraphed. If you can't see the pad, then what counterplay is there? If there's no counterplay to it, how is that fun to play against?
An audio cue isn't going to see survivors pre-running every time. Especially not if they're working on a high progress gen. An audio cue would simply be telling them that ST is using a door. It wouldn't be telling them which door, specifically. If they pre-run, then yes you have to catch up to them. Why is that a problem? Every other killer has to do this. Why should ST be the exception?
If we're talking about stealth killers, Ghostface has an audio cue when he's using Nightshroud and is nearby. Wraith has an audio cue when he cloaks. You can hear Myers breathing when he's nearby. These audio cues don't make them bad. There are other factors at play as to why they're bad.
Because something something jump scare killer something something mediocre teleport something something identity.
That's why. Obviously.
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I haven't noticed anything unfair for either side so far.
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Spirit
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@Pulsar said:
Genuinely, if you are going and taking matches against god squads, why do you WANT to play against normal players?
All you'd be doing is punching down and giving them the exact same experience, perhaps worse.
I was in a similar situation, but eventually, I decided I wanted to push as high as I could. I went and played comp, tournaments and whatever. Ultimately, I ended up getting bored because pubs was just a slaughter.
Basically, decide what you want. Is winning the end-all-be-all like it was for me? Or would you rather just be goofy and have fun? Choice is up to you, but its simple either way. Wanna win? Keep pushing. Wanna be goofy? Stop taking it so seriously.
Or, you could be buns at the game like me and try to win and fail!
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948251#Comment_3948251
All the speed hacks, fast gen pops and aura hacking. I'm playing animatronic, I can go into a door at a gen with 0 progress and then by the time I go through two more doors, then gen is popped. Not to mention I've been running floods of rage and BBQ for aura, just to see what I can see, literally nothing lol I see almost always no ones aura at any point, even when in floods of rage unless I'm actively chasing that Surv it's showing me lol
Almost all matches are against SWF's of some kind but mostly 2 mans I'm seeing.
It's getting really bad. I run into people I suspect are subtly cheating consistently two or three times a night. Survivors that "just happen" to always make the right choice on the 50/50, that never falls for any mind game, that also conveniently completely vanish the moment they break LoS.
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@Jspect said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948254#Comment_3948254
It is literally not that big of a deal. The door has tells its being teleported to, yes you can't always see it but that would mean the door isn't touching the generator which would give you time to react to the sound. Sound too low? Sure, increase the audio of the door opening.
If they add a TP notification not only would it defeat the purpose of a jumpscare killer but it would also take away a part of springtraps identity, it would also be announcing to the entire match that he's undetectable. Can we not live with some fun jumpscares, or maybe pay a little more attention?
If you aren't in a SWF there's signs he could teleport too, nobody in chase? Watch out for a TP. Recently hooked? Watch out for a TP.
And I don't get the "everyone has a notification why doesn't he" argument. Killers shouldn't be consistent. And most of those with TP notifications don't even need them."…yes you can't always see it but that would mean the door isn't touching the generator which would give you time to react to the sound."
Except this isn't exactly true. The Pale Rose, for example, has a door spawn RIGHT NEXT to the gen on the small boat, within two feet, except it's always facing away from the generator. And the door is literally between you and any way to escape the tight space. You can't see the key pad, and if he teleports there, it's a guaranteed hit. There are quite a few places like this where the door is within arms length of a generator, yet can't be seen from the gen.
"If they add a TP notification…"
I don't really care, to be honest. It's not a "jump scare." It's just a free hit. I'm not screaming or jumping in my seat. He's just appearing on top of me and getting a free hit that I can do nothing about. It's not fun, and since there's no animation time to him stepping out of the door, if you hear it open, he's already on top of you. It's not about "paying attention," it's just cheap hits.
"If you aren't in a SWF…"
Yeah, you're right. Every time he's not actively chasing someone, I should sprint away from my gen just in case he's teleporting to it. And I should stay a tile or two away until someone gets back in chase, getting AFK crows. That sounds fun.
"And I don't get the 'everyone has a notification why doesn't he' argument…"
DBD has these consistencies for a reason. Because getting teleported on and getting smacked with no counter play feels like garbage.
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@PetTheDoggo said:
Yeah, it's very strong, but I wouldn't say it's more broken that what we already have.
2 full heals, with 2 perks. Seems just as a worse instaheal medkit to me.With those same two perk slots, you could get infinite heals with self care/strength in shadows + botany knowledge
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@Ragna_Rock said:
A big problem with this is most people who want to sweat in pvp games will do so in casual or ranked. Take R6 Siege for example back when I used to play it, ranked and casual felt the same as peoples ego just would not let them play casual always playing in the sweatiest way no matter what, mix in a similar toxic community and people would often quit or team kill for no other reasons than because they gave up and just want some small nugget of satisfaction(usually by killing team mates).
In DBD its kind of the same logic a heavily competitive/toxic mind set will bypass a causal/ranked system and most PVP team games these days usually have to put a lot effort into policing the community that it can become stale.
I think that if Behaviour want to fix the problems with core gameplay they need to take a page out of DRG's book and encourage gameplay that motivated people to play in a more healthy way and that is not going to be an easy fix as will require some massive changes to gameplay.
A thought that I had and seen echoed was to have shared hook states so when the limit was full everyone would just die at once reducing incentive for tunnelling and making the hooks change after hooking to keep it random and to reduce camping while on the other side adding new objectives for survivor that need to be done in a certain order of progression to prevent gen-rushing.
I think that Struggle hooks should be shared. So everyone gets their own first dangle hook, and after that hook has been used, getting hooked now eats into four shared struggle hooks. A survivor can only be sacrificed or mori'd after all 4 struggle hooks have been used. That would mean you have to down the same survivor 6 times to tunnel them out of the game, and everyone else would still have two hooks, so you're only getting a 1k if you do it.
Give survivors a debuff to action speed after they've been hooked the first time. This debuff goes away once all struggle hooks have been used. Then, for each survivor removed from the game, survivors get a 10% action speed buff.
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@Jspect said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948233#Comment_3948233
Hello my name is Singularity, Hello my name is Artist. Honorable mention: Hello my name is dracula (I can hit over any loop) Hello my name is Springtrap, I have a 2cm hitbox projectile that has the highest skill ceiling in the game, I also have doors that survivors can use too! Cool, right? I'm just very bugged right now, it will be over soon.
TLDR:
Hello my name is Singularity, Hello my name is Artist. Honorable mention: Hello my name is dracula (I can hit over any loop) Hello my name is Springtrap, I have a 2cm hitbox projectile that has the highest skill ceiling in the game, I also have doors that survivors can use too! Cool, right? I'm just very bugged right now, it will be over soon.Artist has to hit you twice with her projectile in a very short period of time, and Singularity's teleport can be taken away… and STILL has a warning that he's using it.
ST needs a warning that he's teleporting. Literally every other killer with a teleport has one for a reason.
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@Roco45 said:
You can always see cheaters in Tik Tok live that are blatantly cheating lol It is pretty rampant rn, all Survs matches I've played so far have a cheating Surv teammate and as Killer I'm seeing some cheating with the speed of the survs and what perks they have vs what transpired in the match or how quickly some of these gens are getting done for seemingly no apparent reason.
They think they're being slick, too. I know when gens are going too fast. I've played survivor. I know you're not running all the way across the map and solo popping a gen in a minute or two with no toolbox or perks to help you. I know how fast you're supposed to be.
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@TimberGoingDown said:
Prepare to get downvoted, but you're completely right. I don't understand why his teleport is so quiet. Every other killer that can teleport warns survivors that he's teleporting. ST just… appears right in front of you.
Case in point. Tons of down votes…. no rebuttals
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948211#Comment_3948211
How long was that first chasr? I ask because if they split up that's very doable if the first chase went a bit.
A minute? Time is kind of hard to tell. I know it wasn't long enough for them to run all the way across the map and solo a gen with no toolbox or perks.
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Hackers use it to "excuse" why they're popping gens every 30 seconds. Just had a match where the gens went in 4-5 minutes, no toolboxes, only a couple Deja Vus. I lost 3 gens on opposite sides of the map in the first chase, despite them spawning together.
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I just had a game with only a couple Deja Vus and no toolboxes, yet the gens went in under 5 minutes. I had three gens pop in the first 2 minutes, which shouldn't really be possible since they spawned together, and the gens that popped were on opposite sides of the map.
I'm not saying I have proof, but when gens go THAT fast with nothing to really account for it, I kind of assume someone was cheating.
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Prepare to get downvoted, but you're completely right. I don't understand why his teleport is so quiet. Every other killer that can teleport warns survivors that he's teleporting. ST just… appears right in front of you.
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@100PercentBPMain said:
Ghostface has existed for years and nobody complains about him
Ghostface can't teleport on top of you. He also doesn't have a projectile.
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@Rudjohns said:
If a killer downs a survivor at 5 gens, and no gens have progress (because lethal pursuer, corrupt etc), then the killer has the giant lead. The survivor is unhooked and the killer is back to tunnel them out. At this point, the game is already over for survivors. Might as well go next as fast as possible. I don't blame anyone wanting to go next.
This game needs something to prevent this
Can you blame the killer here? The other survivors are crouching around if they're not working gens. He obviously left the hook to look for someone else, but couldn't find anyone. So he went back to hook, where he knows there are two survivors, and only finds the blood trail and scratch marks for the injured survivor just coming off hook. The other survivor went back to stealthing.
Is he supposed to just ignore the only survivor he can find and go randomly looking for one of the immersed survivors?
One of the best ways to prevent tunneling is to take aggro. When a killer hooks someone and comes to your gen, you don't always have to hide. Sometimes it's best to take the chase, especially if you're in a somewhat strong area at the start of the game. I'm much less likely to go back to hook if I'm already chasing someone.
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@KingOfDoom55 said:
That's why springtrap has loud footsteps, to combat the stealth he has, at worst he's b tier & at best he's a tier, just gotta learn how to counter him, besides his axe makes him a m1 killer for a good while, more difficult to hit due to having fall off, since it has a similar hit box to huntress hatchets, treat it like them, trust me, it'll be easier to get away from if you do, minus the trick shots, those are always hit or miss
Loud footsteps don't mean anything when he can silently teleport two feet away from you with absolutely zero warning except for the tiny screen on the door that isn't even visible 80% of the time.
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Survivor mains when they can't take you to Garden of Pain or Badham every match:
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The tunneling will continue until moral improves.
On a more serious note, if I have a bad start to a match as killer, and only have a couple of hooks with gens flying by, yeah I'm going to start tunneling someone out. I don't run full slowdown builds, so gen efficient survivors really put pressure on me to get someone out of the match.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947662#Comment_3947662
Frankly its just the fact that he could be a cool type of stealth killer (one that for once is not a joke) but people are adamant in just making him a worse huntress. And frankly yeah why would you want to play as him if his tp alerta the whole map that is being used? His axe has low range so prerunning when you hear the alert will just make his gameplay the amazing fun that is xeno gameplay: get out of tunnel and hold W for 30 seconds cuz the survivors had a 3 day notice you will arrive.
I dont want him to be part of those club of killers who are just good against players who are bad at the game, but it does seem that he will be destined to that spot, I really wanted this to be a cool chapter but it does seem its just back to unknown, at least he can actually give a good fight against decent players.
And yes this is absolutelly a personal prefference, its jus sad that we are making every killer that is not dashslop cater to the 10 hour dwight that cannot pay attention while repairing a gen, but you have ghoul swinging around unstopped getting free hits from 2 maps away, blight crossing the map in 7 seconds, dracula being spirit but better in every way and nurse literally existing and its just peachy, but the second we get a killer that is not dash and can actually be cool, have a high skillcap and be able to go toe to toe with good players, nah it needs to be fixed, we need another dredge/sadako/demo who will just pubstomp and is just a joke for anyone who can use checkspots and has audio on.
But teleporting right on top of survivors with no warning isn't "stealth." It's just cheap hits. It's not like you snuck up on an unsuspecting survivor due to your awesome stealth… you just silently teleported three feet from them and got a free hit because they literally had no chance to react in time. You say that "survivors should just pay attention" on gens, and that we're trying to cater to 10 hour Dwights that can't pay attention, but I have 1200 hours in this game and I sure as hell can't hear that door even when I'm listening for it. The generator drowns it out. And if the access panel isn't facing the gen… you're just a free hit. And free hits are never fun. That's why so many people hate the Ghoul.
ST's axe has like a 30m range compared to Xeno's 4.6, and can hit over tiles that Xeno could never dream of, and Xeno has one of the best anti-loop hits in the game. I think Springtrap will be fine if survivors can get a little distance when ST teleports right on top of them.
And I'd say that Spirit > Dracula, but that's just me. Spirit can attack out of her phase, Dracula has a 2 second cooldown before he can swing, and the swap between third and first person is often too jarring to get that fast hit. They're not really comparable besides the fact that they can only see scratch marks.
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947653#Comment_3947653
Unknown has a very limited amount of tp's he can have plus survivors can straight up remove his TP's.
Singularity needs LoS to a marked survivor with a cam, and on top of that… emp's exist. I'm not talking about just him shooting the survivor himself, when I'm talking about tp's cause to me that's more of a chase power and less of a tp like the one we're speaking with, with springtrap and all of them.
Let me try and word it better. He has the best crossmap TP system.
- Zero cooldown
- No map wide directional audio cue
- Door placements can lead to free guaranteed hits
- He comes out of his TP extremely fast so just the audio of the door opening isn't enough to actually make any meaningful distance
- Survivors can't physically turn off his TP. Unlike dredge who can get his lockers locked, singularity can have his cams emp'd, demo can have his portals destroyed, and sadako has quite literally one of the worst TP cooldowns with survivors turning the TV's off.
The only other killer with a similar "teleport" is Xeno, and you get a 41m warning that he's coming with the turrets AND a loud notification when he starts the 2 second tunnel exit animation.
@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947641#Comment_3947641
The range attack is a valid argument, but springtrap is in no way the best tp out there when singularity and unknown exists. Those tps are actually powerfull, they are a danger to be faced, not a glorified surprised that only works if the player is doing something else in a second monitor like what dredge, sadako, demo, xeno and freddy have.
You're not getting it. Teleports aren't supposed to be stealthy because they're extremely powerful map traversal tools. Springtrap can move from one side of the map to the other in under ten seconds. That's why it's powerful. Stealth teleports are not only OP af, but they feel really bad to play against. It feels cheap and unfair. You didn't get hit because you were outplayed; you got hit because you literally didn't have time to react to him appearing right on top of you with no warning.
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@squbax said:
Yeah, we should also remove the undetectable, and make him slow after exiting the door, maybe also a map wide notification, wait he has one already, so maybe a tp cooldown, 60 seconds each time he uses a door. I am actually distraught at how people are complaining of what essentially is a B tier killer.
Because it's not fun. It's not fun to have a killer drop on top of you and getting a free hit with no real counter play or warning. That's why. I'm not playing survivor anymore until his doors get nerfed in some way.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947603#Comment_3947603
I mean doubt they will do it as it is the most popular chapter ever introduced to the game, but bhvr should be working right now on a fix to these bugs and more for example the carry speed one. Like this didnt happen in ptb how can they drop the ball so hard in two weeks?
Who knows? I think there's supposed to be an audio cue for the doors, too, but I think it's bugged. There's no way they thought, "A slight whooshing noise as the door opens is ample enough warning for a teleport that drops ST directly on top of a survivor."
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947599#Comment_3947599
Then bhvr need to step up, the invisible bug and that has to be fixed asap. However doesnt mean that once fix survivors will lose the ability to do so. We will have xeno 2.0 where he got nerfed because the devs could not be asked to ship a chapter without game brekaing bugs.
What? Survivors are supposed to be able to interact with the doors. They can't due to many game breaking bugs. The killer honestly needs killswitched.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947591#Comment_3947591
Wait, survivors cannnot go though the doors and use the tp to exit through another door?, im gonna check the power to see how it works again.
They can, but it breaks your audio for the rest of the game. Right now, survivors can't interact with the doors at all without losing directional audio
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947581#Comment_3947581
Every other teleport doesnt let survivors also use it and doesnt grat aura reading on a stealth killer no? So you can even use his power against him to shourtcut a hook save, that should be changed too if we want him to fall in line with the subpar teleport we are used to.
No, survivors can't use the doors. It breaks their audio, remember? And, I'm sorry, but 10 seconds of aura reading isn't worth sitting on cameras for thirty seconds trying to find him. Especially since he can just… undo it by going through another door.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947567#Comment_3947567
I mean seeing as people somehow cannot hear the footsteps right now as loud as they are, that vent audio is not gonna be enough. According to the forums right now an appropiate sound cue that is detectable should be mangles static playing full volume before a tp.
Nobody is saying that they can't hear the footsteps. This is a strawman.
He doesn't make footstep noises while teleporting. We're not complaining about the Undetectable, we're complaining about the fact that his teleport breaks established game rules of warning survivors when it is used. Literally every other teleport in the game follows this rule.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947528#Comment_3947528
If you cannot hear springtraps foosteps which are louder than a car crash idk what to tell you. Like he has a visual indicator with the screen, an audio one when the map sounds get muffled, and an audio one that is loud af when he approaches you. At this point we are asking for dredge levels of stealth which is to say no stealth at all against players who play with headphones.
If you can hear him after he teleports, he's already on top of you.
What we're asking for is a clear warning, that can be clearly seen or heard from any direction, that Springtrap is imminently arriving.
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Survivors hate every perk that any killer used to beat them… so all of them.
I mean, look at your list. BBQ? Really? A few seconds of info from across the map a half dozen times a game is just too much, amirite?
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946123#Comment_3946123
Ok so funny enough I found out yesterday springtrap HAS a notification lmao. So when he delects a door and is traveling the office the touch pad of the door he will come out of starts flickering in intensity. So actually yes he has an indicator and its a long one at that, making your assumption not only wrong but also making springtrap a mid teleport at best now.
Trully a bhvr sponsored moment right there.
Oh, great! That means that every door will face towards the generator so that little touch pad can be seen by players, right? Oh, wait.
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@Jspect said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947490#Comment_3947490
His fly is really obvious, if you're out in the open or on a gen even with the nerfs they would be taking a hit. The problem is, these nerfs deny him a part of his looping power. At the very least make Potion of Speed usable, 0.1 renders the addon non-existent.
The problem is, he can M1 you, then use Fly to negate any distance you got from getting hit.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945540#Comment_3945540
…yes?
- It's not silent
- He's not silent either
- The doors literally have a visual cue to show that he's using them
Do you think dredge teleporting to an unlocked locker is the most OP thing in the entire game? Just to get a read on the type of balance we're lookin at here.
- You're right. It's not "silent." But unless you're wearing headphones with the audio all the way up, you're not hearing the "hisssss" of the doors opening.
- If you're hearing his steps, he's already on top of you.
- Doesn't work when the door is facing at an awkward angle.
But if it's soooooo obvious already, then I'm sure you'll have no problem making it obvious to all survivors at all angles from the door with a big red light on top and a loud buzzing sound as the door opens… right?
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100% agree. ST is literally just Xeno, but better in every way.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945613#Comment_3945613
Check your audio, is loud af when they do so.
If you're hearing the door open, it's already too late. It's less than a second between that sound and him being able to start swinging.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946090#Comment_3946090
If it is not working as inteded, by all means fix it (the invisible HAS to go tho,thats just a bug and a problematic one at that). However I would not mind a tp that is actually useful for once, like to this date I do not understand why dbd ambush/stealth mechanics love to not just give subtle indicators but a big neon red sign that says : "you will be attacked within the next 15 seconds, act surprised" like it honestly is kind of absurd. I understand you need a counterplay, but for example demos portals can be sealed, his tp also take like 5 hours to finish, why does he need the global cue? Sadako is just an m1 killer, the least threathening thing in this game, and her tp also takes like a minute and her cooldown is horrendous, you can also disable it. Freddys tp is beyond telegraphed and you can also increase its cooldown by using the clocks, even then he actually has some chase tools so I will give him that. Xenos tp is funny, if you have a turret you will know where he is 100% of the time, and prerun when you hear the beeping get closer, absolute dogwater tp. Hell even dredge gives the biggest telltale he will ambush you with the vibrating locker handles.
Like why are tps in this game so bad, honestly prob the only tps that are scary to verse are singularity and unknown, those are quite the only ones that are actually dangerous.
Because it feels bad to play against. That's why teleports "are so bad." Someone teleporting on top of you with no warning and getting a free hit feels bad. That's why every other killer that teleports to gens has a loud sound notification. Onryo has a global sound notification, and Xeno screeches as they start exiting the tunnel, a two second animation, that gives survivors time to start booking it. Onryo can also have her tvs shut down, and turrets give survivors a 40m warning that Xeno is coming.
Springtrap has no exit notification. The door opens and he's just… there. Right on top of you. Ready to swing. And even if you're running SB and start booking it the moment the door starts to open, he can still catch you with his axe or even a lunge attack, depending on how close to the gen he is.
It feels bad, and there's no real counter play. Even when they get rid of the invisibility bug, he'll still be silently teleporting right on top of you with no warning.
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How about killswitching the invisible killer first?
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Here's the thing. If I dodge a Huntress hatchet, she's slowed down and I can make another loop or try to break LoS. Springtrap has no slowdown and next to no cooldown. If I make him miss by juking wide, he's still getting the M1. Either you take the axe and get hit, or you juke the axe and… still get hit.
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If you don't, he gets free aura reading on you at loops. He can see it.
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@Brokenbones said:
Huntress can actually m2 then m1 you really quickly afterward though
With cooldown addons
Huntress doesn't get to turn into a 4.6 killer, though. He catches up really quickly.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945485#Comment_3945485
But saying stuff like "killer OP please nerf" and mentioning an obvious bug is ridiculous.
I'm sorry, but those doors need a warning like Onryo or Xeno. No other killer can teleport right on top of you near silently. I'm running SB and Vigil, and I still get slapped half the time he comes out of the doors. By the time the door opens, he's right on top of you swinging. Give me a second or two warning so I can start hoofing it.
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@kit_mason said:
He feels balanced which is novel enough compared to the other killer releases this last year that people are going to have to get used to the feeling.
I'd prefer if BHVR didn't touch him at all, it'd risk overshooting and making him less healthy than he is now.
I'm sorry, is silently teleporting three steps away from you with no warning "balanced" now?
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@RJoyYourJoy19 said:
I can and absolutely will ruin the match for everyone, forcing me to stay won't change a thing. And are you genuinely gonna ignore how many buffs killers are getting in this patch while survivors are not getting a single thing? What kind of survivor is looking forward to receiving several massive nerfs lol
Survivors ARE getting a massive buff. It's called "go next prevention." Yes, there will still be pathetic losers that whine and cry and try to ruin the match for everyone, but overall it will make more people stay and engage with the match, making solo queue much more bearable and probably will increase escape rates for everyone.
And what are killers getting? The spawn changes, that survivors can undo with only one of them bringing an offering? That's overall a killer nerf. Because killers will be required to bring the counter offering just in case survivors are bringing the separation offering, and there's not enough of them to bring every match.
And, by the way, if I'm the killer and you start sandbagging or trying to quit, I'm just going to slug you. I will absolutely throw the entire match to make sure that you bleed out for all four minutes.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942630#Comment_3942630
I think the Knight's rework failed because there was an indecisiveness regarding whether or not the Knight was meant to work alongside his guards.
It is simple, really: if the Knight is meant to work separately from his guards, then they have to be a threat, all three of them. They need to get hits consistently, and might as well get rid of the banner.
But, if the Knight is meant to work alongside his guards, then the banner can stay and they don't need to be as threatening, because the killer is meant to be close.
Seems to me they wanted the Knight to not work alongside his guards, but they didn't make the guards enough of a threat in order for that to be viable.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942674#Comment_3942674
I see. Fair enough, friend!
Exactly. I've seen people (mostly survivors) praising this rework, but as a former Knight enjoyer, he feels kind of powerless.
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@RJoyYourJoy19 said:
Only killer mains and pick me survivors can be excited for this patch
Why? Because you can't go next on first hook and ruin the game for everyone?
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942711#Comment_3942711
what exactly is doomposting here? Separate spawning is literally an open road to easy early splitting which is the strongest survivor tactic to use, with the new Shroud of Separation offering you will now literally have 100% chance for the whole team to spawn separately, while killer can only bring Shroud of Vanishing if they want to prevent you from using the offering.
I swear to god so many ppl here don't realize how drastically separate spawning affects match and how unfair it is when you have brutally easy and quick early gen splitting.
Of course they don't. They don't play killer and don't know what it's like to have three gens pop in the first 90 seconds of the match.
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@Defnotmeghead said:
My main issue with any Trapper rework/buff is that they never consider already quite strong parts of his kit that need to be nerfed to remain fair.
Like setting up shack basement properly becomes infinitely more easier by just the makeshift wrap rework and it being basekit. Just set up the traps before hand, just set up the traps, grab iron grasp and agitation and you get free kills.
What trapper needs, is a way for survivors to sabotage traps again in a way that they become unusable by trapper for a while (think current Skull Mechant drones being hacked). You can even give them an m1 to disarm the trap for the 2 seconds it takes now, but an m2 next to that that sabotages the trap after like 8 seconds, after which the Trap becomes destroyed in place(meaning no replacing the trap) for the next 15 seconds before it regenerates into Trapper's sack would give people proper counterplay to a shack basement Trapper. If you also give an m1 option for survivors to sabotage disarmed traps for an additional 8 seconds, Trapper also indirectly has a way of gathering traps that are cross map. Why is Trapper going to care much for a trap that already has been disarmed 3 times?
You can give Trapper SO many buffs if you give survivors the ability to sabotage the traps like that.Absolutely not. The counter to basement Trapper is not going down near basement. Locking down basement or a small area with traps is what his power is meant to do. Being able to destroy and take traps out of commission for extended periods of time would essentially make him a powerless M1.
That would be like having Singularity's EMPS actively causing Larry to be unable to use his cameras, teleport or place new pods for 15 seconds if he gets hit by one.
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SM and Knight.
Both of them got absolutely gutted. SM in very obvious ways.
I don't understand how anyone who actually plays Knight enjoys his rework. He sucks at everything. His macro pressure is nonexistent because guards never get hits, even when you snipe someone from across the map with Assassin. It just pushes that one survivor off of a gen for a few seconds until the standard spawns.
His anti-loop has been absolutely murdered. You can't spawn close range guards, and even if you could, you can't use pincer attacks to score hits because of how quickly the guard disappears when you're next to them. Even using the Carnifex to break pallets isn't really that good because of how wonky and unintuitive it is summoning him to break a pallet. If the game even lets you. Sometimes it's just like… nope. You can't summon a guard here.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/447805/mmr-balancing-out-is-not-a-fix
does Behavior really think that casual players are going to keep playing the game as they lose repeatedly until their MMR "balances out?"
Yeah, they do. And they kinda know people will stick around for it.
After all, survivors are expected to lose most of their matches wholesale.
I disagree. Killer players are not survivor players. They're not playing with their friends, so there's no social pressure to keep playing. Also, in my experience, survivor players tend to be more "one game ponies" than killer players. Besides, we've already seen proof that if killer becomes too miserable, killers just leave. Look at the state of the game prior to 6.1, where survivor queues were at 10-20 minutes.
Killer players have fewer reasons to "tough it out" when they're consistently not having fun and will usually just go play something else. Just yesterday, I had a couple of really bad matches in a row, and I just swapped over to playing Stellar Blade.
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@DNet89 said:
Why doesn't the bar turn yellow when Healing with Do No Harm? Usually when doing an interaction and you do it faster than the default it turns yellow and red for slower. But even when healing a Survivor with two hook states it heals at 100% speed like Well make it or Circle of Healing it stays Grey.
Maybe a visual Bug??
I think the perk is bugged. I haven't noticed any increase in healing speed when using Do No Harm at all.