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UndeddJester

UndeddJester

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UndeddJester
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  • @ARTRA said:

    Not anymore.

    Bugged xeno and todays xenonits night and day.

    Right now tail works perfectly.

    Great news, now maybe we can actually see how strong Xeno actually is in a working state 😁

    Initial impression is it seems pretty decent to me. Tail is a little punishing on a miss, but not enough for me to feel like I shouldn't try... the 2.0m/s seems like it'd feel nicer... as the 1.2 is a pretty sharp down turn... but not convinced the 2.0 would be over powered.

  • SoloQ is pretty fun and how the game should be played.


    ...Man it feels good to say without having to acknowledge the "game will die without SWF" reality 😁

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563558#Comment_3563558

    There is a lot of truth in your post, and indeed, Ultimate Weapon is the best tracking perk in the game, but its not even on the same level of brokenness then MFT, for example, the recent most strong survivor perk. UW is very strong and allows a killer to get right back into the chase after hooking someone, but its not aura reading, so you only get one assessment of the moment and know in which direction to head, but after that its up to your own skills and powers.

    But I have a theory: BHVR has finally understood that a perfectly balanced game is also a boring game. With the game being in its objectively most balanced state then ever, it should also be the most fun it ever way, right? Well, but somehow we all are feeling that this isn`t the case. With the game so balanced, the players used the one big screw that they could access to swing the trial into their favor: gen rushing and camping/tunneling. Without reliable means of goofing around and having fun people were prioritizing this two aspects, leading to the state of the game we are seeing right now.

    So maybe, MAYBE BHVR is selectively releasing objectively overtuned perks to give the game some breathing room, to allow for spectacular missplays and big triumphs instead of just the same old, same old getting tunneld while slamming gens.

    So I am fine with survivors keeping their MFT it the killers can keep their UW. But of course we must be careful not to introduce any more thus overtuned perks, or we will end up with just 4 overtuned perks. Both, MFT and UW don't mix perfectly with the existing meta, like MFT not working while exhausted and UW not providing aura reading; there are perks that sinergise with them and create their own new meta, yes, but not neccessary the old reliable ones.

    It's a pretty solid theory tbf.

    Funnily enough, both UW and MFT have the same problem mirrored.

    MFT: Pretty meh and kinda useless against the top killers, absolutely brutally punishing on low level killers.

    UW: Pretty meh and kinda useless on low level killers, absolutely brutally punishing on the top killers.

    I also think both perks suffer the same problem they do too much. They're both 2 perks in 1...

    I'd still absolutely hate MFT with just the 3%, but at least if that's all it was... that'd be somewhat tolerable... and if UW was just the scream, that would still be annoyingly strong, but again tolerable.

  • So I'm a pretty new player, but I've spent a lot of time since I started watching and studying how to play the game from far better players.

    One of the major and most important strategies of DBD for both sides centres around the first player that gets knocked out of the trial. The moment a survivor dies, the chances of victory for the other survivors dramatically decreases. This is why: -

    • Tunneling is widely lamented as the most effective strategy.
    • Tombstone Piece on Myers is such a problematic add-on and artificially propping Myers up.
    • Survivor builds almost always have to have some kind of loop strength built in to them, even if it is just sprint burst.

    The killer is basically looking for the weak link of the team, and trying to get them out ASAP. As survivors you're trying to prevent that.

    The problem with Ultimate Weapon, as far as I can see, is it is the most powerful tracking perk in the killer roster. It has: -

    • No activation requirement.
    • Long uptime.
    • Low cooldown.
    • Extremely easy to use.
    • Very little counter play.

    An important basic lesson that all players should follow, is if you are dead on hook... you need to hide and stay safe. Just being alive and doing nothing is so much more valuable to your team than getting killed, just because the Killer has to continue factoring you in to their decision making and have you in the back of their mind.

    Ultimate Weapon basically allows the killer to find whoever they want, whenever they want. They can always find the weak link and use it to snowball the game.

    Then of course, everyone knows how good it is at slugging for the 4k. It's the same issue, you can find survivors whenever you want, with no condition or pre-requisite.

    This doesn't even mention the fact that UW causes huge problems for solo queue due to how easy it is to keep the team blinded for half the game. The SoloQ staple Kindred gets utterly brutalised by this perk.

    Outside all this pish, the real power of UW is in its availabilty. It's so versatile as an ability because you can it use it to find survivors at the moment you REALLY need it. It can take a small advantage and snowball it out of control so easily, because you get to decide exactly when you want it.

    You're right it's decent on m1 killers... but its best on fast moving strong chase killers. Your Blights, Nurses, Weskers and Onis are all incredible with this perk.

    I've argued to death with several people now about it, and I know this'll turn into the same thing, so I won't bother coming back at anyone... but it looks like people are starting to wake up to how good it is. If you hit its cooldown, it's up time or even if you just remove the Blindness, the perk is far healthier, but as stands, its hands down the best tracking perk in the game.

  • @Mr_Madness said:

    Guess I take that as a no

    Your art is awesome BTW.

    I am on console, so I couldn't really comment anything useful. I think it'd depend on whether or not there is a strong modding scene for DBD, which I don't know.

    I'd be surprised if DBD allowed mods given this type of game, but other than that, I wouldn't count on BHVR to take your work into tbe actual game. Things like that get messy with ownership and licensing.

    One thing I would say, if you're doing a degree in modelling and animation, having these to hand to add to your profile wouldn't be a bad thing when you start applying for jobs, even if nothing directly comes from them.

  • Clearly its being factored into the 2024 Purge.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562788#Comment_3562788

    Then they run around dropping every pallet on the map out of spite.

    Eh games likely lost anyway. Still worth it.

  • The slew of threads saying AFC is useless disagrees... I've been finding in great, cause I can actually apply it without having to run under the camping killers nose to get in range.

  • I have a build to try when new on Ghost Face to help you, that worked quite well for a new GF player.

    The idea is Hubris, Spirit's Fury, Enduring, Deadlock.

    You can take any add-ons you want really, but any that include power recovery or help with stalking help. The idea is that Ghost Face struggles vs. Pallets and W-ing between them, especially when you get revealed from your power.

    You try to build your stalks, but if you are having a hard time you can chase for m1 hits, and break pallets. When Spirit's Fury is charged you deliberately eat a pallet stun and use it to score an instant down.

    Because you're Ghost Face, survivors not paying attention won't notice how it happened and you'll get a few instances of use out of it. It makes a nice fallback if you can't get your power going while you're getting into the Ghost Face groove.

    Deadlock is ofc just so it buys you the time to get Stalks and/or Spirit Fury stacks.


    EDIT: Of course you're probably way more experienced than me, so I'm probably telling you to suck eggs... but I'll leave for any aspiring Ghost Faces out there xD

  • I'd be against Hillbillying Nurse personally. Even if she does tend to make me look Putz.

    I think the only thing left really to do on her is a stun should remove her charges... so at least hitting a godly pallet stun, clutch flashlight save or using DS would do more than just whisper "please kill me" in her ear.

  • I feel he's kinda like Trapper, we'd need a more sustainable "should work whenever" version.

    Off top of my head, perhaps he gets a remnant portal near each generator that survivors can "seal" the same way as lockers... the key difference is they can always be resealed, whereas locker locks can be broken.

    Don't want to shift away from his locker thing though and just have him jump to remnants all the time though... Maybe each one can only be used once per trial perhaps?

    Or once the Dredge has used a gen remnant the survivor can seal it permanently by channeling for 5 seconds?

    I dunno something like that.

  • NGL, I do kinda make a point of unhooking a suicide on hook player if I'm in range, just to mildly annoy them.

    If I see them do it as killer, and they get saved, I leave them slugged on the floor.

  • Just Tombstone Piece things...

    That one add-on makes Myers the unbuffable balance menace that he is. 😁

  • @Davinki said:

    this killer is bull and discriminatory I have eyesight problems can play the game perfectly despite being colourblind and wear glasses but only with this killer I can’t see nothing and really hinders gameplay I feel bad for any gamers with worse eyesight than me playing against this killer dumb design and yeah I have the heat best setting on dosnt mean nothing if I can’t see where I’m going just reduce the darkness of night fall or ADD A BRIGHTNESS SETTING

    I'm just curious my dude... when you say you have vision problems... what do you mean? Are you partially sighted?

    I have one of the worst prescriptions of everyone I know... and ofc, I wear glasses... I'm straight up Velma Dinkley if I drop my glasses... but my glasses allow me to see fine.

    I'm not colour blind, but Dredge makes everything grey scale, so I'm curious what type of colourblindness you have that is being affected so severely that colour blind mode doesn't fix...

    The point being that, I can't see bugger all either... I can only see maybe 6m around the survivor and then the silhouette of the Dredge himself. This is the intention... it makes the game pretty damned creepy and immersive, and why the Dredge is generally well received as a better fear killer than most.

    If it is a genuine accessibility issue... I think mydelf and everyone here currently doesn't understand the problem you're describing that is different for you compared to everyone else.

  • Dude, I play on console... I'm crap... and yet Xeno hasn't been at all strong since their nerf back to 1.2 m/s cause of the hitbox bug.

    Its a shame we've never seen Xeno working properly to know if 1.2 or 2.0 is the right speed. I was one shouting how busted Xeno was originally, and it was, cause of the bug that meant it didn't slow down even if it missed.

    One thing Xeno did do though when it was riding high was force me to learn to loop, I couldn't just get to the other side, throw a pallet, be safe and run to the next pallet. I had to learn to actually use fakes against the Xeno, and it's made me waaaaay better at the game.

    It was still dumb, cause even if I managed to fake her, she just ran through pallets as she missed and hit me anyway... but since the nerf and hit box bug, I punish Xenos really hard, to the point I feel bad.

    Xeno with fixed hit boxes is fine my dude, and when you learn to deal with it... tbh Xeno is one of the most fun to face killers in the game... right up there with Executioner... with the same problem that if they tunnel, its bloody annoying... but that's the same regardless of killer.

  • It's actually a tough question tbh. A lot of the less useful perks tend to have lots of small effects or very specific activation conditions... which makes them troublesome for boons.

    E.g. Better Than New affects healing, cleansing, blessing and unhooking. Only works after you heal someone, and only affects that person.

    Vigil seems like a decent boon contender... except it itself is perma active bubble around you... so kinda is a boon in your pocket already.

    Started thinking about a temporary status effect block... cause a straight up condition block breaks Myers, Ghost Face, Freddy, Legion, Plague, etc...

    Actually a mental test this question 😅

  • Yikes... that's rough my guy...

    Sadly not possible to police people's behaviour on it... the only way to stop it realistically is have an accessibility option to control notification noise volume I suppose.

    Maybe audio engineers might be able to research into something like that... Sony has been researching HRTF profiles to enhance audio and make audio more immersive. I imagine the same technology could be used to dampen extreme noise changes... not sure 🤔🤔🤔

  • This made me laugh a lot more than it should have xD

  • Say what you want... this thread is a very entertaining read...

  • New skins for Sadako and Yoiichi!? And Yoichi isn't wearing bright primary colours!?!?

    Pretty sure thats illegal isn't it? xD

  • I am 95% sure people have the wrong idea of what AFC is meant to do.

    People want to not be camped period... it's not for that... it's a system to give a bigger window for survivors to counterplay the camper. Let's take a proxy camping Nurse, Huntress, Hillbilly, Blight, or Deathslinger...

    If you put the hooked survivor between you and the killer by approaching opposite of where the killer is stood, preferably without being seen, all of them need to get around the hooked survivor hit box to hit you.

    Playing this well near guarantees the unhook. Preventing the unhook with this is a hell of a lot harder for the killer to do than what it was before.

    This bigger counterplay window can be made even better using anti camp/tunnel perks. You can take kinship, take reassurance, take deliverance, take decisive strike, take borrowed time, take off the record, take dead hard, take guardian, all of these perks are able to help against a camping killer, and all are made better with AFC in play...

    AFC isn't there to stop camping and ensure the survivors escape from hook... it's there to give you a bigger window to outplay the killer... which is exactly what it's doing.

  • Definitely behind a Mori pass. Most of them look flat with no real weight behind them.

    People criticise Skull Merchant for her Freddy rip-off Mori, but at least Skull Merchants mori has some actual weight behind it, and actually looks like someone getting stabbed. Freddy's looks his arm just kinda clips through their body and they fall over.

    Myers mori works well from first person, and looks decent for the most part, just needs some gore and clean up the clipping a bit and you've got a solid mori. Nurse and Doctor are pretty good from first person too... you could have sections where you switch between first and third person as needed.

    Trapper could really use a redo on his mori, just slashing repeatedly on the floor doesn't fit his image too well. Setting up a trap and shoving a survivor face first into it using his boot on their back would look so much more badass.

    Wraith also could use something more fitting. I picture something like 3rd person swirling around the victim, shimmering invisibly while taunting them with his gong like a death march. Then having the survivor lurch suddenly as if stabbed, only for the Wraith to unveil himself with his blade stuck through their chest, him staring into their face. Give us like a cinema trailer stare down shot, only for the survivor to drop from view as the Wraith takes his blade out, and he doesn't move as if preparing for his next victim.

    Billy, the idea is fine... but again lacking weight. 3rd person would help a lot, have them pinned under his boot, and really have Billy crank his chainsaw, then slowly push it into the victim. Even if you cut to Billy's face and have his face get splattered with blood, it'd look so effective... especially if you have him suddenly lurch as the chainsaw "cuts through the ither side". It's little touches like that which give so much more weight to these kinda things.

    You can really have fun thinking each character and improved moris.

  • @SkeletalElite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561499#Comment_3561499

    Unhooks are not safer to go for though. Killer lunges are roughly 6 meters and moving 10 meters takes a 115 killer about 2.2 seconds. This means if a killer is camping at 16 meters you have about 3 seconds to reach the hook and unhook safely before the killer can successfully intercept you, it's simply not plausible. If the killer knows what they are doing it is effectively no different to face camping.

    The distinction between face camping and "proxy camping" are practically irrelevant as face camping really provides 0 benefit compared to camping from a slight distance. The only difference might come on a map like lerys where there are walls everywhere so you don't have clear lines of sight on the approaches to the hook. Hell for huntress and trickster it is completely irrelevent

    Well BHVR never said they intended to stop camping, they've always said its part of the game. For years, they've shrugged off face camping as 'deal with it'. However they've relented and admitted there isn't really any counterplay to this, so the AFC was introduced to combat the most agregious cases of face camp...

    Now I know its not as strong as you would like, but thats not its purpose to stop camping... its purpose is to open up counterplay... and it IS undeniable that its easier to unhook against a camping killer with the AFC than it is without. You can approach from a different angle out of sight of the killer, and the killer has to move in/get an angle on you to stop you. Without AFC they're able to sit right under the hook and you basically can't do anything.

    The fact is that BHVR never wanted to end camping, and merely wanted to stop face camping... so I dunno what to tell you, the feature seems to be working exactly as intended.

  • @SkeletalElite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561243#Comment_3561243

    You didnt even read the post. This was tested in a custom game. Put someone in a hook, proc reassurance before the 7 second grade period is up and the run away from the hook so you dont slow it down. The killer can simply stand on the edge of the radius and the unhook bar goes up so slowly despite camping the entire hook stage THROUGH REASSURANCE that they will not unhook themselves before stage 2. Nor can you safely unhook because the radius is small enough that the killer is able to react to a survivor approaching the hook and begin face camping now that the meter is slowed by an approaching survivor.

    When camping at 16 meters the bar should go up fast enough that the survivor can unhook after 50 seconds of camping if no other survivors are nearby. There is no excuse to camp someone for that long if survivors are not at the hook That's still enough time that it's easy to camp someone to second stage unless a reassurance is used, and makes reassurance an effective anti camping perk

    I did read your post, sorry I didn't make my point clear at all. I'll try again.

    The point of deliverance/reassurance in my post isn't that it allows the survivor to unhook themselves... its the fact that you can get both of these perks working for you easily, whereas before, trying to use them against a face camper was a gamble in of itself, you were just as likely to get down before you even got the unhook or the reassurance off.

    If you apply reassurance to a survivor being proxy camped, that hook stage is now 90 seconds instead of 60 seconds. If you then pull them off with deliverance, you get hooked, and thats another 60 seconds the killer wastes. You then unhook yourself with Deliverance and run for anywhere between 10 and 50 seconds. Get downed and hit decisive or eat a hit with off the record. Then loop as long as you can, before using a dead hard.

    All going well, you just cost the killer anywhere between 150 and 250+ seconds, while your teammates have been pumping out generators. Even if you don't have these perks, it is far easier to rotate exchanges, especially with kindred, and by doing that it's buying you an absurd amount of time.

    The main benefit of the AFC is not that you get to unhook yourself against proxy campers, it's the fact that you as a survivor are safer to go for unhooks or use anti-camping perks that you were before.

  • I find it laughable how there are people who legitimately argue that being able to effortlessly reveal/find your chosen target almost any time you want is no big deal.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561167#Comment_3561167

    with full respect, i thoroughly disagree. While I agree that user responsibility is a factor, you claiming addiction is as simple as “don’t go to vegas” does not sit right with me. That’s not how addiction works, especially online addictions.

    In the Netherlands, parliament passed a bill that allowed online casino’s to start advertising everywhere, on the condition that they take more responsibility with safeguarding users that are at risk to spend too much money.

    The result? Endless ads, everywhere you look. Youtube, television, radio, those ads in the corner of websites, everywhere. And not limited to any time period either. Kids of all ages have seen this stuff, and they’ve seen it more than any other kind of ad at this point.

    And the safeguarding? A single pop-up appearing when you hit a certain amount of money spent. That sufficed, i guess. No locks, no hard caps, a single pop-up.

    Addiction is a mental disorder, as you know. Obviously I haven’t studied psychology, but I have seen someone go through it myself. A cousin of mine just recently came clean from drug abuse, but he’s mentioned that while he may be clean now, he has to actively keep himself away from other substances, lest he substitutes the one thing for another. That’s not going to fade. He constantly has to keep his impulses in check, but when every online hobby wants him to start his addiction all over again, he has to stay away from it entirely. Surely that’s no longer his fault.

    Kids are also prone addiction, even if they don’t have any history of addiction before it. FoMO by extension too, since their ability to judge worth is not fully developed yet.

    Both kinds of people are actively being targeted by these kinds of schemes, as you well know. Especially with the latter, you can teach kids all you want, but it only takes a bit of curiosity for a kid to throw all caution to the wind and take a look. And that’s where it starts. Many don’t get hooked, but you also cannot ignore that there are many that do. Because they didn’t go to absurd lengths to prevent themselves from being exposed to it.

    Because it’s online, hell, especially because it’s online, these addictions are especially dangerous, because it’s so easy to get going. It’s just a few clicks away. In the case of the Dutch gambling ad, the bill may have been partially reverted, but the damage has already been done.

    So do you then look towards the parents, who cannot and shouldn’t be on top of their kids’ online habits at all times? Towards those of whom you know have an impaired sense of judgment? Who can’t consume any form of media without being bombarded with “join now!”, “buy now!” “limited time only!”?

    Or do you look towards the industry, who knowingly uses practices that will affect those most vulnerable to it? I don’t give a damn that it’s the single most profitable scheme in the industry. It’s negligent at the very best, and downright malicious at worst.

    Sure, DbD is very much mild when it comes to FoMO exploitation, but just because it’s mild that doesn’t mean we cannot condemn it for what it is. Hell, that’s how it was able to manifest into the industry standard it is today—nobody tried to nip it in the bud, and here we are.

    We have not forgotten the retroactive limited-time cosmetics.

    Your points are valid, and you're right, I am being a little boarish in my responses, so I can perhaps be a little more diplomatic. Though I will not lie that I am continuously frustrated by a number of the clickbait "lets attack BHVR for the sake of it" threads in this forum.

    e.g. A bug with a perk is morphed into "BHVR shadow-nerfed <perk_name>, disgraceful practice".

    I do of course understand mental health issues are not to be made trivial of, anyone who has ever suffered from moderate to severe anxiety and depression knows how dangerous it can be, and ofc addiction is in a similar bag. However, I suppose it all gets a little political at this point. In order to appropriately "protect" people who are vulnerable, you essentially have to play bigger brother and actively take away their freedoms for their own good. In your casino scenario, you'd have to have people with such a condition on a list, and actively block them when they reach a certain agreed limit, set by some metric based on their life and earnings.

    For a real world example of this issue we're discussing, take a hoarder, which is not far removed from someone who must own all collectibles in a game. There is some other underlying condition causing the hoarding, but typically there comes a point where others have to step in and usually forcefully clean out that persons home and force that person to go to therapy... you have to actively deny that person the freedom to have agency on their own lives. It's tragic, but how else do you deal with it? How much concession do make for people's mental health issues?

    Relating back to the original point, having a seasonal or limited time event item is an item that most people will buy to support the developers for the game they enjoy, and have something in return that is funny and somewhat unique to them. It's like a kickstarter, you pay for exclusive content to help drive further development of the main project. You can take that away of course for the people who have the FOMO issue, but what you're saying is people who want to buy these limited event items can't ever have a novelty limited event item because some people can't control their own inhibitions and must own everything.

    I suppose I'm biased looking at FOMO, because at best I liken it to a hoarder... in which case that's a severe issue that any kind of online store regardless of limited event content would be a problem... and anything short of that I'm... well much less charitable on, which I will leave there for the sake of not attacking or shaming anyone.

    I would go on... but as I say, there is a real risk of this debate becoming very political, so I'll finish by saying, I understand your point, and agree on some points, but overall, I still maintain that there is nothing inherently wrong with a limited event item, especially the way BHVR have done them.

  • Have you considered taking reassurance and/or deliverance to punish this?

    The 16m radius affords you the ability to use them quite easily now. You can even take decisive strike and dead hard too to waste loads of the killers time.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560482#Comment_3560482

    not entirely. There’s various essays on why live-service games exploiting FoMO as their entire business model is very bad, indeed.

    kinda dismissive of you, ngl.

    It goes back to corporate responsibility and personal responsibility.

    I have read several of said articles, I have a degree in Games Software Development; marketing strategies and business models were covered in one of the major modules, mostly for those who intended starting their own gaming company.

    I do understand the topic at hand, and am well aware that 80% of a games profit comes from 20% of the playerbase. The 'profitable' players are known as Whales, while the rest are called minnows.

    I fully understand that FOMO is a genuine condition, but I look at it the same as any form of addiction as Alcoholism or Gambling addiction. If you suffer from gambling addiction, you don't go to Las Vegas, instead of condemning Las Vegas for existing.

    The reason I'm so dismissive, I've studied games that have absolutely absurd marketing models, and there are number of them that are plain disgusting. My favourite go to example is Marvel Strike Force. I'm just saying, if you are claiming BHVR is 'exploiting' FOMO by having seasonal event skins and a battlepass, you don't know what you're talking about.

  • Absolutely nothing here I don't support. Nice 🤘

  • Sacrificing RBT pressure for faster crouch and ambush is de wai...

  • 2 extra scourge hooks seems like it'd give it some solid value. Better map reading in general, and fixes up bad scourge hook spawns.

  • Ah 'spose their b EZ ways to test 'at ah reckon...

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559513#Comment_3559513

    Lethal is 1-time usage and provides you very similar information (where everyone is at start) - the difference is, that UW gives the information for shorter time and requires you to open locker, but allows you to use it also later in trial. Not to forget that it can't be countered by standard aura-blocking perk that was meta.

    On top of it all it has blindness just slapped onto it - and better blindness then what you get from most of the killer addons that causes blindness - this blindness is actually very usable especially against survivor's meta perk (windows of opportunity).

    90s cooldown is still IMO too lenient. I personally would go at it in a different way - keep 30s cooldown, but have the perk active for less then 1s - that way you can find (and blind) everyone in close vicinity of locker you decide to open, but you don't get map-wide information about every single survivor whenever you want.

    Hell even 4 seconds of it following you would be OK, but 30 seconds uptime is just stupid.

    Of course I nitpick and say technically it's a 60s cooldown, but considering comparable perks like:

    • Hex: Face The Darkness is every 25s, has a condition outside the killer control (injure a survivor), can be cleansed and has no additional effect.
    • Thwack requires a hook, triggers on breaking a pallet or wall, and gives a 4s aura read.
    • Infectious Fright requires a survivor to be down actually inside the terror radius with a 6s aura read.

    I feel like Ultimate Weapon being on a 60s cooldown with a 4s scream aura and 30s blindness is still strong but actually requires intelligent use instead of being totally free. I'd argue the blindness could be a little shorter, but I'd have no major complaints with the perk in this state, and actually consider running it on my killers to not feel like a dirt bag.

  • Very much disagree, and totally privileged first world problems.

    You don't need cosmetics to play the game, and premium content killers are licenses that can be pulled any time and is out of BHVRs control.

    You're an adult, or at least your parents are. Your FOMO is not a seller's problem. Everything in this game, including the game itself is a luxury item.

    If you don't have the self control to only buy things you actually want, or make a sensible assessment of what you can afford, that is a you problem.

  • @Ariel_Starshine said:

    Usually I end up in lobbies with me and another person p100 and often wait 10 minutes (not exaggerating) while killers lobby shop.

    If it's optional some might suspect you are hiding it, however, does it show at the end of the match?

    When people see I've 4 p100s they beg me to carry them and each match expect me to perform like a looping god.

    If I don't take aggro I get attacked in end game chat. I hid the chat now so it's whatever, but still pretty ridiculous.

    Oh wow... that's kinda sad...

    I suppose it makes sense for both sides then... The general benefit for both sides is hiding it creates a culture of "just play the damned game".

  • Having the killer not see prestige makes sense, as killer lobby shopping needs to stop, and I insist it helps the Killer's mental by just having them play the game instead of thinking about levels. As someone with the test on, the Killer side is immediately less intimidating.

    Not so convinced survivor lobby shopping is such a big problem to warrant this though... the survivors are meant to be a team, so everyone should be on board with each other.

    I am curious as well how this test actually works... I assume they must monitor the behaviour of players with it vs. without it... but surely that's only meaningful if you've tracked the previous behaviour of those specific players you're now testing on 🤔

  • The point isn't to gut camping, it's to prevent instant down killers from sitting under the hook and eliminating all counter play.

    Having a buffer the killer has to steer clear of gives a small window for survivors to run up and use perks like reassurance, take a chance with borrowed time/off the record/decisive strike, maybe even get a dead hard off or an exchange for a deliverance survivor.

    The AFC was brought in to combat exactly what it says... face camping.

  • Especially like the Hillbilly and Trickster ones, both look pretty demonic and nasty... especially Trickster, I always felt he looked a little too normal and fashionable in all his skins.

    This skin actually looks like a creature that would cut you down and skin you for fun... which is very on brand for Trickster in of itself xD

  • @BlackRabies said:

    I don't see any resemblance of a cat on the Plague skin. what the hell am I suppose to be looking at? And I don't mean the weapon.

    It's a Sphinx Cat, but obviously all diseased and ######### because Plague.

  • In the lowbie console tiers I'm actually having a lot of fun with her, with the added benefit of her not feeling Scummy to play.

    Mind you I am someone who tends to enjoy off meta things, I enjoy playing Pig, Trapper, Dredge, Twins, Legion and Myers, so I'm probably a bad sample... closest I get to meta is Huntress, Artist, Plague and Spirit... and I don't play the latter much as people tend to get a little sore and quit.

    However from the noob perspective... Adriana feels quite rewarding to push survivors into drones and force them to take wider paths than they would like... and her skins are pretty dang cool...

  • You kinda have to hope that survivors are a bit potatoish, so lowering your MMR helps a lot... however you can brute for it to a degree. Can't remember who posted this build, but credit to them whoever they were.

    PWYF, Agitation, Iron Grasp and Corrupt Intervention, and the 2 iri add-ons.

    The Game is pretty good for this, as you can take people to the gates and drop them off the ledge off your left shoulder so you can catch them before getting to hatch or lockers. Once you get the first 2 out, you can slug one player and go for the last (hopefully the obsession to get your last stack back), then carry the last to a dead zone and try to finish them off.

    I actually got in on RPD, but that's the principle. I got super lucky and got it on my first attempt cause I got players who were really not good... but this build helped a lot, and the fact players can DC now and leave a bot makes this A LOT easier to get.

  • I think zombies could be made much more consistent with an automated death cycle to reset them.

    If its been 40 second since they have been within 32m of Nemesis or a Survivor, or when they have been stood in the same place and not been able to move, kill the zombie and have a new one respawn near the survivor currently the furthest from Nemesis.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559207#Comment_3559207

    Positioning the pods is a big part of it, but being able to quickly jump back and forth between views and keep track of where you are (and where the survivor is) is also a big part of the skill involved. It's what makes him really fast paced, and introducing an auto-tag would undermine that, in my opinion. It'd also let him Slipstream Survivors without losing any distance which would be a major issue.

    He does need controller improvements though, but so do a few killers. Some small tweaks to the inputs could go a long way, I think. Like I said, maybe making the reticle "stick" to the Survivor a bit when you target them on gamepads would make up for the less precise input potential of the controller.

    However, it might be kind of tough to find a sweet spot. You don't want him to straight up have Aimbot (even though he's a computer himself).

    Addendum:

    So following this discussion I've been playing him a little more, and really trying to figure out how to get the most of him. My overall conclusion is , as we know he's pretty map reliant... and this issue is exacerbated even more on console.

    On certain maps like Ormond, Dead Dog Saloon, even the Borgo to a lesser extent, it is actually manageable on console. It's still tough to keep up with PC Singularities, on console you have to fall back a lot more on preset pods. Trying to pod on the go is tough, especially on a more skilled survivors... but the right map can help a lot... and you are right, it is pretty darned fun when you can pull it off...

    On something like Lery's, Badham or especially Mother's Dwelling maps though this killer struggles, and the problems for console are magnified 10 fold...

    So to revise my statement, I don't think there's anything obvious that can be done to help console really that would be healthy for all...

    You can at the end of the day run him as an m1 killer on tne nastier maps, and just quickly look for disabled pods as your means of deciding where to go. If you manage to get a tag great, but if not you can at least have eyes in the sky.

  • Giving away content from a license you don't own anymore to the entire player base and using that licenses popularity to drive interest in your game?

    You can bet that would be a legal rear end destruction 😅

  • Does make more sense as a "Poised to run to the next objective perk".

    Although I LoL at the idea of Poised, Hope, MFT build on that final gen xD


  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559207#Comment_3559207

    Positioning the pods is a big part of it, but being able to quickly jump back and forth between views and keep track of where you are (and where the survivor is) is also a big part of the skill involved. It's what makes him really fast paced, and introducing an auto-tag would undermine that, in my opinion. It'd also let him Slipstream Survivors without losing any distance which would be a major issue.

    He does need controller improvements though, but so do a few killers. Some small tweaks to the inputs could go a long way, I think. Like I said, maybe making the reticle "stick" to the Survivor a bit when you target them on gamepads would make up for the less precise input potential of the controller.

    However, it might be kind of tough to find a sweet spot. You don't want him to straight up have Aimbot (even though he's a computer himself).

    I appreciate your point of view, but with all due respect, I don't think you realise just HOW bad it is on console for Singularity. I've been able to make every killer work to some degree, got adepts on all of them, and beaten all their personal challenges.

    The worst is perhaps Deathslinger, because a missed shot punishes you badly, and it takes forever to reload. This can be mitigated somewhat however by reload add-ons... so even he is not that bad.

    Hillbilly has his reduced hitbox add-on that make him much more bearable.

    Nurse has her spasmodic breath and matchbox add-ons that reduces your need to keep hitting blinks consistently, as you can finish off with an m1, and tbh, her blinks aren't unfathomably hard to use on console, just not as easy as one would like.

    Oni and Blight are actually not too bad, even without their super potent techs, you can still operate reasonably fine on console. Twins are actually fine as well.

    Trickster and Huntress are also perfectly manageable, maybe you wanna take more hatchets/knives add-ons, as you probaly will spam a little more, but you've got options to still make it work.

    The key difference each time is on console you tend to have to lead a little more with your aim. You kinda have to set you're aim then move into position and go for it... Singularity, you can't reposition and lead with your aim, you MUST turn with the right analogue stick. Skill expression is fine, but you require so much precision on this character WAY more than any other. Maybe if the POD automatically looked straight at the nearest survivor when you switched, that would help... it'd still be rough, and console Singularity would remain dead... but it'd be something.


    P.S. I'd be happy for this suggestion to be a green add-on, even with a hefty downside. This need to swap to the pod just to tag is always gonna be brutal on console, because you simply can't flick your aim to tag survivors. Auto-aim isn't good enough, cause auto aim requires you to have already dragged your aim across them. The problem isn't keep them in the reticule, it's getting them in the reticule before they disappear from sight.


  • @ReverseVelocity said:

    I don't think automating the Slipstream tag process would be the way to go. The fast paced gameplay of switching between cameras and tagging people is a pretty big part of what I find fun about him, and is his main skill expression. Your proposal would dumb him down quite a lot and I don't think that's something we should aim for.

    However, I can empathise with the difficulty on controller. Maybe some small form of Aim Assist for Controller players would be beneficial. Maybe an increase to the detection zone as well? Something to bridge the gap between the input methods. Making him flat out easier wouldn't be fun though, he's a high skill, high reward killer.

    I would argue the real skill expression of the Singularity is positioning the pods in the first place, the tag is kinda a formality in between that and deciding to use the pod to teleport or going back to HUX to use your launcher. I'd even be fine with charging the pod slowing you down substantionally to mirror the need to stay still while tagging....

    However point noted... if this were green add-on even, I'd accept that too, just anything to make it so it doesn't suck so much on console.

  • I had exactly the same thoughts, and was planning to post something similar.

    Only concern I have is, Pig will never be top tier, and her RBTs are the unique part of her kit. By making her better at chase, and weakening her RBTs, would we be pushing her to being more generic?

    I personally love this change, as I go hard on my build as chase/stealth Pig, but not sure how all Pig's should be made more chase oriented... don't want another Freddy situation after all 😁

  • Love Pig, but she is a bit of a noob stomper.

    Her Reverse Bear Traps are her unique trait, and she has arguably the best passive slowdown in the game...

    The power of her RBTs makes her pretty potent at low levels, and certain builds/add-ons can even cause problems for experienced players if the Pig wants to be really nasty. This is why she has a high kill rate overall compared to other killers.

    Ofc this also means at higher levels she struggles a lot more. Her weak chase/lack of potency from stealth means that she can't get the power of her RBTs going.

    If we buff her chase, their is a strong risk her snowball and oppressive play becomes even nastier, especially at lower levels. If we buff her chase more, we may want to tone down her RBT a tad to compensate. E.g.

    • Buff her crouch speed and ambush charge.
    • Save progress on jigsaw traps instead of resetting.

    Simetging like that... However I have to ask my fellow Pig mains, would we be willing to sacrifice a little RBT pressure for more chase pressure?


    P.S. All guilt of a scream build/tampered timer/gears head pop is alleviated on MFT users.

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