UndeddJester
UndeddJester
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I remember raising the bug for Nemesis, and him and Bubba would love it...
Though the 3 killers I'd be concerned about would be Billy, Blight and Oni... I'm not so sure anymore 😬
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Just as an olive branch, I do apologise for the hypocritical nature of the original post ladies and gents...
I panicked a little when I fat fingered send, and had to write a much shorter and less well constructed post than I normally would... though I can (and have) edit it now, damage was already done.
Cheers for the ego check 😅
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@Raccoon said:
Boil Over is fine.
Furthermore, a nerf or change on one side does not necessitate such an action on the other.
This just seems like an Us vs Them post.
Fair, I will admit to some personal frustration, but it is deliberately a little US vs. Them, because I still disagree with the overnerf of Franklin's, and already not particularly strong perk nerfed into mostly irrelevance.
However despite it being raised multiple times, discussion on it tends to devolve in to the same go nowhere "good riddance, perk was a problem" discussions that Skull Merchant got, and swept under the rug.
And I absolutely disagree that Boil Over is fine: -
- It disproportionately affects controller players more than PC players, due to controllers reduced ability to turn the camera effectively.
- It is extremely annoying and unfun to face, and is usually only effective when being used by bully SWFs.
- andandanIt is used to exploit a number of maps like Badham Preschool and Ironworks of Misery, where it is literally impossible for the killer to hook.
All the complaints about Franklin's from Survivor side are just as applicable and more so for Boil Over on Killer side.
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@drag27 said:
then….what?
Sorry, phone lagged and read a whole bunch of inputs that resulted in a premature send xD
Thankfully you seem you can edit posts, but not comments atm 😅
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NGL, with the way survivor perks are getting buffed, with killer power buffs and the new killers with their nutty power, and all the item reworks... combined with all the drama as of late...
I have to admit, I'm a little spiced out atm... 😶😶😶😶
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Bump, as the totem add-on not seeing windows/pallets seems to be a bug rather than intended.
This means I would push the extra charges and give the totem add-on thus charges penalty for sure, because if you get the totem with no trade off, the totem add-on becomes mandatory.
Even if it's just 6/8/10 charges for non totem revealing maps so that totems get 3/4/5 uses (a little too weak in my opinion), but that still gives meaningful choices on what kind of value you want from maps, which is the important distinction.
And I definitely want to re-stress the Iri change, killer aura does not belong on maps. Maps want more charges at base so we can use them to find terrain more liberally, not as a direct strong anti chase tool.
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Nah I think totems are fine as an add-on, since maps themselves are more useful at base than they were before now they have built in WoO.
The bug that prevents pallt/window auars when you have the Sharpening Flint needs fixing though, and some other general map improvements are needed.
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I've been using it with Plot Twist and Tenacity (my favourite perk combo), and it's really nice to have Convinction if the killer finds you. You can stand up, slam, pallet on their face and run for a while, and also turn off the penalty by Plot twisting again.
But a nerf to 50% recivery seems quite reasonable given the dumbness of the Soul Guard build.
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@SoGo said:
All they have to do is revert everything beside the reload buffs and he is good to go.
I still think the reload speed buffs and the 12% antidote buff and 14% toxin nerf are worthwhile changes.
Really good Clowns can use both bottles at tiles well, so get a buff overall, and the 12% would give Clown a little.more map.pressure umpf, whichbia usally where he struggles most.
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I feel like old opacity with 2 charges, or new opacity with 4 charges personally.
With the thinner opacity, you want to be able to just throw them and try to get value whenever half a chance presents itself, and 4 charges let's me just gun it whenever I think it's a halfway good idea to try and get value.
With 2 charges, that is so limited I would want to be 100% SURE I get the value... so that needs the thicker opacity.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983039#Comment_3983039
Yeah, she definitely needs some buffs. Larry feels like he does everything Hag does, but better. Nerfing Cheddar Hag would definitely make her less obnoxious.
Hopefully the devs have a look at your suggestions. Then manage to implement them without breaking the game. Although Space Hag sounds fun.
Standing on her own trap as it triggers when using the blocking mud phantom add-on?
🤣🤣🤣 🚀
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983017#Comment_3983017
Funnily enough I was just updating my post to elaborate more when you replied 🤣.
When I say skill expression, I don't mean that it takes a bunch of skill to do. More that it's something that players can discover and learn. Failing multiple times, but eventually getting it right. I feel that experiences like that add value to the survivor role.
I should say that I don't play Hag. As shocking as that might be. So I may not understand the negative impact of some things on Hag's playstyle. But if the S Tech is disruptive enough to her, then I would accept it's removal. I just find FOV techs to be very funny as a survivor. So I would be sad to see any go.
Thats fair, and I do like your point about encouraging engagement with the killer. 😅
I feel S tech is the root cause of a lot of the issues surrounding Hag. I'm sure you've experienced the hook camper Hag's and the Rusty Shackles Hag's? These sadly tend to be the Hag's you encounter 90% of the time, because any Hag player who knows what they are doing is actively trying to remove S tech from the equation... and these play styles are the ones that are often no fun at all to face.
These play styles are the only 2 playstyles that AREN'T vulnerable to S tech. Hook camper Hag is sat with a mindset of who cares if you disable a trap under hook? If I have 5 more traps there and I can already port to one of them, you haven't stopped me, my campnia still in effect, and you're gonna have to commit to in at some point. Rusty Shackles Hag you can't bait me with S tech because it disables it, you have to do it by hand and KNOW the trap is there. You don't even get a warning either, no attempt to even try and react to it if you don't see it...
These play styles suck for survivor... but because S tech is a thing, this is what most experienced Hag's do to avoid the problem. The Hag that's actually playing the more interesting and fun style, the one with traps set up all over in clever places that could jump out and scare you any time, that survivors can try to bait or disable to clear escape routes, where you're trying to assess where she's been and where she is trying to herd you to? No one plays that Hag... cause she can utterly baited and boned by 1 S techer messing with her web, so instead you get cheese Hag every time...
This is why I nerfed both Hook Trapping and Rusty Shackles as well in my rework, cause these are the playstyles I don't want to see on Hag, I want Hag to play for her web, to be devious and smart with trap placement.
I feel like with the S tech removed, the skill expression for beating Hag becomes even better. You csn still use the same strategy against her, even vs. her new wards... but you actually need awareness, timing/good reactions, and good inputs to bait her now. A skilled player can absolutely still do that, and I'd argue actually gets to do that... cause you aren't seeing Cheese Hag anymore.
For less experienced players and safer plays you have wipe away, but for aggressive and more skillful plays, you have the trigger and bait, with a large genuine skill component (also bear in mind Hag has to the trap react too).
I do understand the FOV tech is humerous, but think how much of a goof Trapper can be stepping in his traps. It's funny... but also kinda pathetic... and in the face of one or two S techers... that's what Hag is... a pretty pathetic 4.4 killer who gets bullied real easy. 😭
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@TieBreaker said:
These seem like fair changes. Although I'm not sure if I'd remove the S Tech, as it offers some skill expression for survivors. Baiting a trap is probably the only interesting part about facing Hag. With that gone, she'd be even less interesting to face.
Instead, maybe making Hag 4.6 for a few seconds after teleporting would help. That way the only piece of interesting counterplay could stay intact.
Urgh, I do want to edit to give a better constructed argument in that post, but since its broken right now... 😮💨
Yeah, the issue I have with S tech, is regardless of whether you know a trap is there or not, you can do it as you run anywhere you auspect a trap might be and have it as an automatic trap nullifier at all times. All the stuff about warding and maintaining a web for Hag gets completely nullified by the ability to do this, as you an juat run imto traos repeatedly and force her to deal with you. If the aurvibkrs had to do something then tjats a bit mirr reasonable, but it's entirely automatic, no need for the players to time anything or look out for anything.
Now if you know a trap is placed, with the changes I've proposed, the skill expression to my mind is running tangentially into the trap to.trigger it and timing your inputs to reverse your run away from it for the maximum reduction of loat diatance. That would take skill and awareness to do...
However with S tech, there is no need for any timing or awareness... its effectively an automatic trap dodge.
4.6 is an option, but I try to avoid that as much as possible because Hags gameplay is to maintain a web of traps and herd survivors into it. The decision to take a trap or not while in chase ia a mind game itself, amd she can push survivors away from tiles by setting a trap, and push them to traps elsewhere she already has. This is what Hag is meant to be... but if she becomes 4.6, she almost always takes it because she can play as a normal killer instead of playing like Hag.
I hope that makes a bit more sense why I'm against S tech, but if there is a gap in my knwoeldge on it, do.let me know 😅
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@TieBreaker said:
These seem like fair changes. Although I'm not sure if I'd remove the S Tech, as it offers some skill expression for survivors. Baiting a trap is probably the only interesting part about facing Hag. With that gone, she'd be even less interesting to face.
Instead, maybe making Hag 4.6 for a few seconds after teleporting would help. That way the only piece of interesting counterplay could stay intact.
Always good to hear your opinion bro, but skill expression? I might need you to explain that one, cause my experience with it, S tech is the free-est, least effort middle finger to Hag and any killer I can think of... 😏
Even Skull Merchant had to a least press a button to use her drones... S tech is literally less effort than running around a Trapper trap 😅
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@idi_007 said:
But think of the possibilities!! It'd be awesome if it were just a bit different
I dunno, grabbing the face as the 2 blades are shoved in and up from behind through the kidneys, liver and lungs, while suspending the body off the ground seems a pretty cool kill to me...
Looks to me like a Predator kill (and where I think a lot of the Predator conpariaon subconsciously comes from), and I'm pretty sure if it was Predator instead Skull Merchant doing, no one would bat an eyelid.
Honestly the only thing a little goofy about her mori is the drone hovering around weirdly in front of the survivor first. If it were me I'd have had the drone shine a light in their face as she closes in to blind them, then she rakes at their face with her claws on her left hand, kicks the back of the knee, and finally grabs their throat and goes into the same final blow... however I largely see this as nitpicking.
The blades sticking out the other side of their torso/chest would also be a nice touch.
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I have had a thought re-reading this, and since it's a free bump (plz help Hag!):
8m hook limit does put a rather obnoxious limitation on shack... I'm think 8m makes it impossible to trap the stairwell in basement.... but I can't think of a way to check.
- Artist has a 10m hook spawn range for her crows
- Skull Merchant has a 12m hook spawn range for drones
- Twins has a Victor spawn range of 16m.
Might have to be a compromise, but I feel the number should be somewhere in 6-8m.
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@champzaza007 said:
Just make it so The Pig can see the aura of the Jigsaw Box like before. That alone would make her strong again. That’s what The Pig really deserves not some dumb Ambush Attack “improvement.”
The devs say they want The Pig to be a stealthy, ambush-type character. I really wonder if the devs have ever actually played their own game. Survivors can simply drop a pallet to completely counter Ambush Attack. The only players who can’t deal with Ambush Attack are beginners. In High MMR, Ambush Attack is completely useless.
But if they insist on continuing to tweak Ambush Attack, I have a suggestion:
- While charging Ambush Attack, The Pig shouldn’t stop moving. She should still be able to move, just slower like The Wraith when uncloaking, whose movement speed drops to 1.6 m/s. I think The Pig should work the same way, instead of stopping completely while charging.
While scream builds with Gears or TT add-ons are a thing, its an unavoidable compromise I feel. I believe a lot of Pig's inflated pub kill rate comes from nasty head pop strats that soloQ just can't deal with.
Though I'm also not against the box auras returnung as a Pig main myself, because all losing them does is .ake it more annoying for high level play to learn all the box spawns, and unnecessarily obtuse for low level play.
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Now they have fixed killer item spawns, I'm happy with this.
I always felt like it should have been 4 survivors, 4 chests and 1 extra in basement, just for the sake of neatness.
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He is Xenomorph++.
Xeno has literally nothing on him, every power Springtrap has in an improved version of Xenomorph with less tools for Survivors to fight back.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982423#Comment_3982423
giving oblivious instead of broken would just break Trracherous Crows, would it not? perk only works if a survivor is inside the TR
I want that prerequisite removed so bad T_T
Bah I forgot to add that part and hoped noone would notice cause edit os broken... xD
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982426#Comment_3982426
Honestly, with how dangerous buffs to healing can get, I'd be wary of any kind of healing invocation.
If it was a flat heal speed increase to everyone, that'd make resets leagues faster for the rest of the trial, making it incredibly hard for the killer to maintain pressure. We don't want another OG Circle of Healing situation.
Unless it made the healing bar slightly shorter like Weaving Spiders does to gens, but the effect would have to be minimal, and thus hard to balance with the harsh downside.
Is a fair point, I was more goofing off really with that suggestion, but to be serious it is quite interesting thinking of a healing Invocation.
Your hook state suggestion might well be a worthwhile punishment for such an Invocation to be fair. It's a great buff... but comes with a pretty steep cost
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10:24 that mori tho 😶😶😶😶
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Tiny Nurse is now my favourite tiny...
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Still Sight is a good perk, I've been using it a bunch, but I'd hardly call it OP in chase.
If you've got 2 seconds to stand still to trigger it while out of line of sight, you've already successfully mind gamed/check spotted the killer, and Still Sight merely affirms what the killer is doing next, which 90% of the time you already know.
Honestly it's best use case right now is to take Open Handed and if you aren't sure the killer is coming your direction, stop working a gen and check. It's also pretty good for deciding if you want to heal under hook or not.
Beyond that, can't really call it OP.
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Rats, fat fingered Post Comment, sorry.
Part 2:
You get the idea there are a lot of killers who don't care... about fragile pallets at all.
So the question is really which killers do fragile pallets impact more, and are those the killers you want a perk to be really good against?
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It's hard to say, cause it's a mind game more for M1 killers, with some limited application against M2 killers that attack directly themselves.
Killers you can greed effectively against, like Wraith, Myers, Ghost Face or Pig, will struggle with these, cause often they have to swing through pallets to get survivors to drop them. You can also time a hit on killers like Wesker, Bubba, Blight, when using their power.
However anyone like Huntress, Singularity,
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Invocation Burning Hands for a healing Invocation maybe? 😅
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Treacherous Crows would need a massive set of changes to be viable. It's one of the few perks I will say is truly useless and a throw to run... and giving up a hook state for it would be a huge penalty... I'd want something much better than auras for my hook state.
Tbh, I struggle to think of any remotely reasonable effect I'd give up a hook state for... even Weaving Spiders I wouldn’t trade a hook state, cause I can take take perks to mitigate issues with broken, such as OTR, Decisive Strike, Dead Hard, Iron Will, and take perks that benefit from it like Resilience, Made For This. A hook state, just brings me closer to death, cause if I can't heal, I'm closer to being dead than I was with Broken, and all those same perks above (notably DH, DS and OTR) I get less uses of.
Invocation need a few improved rules just to give them a healthy and scalable design: -
- Unique penalties that correlates to the effect/strength of the Invocation. Broken/hook states are harsh penalties to give out, and those penalties kinda forces Invocations to have really gnarly effects to compensate.
- Ability to do multiple Invocation at the same time. The stacking penalties from point 1 is a sufficient penalty to have this be a thing. This also allows you to equip more than 2 Invocations if we get a new one (as you need the active ability buttons to set which one you want currently, and on cotnroller you run out of buttona for 3 Invocations).
- I'd probably add a 30s minimum participation requirement to handle multiple players equipping Invocations for different effects, so a SWF survivor can't turn up at the end and pop it immediately.
- Perhaps a special HUD change visible to both sides so both survivors and killers know who has an Invocation effect. If we wanna get really cool, add a subtle effect to the survivor themselves, such as a few Entity infused Spiders running across their model, or their eyes glow Entity orange for Treacherous Crows like Vecna's Eye..
Changes to Invocations:
- Buff the effect of Treacherous Crows to also gives the auras of any survivors who disturb crows regardless of distance, and also make its penalty Oblivious not Broken. This makes the HUD and survivors in chase useful for other survivors to track the killer and generally help the survivor team with useful auras.
- Consider changing Weaving Spiders to be permanent Exposed not Broken. This makes Weaving Spiders a better choice against M2 killers more than M1 killers. Though so form of healing Invocation might be good to have Exposed as a penalty, which of course would synergise with WS as who cares if you're exposed if you're broken? 😉
These changes actually give meaningful use of Invocations that is scalable as you add more. Equipping multiple Invoactions can give survivors a lot of good buffs... at the expense of giving 1 player a lot of penalties that makes it very hard for them themselves to survive. The more invications you take, the fewer perks you have to mitigate the Invocations penalty, but you make your 3 teammates much stronger.
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Some great responses already from some known great Piggies... 🐽
To throw my hat in tne ring, the general advice I give regarding head traps is 90% of the time, just get them out when you can. It is never too late on Pig to get a bad chase that you can fumble the game over, where being conservative can be veey costly.
If you have 2 traps out already and neither is active, maybe then you might want to hold onto your traps, but for the most part, just throw them out there dude.
If you don't wanna worry about it so much, take Deadlock(No Holds Barred) and Jigsaw's Sketch/Jigsaw's Annotated Plan so you have 5 traps and can go a little more ham with throwing them out.
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@Tamago4a said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981830#Comment_3981830
I disagree with you. It shouldn't be like this, that all my perks are turned off in 2 seconds, and to find the totem you don't need to know anything in the game. You just need to put on headphones and listen to the sounds. I can put the totem back. And the killer comes again and breaks it, until one day he just kills me next to this totem. I once had a match in which I put the totem about 7 times. And still everyone lost.
You don't need to know anything about the game
Oh but you do. You need to know when you have time to stomp totem and when it's more costly to break the totem than just leave it in play.
The killer is a single player vs. 4 survivors. The killer does not have time to search for boons to disable their effects, especially given they have a smaller field of view than survivors so searching for them is much harder without an audio cue. There are also only 4 killer perks to the survivors 16, and hexes are a 1 time, one and done use, whereas boons can be relit. This means that killer hexes being broken matters far more to the killer than a boon does to survivor.
The fact is, a killer is not afforded the freedom to walk around aimlessly searching the area for a boon, they have to be constantly moving to their next objective as efficient as possible to keep up with the 4 survivors in the game. A lot of the time the killer has to even forgo kicking a 80% generator because the Survivor gains too much distance on them that they can't afford, so doing the same to kick a boon every time you see one is just a fast track to losing the game.
This is why mobile killers are also often the stronger killers, because the distance losses aren't so punishing for these type of killers, and they can take a little.more time to deny things from survivors... but even for them, the fact remains you often don't have time to stop for a boon, and can only kick it when it's on your way to somewhere else, or if it's proving such a problem for you that you are basically forced to deal with it.
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I feel like the Traveller, Gozer the Gozarian wins out of Vigo personally in terms of being iconic, and has more of a power showcase in its appearance to pick from to help define a power, and can even fall back on Zool and Vinz Clortho if needed.
That said, my primary issue with Ghostbusters however is, while I'm a huge old school Ghostbusters fan (had all the merch and even watched the cartoon religiously), I don't feel I can put it in the same line with the icons of horror showcase that DBD is.
It's already stretching a fair way to accomodate the likes of Lara, Nicholas Cage and Kaneki, which are all cases you can squint and say it kinda works.... but Ghostbusters is an unequivocal comedy. It's a similar bag to adding Scooby Doo, which is an equally funny and cool idea... but I dunno, when you have someone like Freddy Kruegar, a child #########, malevolent sadist and brutal murderer (even if its the watered down 2010 version)... putting beloved comedy characters against them to get butchered feels a bit off...
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@BugReporterOnly said:
I can't edit my earlier post it will bug out and not allow me to edit it to add this information. It seems the map out of a chest counts as an item on the ground because if you bring the map and drop it and pick it up it will work as intended showing pallets vaults and totems.
Good tip! Thanks for that!
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@YayC said:
Sadako needs more than some lightweight changes. A big part of the issues come from the recent rework where on the PTB everyone said she needed a couple buffs but for some inexplicable reason, BHVR went and nerfed her.
We're now in this state where she is all over the place and so many people have so many differing ideas that I don't think anyone can agree on exact changes.
Condemn Lock
I agree full Condemn lock needs to come back but for a different reason. The whole reason condemn lock as a mechanic was made was to encourage Sadako to not slug but since 3 stacks does nothing you might as well slug. If it takes me 2 hooks to lock in a meaningful amount of condemn, why would I bother condemning them? Half the good perks in the game activate after a hook so condemning someone at 2 hooks hinders you more often than not since you lose out on perk value, so much so if someone is condemned and 2nd stage I don't even bother actively chasing them to condemn them.
Condemn as a mechanic is good for killing people at 0-1 hooks so if I down someone without a tape at 3 stacks or more of condemn, it's in my best interest to keep them slugged. It builds me pressure, it allows me to get further hits on people going for the pickup, it allows me to keep pressure on the condemn when they are picked up and doesn't grant the survivors 2nd chance perks which is the next issue.
If you do hook someone as Sadako and they are at 5 stacks, 3 get locked in. You want to keep those other 2 stacks but what is the first thing they will do? Go try and do a tape run. Not only this, but there is no way for you to deal with them grabbing a tape, they don't lose their 2nd chance perks AND there is no downside to grabbing the tape. Meaning it's in your best interest to prevent them grabbing the tape which means tunnelling them off the hook which leads onto your point.
So not locking in all stacks both encourages you to slug AND tunnel those you do hook immediately, the very 2 things the whole mechanic is meant to counter.
When all stacks were locked in, you could just ignore them off the hook for now knowing that the condemn was locked in. They weren't then encouraged to immediately do a tape run which again, you can do nothing about and there's no downside to doing meaning you're not then encouraged to immediately pressure the unhook to prevent that situation or create unpressurable situations like a survivor with DS holding a tape.
Lullaby
It needs to be reworked in some way, idk about removing it but it showing on the visual heartbeat is a joke. You literally need to run undetectable perks on the stealth killer to actually have stealth. It's so bad that running stealth perks on her against good survivors buys you insane value because they are all so used to her not being a stealth killer that when you are undetectable, you get free grabs and hits all the time.
Add-ons
Iri-tape is the tip of the iceburg, her addons have been butchered from 9 reworks. Every addon that was "meta" got butchered even if it was fine (2nd version of ring drawing was perfect, now it's useless). While addons that actually needed to be adjusted were left untouched and no longer work with her kit. The oblivious/blindness addons, VCR, tape editing deck (literally nerfs you), Reikos watch were all left to rot. Then the addons that needed adjustments like distorted photo, telephone, clump of hair just never got touched despite all being completely useless.
The only one made actually useful from being useless was video tape copy.
Also another thing, why can she be seen from 32m away while demanifested? Freddy has a similar mechanic but doesn't show up until about 10m while you're awake yet you can see Sadako walking at you across Midwich while demanifested with a directional lullaby. What's even the point of the mechanic?
Solid run down man. Your point about no one can agree is so on point.
I think the problem is all 3 versions of Sadako were quite different, and this leads people to lean towards one or the other when looking at changes:
- Version 1 had much more access to her teleports cause it so no worth it to shut down her tapes, she actually hurt herself more than survivors did. Players who want to exert more map pressure amd be rewarded for predicting/cutting off survivor movement prefer and gravitate to this version.
- Version 2 was much more about teleport spamming, trying to wrestle the tapes out of the survivors hands and then hounding them with global pressure until they die. Survivors needing a tape so desperately it shut down a lot for survivor items and action time (such as healing, you needed a tape first), so this version had huge amounts of slowdown and tunnel potential; pretty hard to overcome lethality, which players who liked this version want back.
- Version 3 is much more about hit and run, exerting a lot of map presence by bouncing between survivors yo gain control of her TV macro game. The people who like this version want to keep bouncing between survivors, burning resources and only taking advantageous chases until the Survivor team eventually cracks and makes a mistake.
This disconnect on what Sadako should be makes it difficult for any one to come to a unified front for her.b
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To be fair.... for the shrines, water to clear black smoke and embers that then turns red after purging it still makes sense to me.
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Literal scaffolding.
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If you know how Nemesis tentacle hitboxes work, then this makes complete sense and is working as intended... but without that knowledge, yeah it looks a bit goofy.
For reference, Nemesis whip hitboxes work by creating cylinders (I will refer to as sausages) that come out the front of Nemesis from top to bottom one after another in a line. I believe it is 5 from top to bottom.
For each sausage, if it hits any terrain it stops immediately and counts as a miss, but obviously other sausages continue on until their max limit or until they hit something.
In this case the top 3 sausages will have gone over Dwights head, the bottom 2 sausages will have hit below the window frame and not gone through, so no hit, even though if this was a "whip" he'd have absolutely gotten hit.
Since the top hitboxes come out first, they could probably make it so that if the top of the whip isn't impeded, then the bottom whip hitboxes are not impeded either and will go through the terrain (to create an effective whip action). Though in the pursuit of realism and balance, you would also likely want to diminished the hitbox momentum of the bottom sausages if his top ones do hit terrain to simulate the terrain taking an initial impact and slowing down his whip... so those sliding hits of Nemmy would be less effective.
As I'm thinking of it, I would also wait for the 5th sausage to spawn, and draw the whip mark on the ground as a vector along the line that Nemmy slid across from his 1st sausage starting point to the 5th sausages maximum end point, just so it's easier to understand what happened for both sides, and make it clear that sliding sideways as you whip DOES alter Nemesis' whip.
Fun to think about.
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I have to start off by saying... I have a lot of disdain for Springtrap the character. I'm not saying that to rag on anyones favourites or anything, but this is just my personal opinion based on my experience of the FNAF games. I hate FNAF 3 with a passion, which I only state, because I want to establish I actively dislike Springtrap and what he did to the FNAF games before we start.
It was my understanding that the Axe is a fan made spin off idea, that Scott Cawthorne himself really liked, and gave the go ahead himself to use this as major element of Springtraps power in DBD. The axe to me is one of the things I like more about Springtrap, the whooshing sound effects and heavy thud whenever it hits anything, is an element I really like about the killer. It's the same thing for me as Billy flying past you, dodging the axe is butt clench followed by immense relief for me, and for killer it's the opposite where I get excited whenever I land a meaty shot on the survivor. The axe is one of the things I like more about Springtrap.
Regarding the jumpscare of both his grab and his mori, they are hammy to me. The one in the security room is pretty good cause you get something a bit more akin to the sound in the games, and the actual jump scare is fast and effecyive, but yes these 2 horror scares aren't great, I would do them a little better myself.
However I also don't really condemn these jump scares in truth, because in my personal opinion the jumpscare in FNAF 3 is ass and chips.
I realise that is not a popular opinion and FNAF fans get very defensive about it, but to give some context I REALLY WANTED to like FNAF 3... I really did. I liked FNAF 1, I was rather underwhelmed with FNAF 2, and I saw everything that came after FNAF 3 and hated it... but when I went back to FNAF 3, with everyone raving about Springtrap and how great a horror icon he was, I genuinely thought "wow... maybe I missed a gem... I should check this out, maybe FNAF 3 and Springtrap was the last good one". I actually had high hopes for this game.
I cannot express not only my disappointment, but also my straight up anger at how annoying that game is with it's unearned, hollow and meaningless random animatronic ghost jumpscares. The gameplay loop is also plain annoying to me... not the crisp logical and well made systems of FNAF 1, but the same trite and randomly restrictive mevhanica of FNAF2.... and then there is Springtrap, the man himself... At this point I was still waiting with baited breath for this man to redeem the game and blow my socks off.... aaaaaaand....
So when people tell me the jumpscare on DBD isn't good enough for Springtrap... I'm sorry... I have to ask what you are talking about. This jumpscare is crap, made worse by him peeping tomming me first around the corner so that even the element of surprise isn't there.
I try to be objective whenever I can be... but I viscerally hate this game and everything that came after it for how cheap its jumpscares are.
All of this is to say, for the most part I think Springtrap is pretty well done in DBD, he is far better than what he was in the games for me, to the point I halfway respect DBD Springtrap for making something half decent oit of something I actively dislike.
Though the one real criticism I will give Springtrap, is he is basically Xenomorph but better. The powers are directly comparable, and in every element ST beats out Xeno in pretty much every way. I'm not impressed that ST has a better map traverse than Cenomorph with literally none of the coubferplay elements to limit it like Xeno does. However other than that, ST is not bad at all as a DBD release.
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@miniboss said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981392#Comment_3981392
You can assume they have a proportional size QA team because they have 1,000+ employees, or you can make a better based assumption on the quality of the game's updates and content in recent years. What would that have you believe? Makes me think either a). The QA team is too small for how much they need to test or b). They aren't testing things thoroughly enough.
As a Software QA Engineer, and someone with a degree is game development, the fundamental problem of games is the scale of new content and non negotiable release schedules.
You don't want manual testing in software development, it's error prone, time consuming and costly. You want automation as much as possible, and even if you could automate it (which would involve a pretty incredible test harness that I balk at the idea of even attempting to write), DBD's fundamental issue is it has so many potential interactions between killers, survivors, perks, items, add-ons, maps that even such a theoretical test harness would have literal millions of possible combinations, and would takes hours, probably days, to run on EVERY change.
I am not defending the quality of the releases, even as a programmer apologist, they've been pretty glaringly bad... and while I also hate the casual use of the phrase "spaghetti code" as an insult, the fact is some of these bugs do raise the question of how are they are occurring for seemingly unrelated features being updated. However in the same breath... it's just unrealistic to expect any level of manual testing to cover all these combinations, find these issues, isolate and report them, investigate and fix them all in time for the extremely tight release schedule.
What I do think might help is get the community involved a lot more, build the PTB to be a much more effective test build environment and give incentives in the real game for players to search for bugs.
Time based rewards doesn't work cause you get people who AFK farm, but establish a test queue system where instead of 1vs4, players can play 1vs1 or 1vs2 games with the rest as bots who AFK until the killer walks with 4m of them, to just experiment with new mechanics.
Add tally's/heat maps of what other players are playing in menus so players can see who is online and what might need covering. Make testing things in the PTB as easy as possible with short queue times and special mechanics with better support for testing purposes.
Create a proper in game reporting sysyem, and give actual rewards back to the main account for making good bug reports.
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@badgerman97 said:
Been about a week-ish since the update. How is everyone feeling about it? (discounting the atrocious amount of bugs. Love ya, Jim!)
Feeling nice, don't lean on JMF anywhere near as hard, actually playing with more add-ons now.
I also like Last Will as well doesn't feel ass anymore. Small penalty for a small boost... it's tasty.
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@badgerman97 said:
I put on the try hard fit and yet they still want to play with me. Want to be mean and tough but don't have the heart 😔
I have but one weakness… remember… boops save lives…
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My biggest frustration with a lot of the discussion around Franklin's, is so many Survivors are crowing how it was such a toxic perk and deserved it's need... but also seem to be happy to leave the perk in it's current very weak state.
Not liking the perk at all is fair enough, but to be glad to see any perk become basically unusable does so much to highlight the bias.
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@TicTac said:
Honestly, i think thats totally fair. You got a warning, its not like you got banned.
I was thinking the same, although @Deathstroke you were innocent in this case, the parameters that led to it are pretty accurate to ehat someone trying to duck the game would do...
As this is in your case a 1 off outlier occurrence, born of unfortunate circumstance, I wouldn't say it's cause for alarm. 🤘
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981204#Comment_3981204
In a nutshell, there has been talk about a new tile that would be part of the Withered Isle realm. Not map, a tile.
The map, Fallen Refuge, was a showcase of this tile.
But, likely, somewhere along the way the devs realized there is no way they could fit this on all of the maps (especiall GoJ), and maybe also the p2w accusations spawned from people thinking that the tile would only spawn with a TWD survivor in the game helped…. But anyway, we got the testing map as a normal map.
And it is easy to see this wasn't supposed to get out of the PTB.
It's small, the gens spawn in a cluster around the hospital tile while the shack side is almost empty, the color pallete looks like a filter and the exit gates on it have the same issue as Forgotten Ruins.
Not helping it is the achievement tied to it, even tho FNAF map got none, which is among the harder ones to get.
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981204#Comment_3981204
Its just a Withered Isle variant, my two cents is that due to the backlash about the Garden of Joy, to balance the power of those offerings. BHVR has instructed their map team to fill up that Realm with different maps, which is probably why Freddy's Pizzaria ended up there. Annoyingly both Garden of Joy and Freddys have a incredibly strong main building, so they probably had plans for another variant to be released some time.
Its probably unrelated to the TWD release and its hard to say because of the hiccup with its advertising, but they just put those tiles in that one map so yeah, there is 1 tile variant themed about TWD on one variant of Withered Isle.
I think this is the most boring solution to a problem ever, if they WANTED to spice up the TWD release, hiding away a show reference so far away is just strange imo
And so yes normally when there is a new map, they would make an event queue out of it, but since this map is just Withered Isle tiles which you should know by now and its just one title which has had a facelift to look like TWD. That is probably why there was no event queue for this release.
All in all, its unsatisfying and BHVR is not really flexing their programming skills this summer quarter. IMO.
Yipes, thank you for the breakdown good sirs!
Hopefully there is a plan to overhaul this map properly post release... I have a feeling given all the bugs and issues of this patch, the deadline for this release must have been just too short and had to be massively rushed out...
While I appreciate BHVRs ambition (it's good to see them shaking the game up as much as they are right now)... given we don't know the exact date of release until they tell us, surely they can take some wiggle room to meet the "Definition of Done" in their development sprints 😶
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Agreed, it'd still not be particularly strong even if it didn't allow for great skillchecks. The effect is so benign you would probably have to make it a global Hex for it to be actually worth it (as a counter to hyperfocus and toolbox rushes).
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/453568/final-map-overhaul-improvements
One change I have always wanted with the beam of light is to reveal it's aura to all survivors. This way if you're on an indoor map, the beacon will still show your teammates what gen to do in solo queue for example.
Not a bad idea to be fair.
I also wouldn't mind if the beam was a bit quieter if it has the aura. I don't dislike the sound of the beam, it gives a nice flavour… but sometimes I struggle to hear things over it's constant ringing when its nearby...
So that too would be a nice improvement. 🤘
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@SoGo said:
Honestly, yes, but not with this map.
It is a map that exists to showcase the tile and it's painfully obvious.
@Emeal said:
I dont understand, why we get an entire bad shack middle map just for one tile.
I still think it would have been way cooler to have a special tile that has a chance to spawn when a TWD character is in play.
Just add the TWD Tile as a variation to spawn on other maps and rework the other map for a later date.That would be soo cool.
I do apologise gents, it woumd appear I'm massively out of the loop.
Would someone mind explaining what's up with this map for me? As I say, I've literally seen it 1 time, and not caught any chatter about it. It was also so dark and foggy I couldn't really figure anything out on 1 playthrough… so would appreciate a bit more of a breakdown if possible 😅
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Been playing with Plunderer's Instinct, Specialist, Streetwise and Appraisal myself...
It can actually get pretty bonkers, cause there are more toolboxes available at higher tier than the other items… and you can get some pretty darned good toolboxes this way, e.g. a 54 charge Commodius for example with effectively a BNP from Specialist? With quite a good change to so this 2 or maybe even 3 times. It can be pretty nutty 🙃
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EDIT:
- Map tiers HAVE 8/10/12 charges (up from 4/5/6)
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While we are at it, tagging using "@" is also stuffed. Whatever you type, the entry tends to get double and the cursor dances all over the place, even when you hit backspace.
I have found that is you type the person's name out then go back to the start, then type '@' you can usually get the right name to come up.
It also helps to do it sometimes mid sentence, sometimes one a new line... @ThatTWDFan , for this one I had to be mid sentence, Type the name, highlight between T and h, then delete the T, the type and it didntbcoen up with teh right name, but it did stop cloning letters... so I was able to type it out and get teh name.
Basically what I'm saying is you just have to keep screwing with it long enough to trick it into doing what you want...
So a fix for this as well would also be nice xD
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*where
Causes issues such as now where I realise after the fact I should mention I've tested on different browsers and confirmed the same issue... but I have to post in addition since the Edit option is borked


