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Vorahk08

Vorahk08

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Vorahk08
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  • The add-ons for killers allow killer players to customize their power to best suit their playstyle, either by making additions to the power or making it easier to use. Add-ons allow for variety in playstyles with the same killer. The "game" played with add-ons is that there are only two slots, so killer players have to pick whether they want to go for shorter cooldowns and other effects that make the power smoother, or add new effects to the power like exhaustion or blindness to synergize with their build.

    While killers have had problematic add-ons, such as the now-largely-extinct insta-down add-ons, survivors have also had problematic add-ons, such as BNP. Additionally, survivor items are still viable, they've just been changed. Medkits are still usable. They have, however, been reworked to work better when used on other survivors, incentivizing teamwork and helping others. Similarly, reworked BNP is now a utility add on to make completing a contested generator easier. Toolboxes haven't been touched too much, and are thus still very powerful. Survivor items still have a huge role in the match, they've just been shifted around in what they do.

    If killer add-ons were removed, then killers each be reduced to a few predetermined playstyles and the game as a whole would be poorer for it.

  • If they bring it back, it'll still be funny. The fact that it's around for such a short time and is so self-aware of how ridiculous the premise is with details like the big hair, helium voices, and the Oni stepping on people, means that it'll probably work again.

  • I'm not an Unknown main, but I like him quite a bit, so I'll try to be give some helpful tips!

    One of the big things I've found is learning how to bounce the UVX ball on the ground in front of you to hit a survivor you're chasing. With good timing, this can be a guaranteed injury/down as a survivor tries to dash for a loop.

    Speaking of loops, you generally want to hit the survivor when you think they're going to drop the pallet. Like with most ranged killers, catching them in animation lock is (usually) a guaranteed hit. With windows, try to bounce the UVX ball off the side of the windowsill to hit them as they reach the other side. Another case of using animation lock.

    Another important thing is remembering that the UVX cloud goes through walls. While there are some cases like Shack where survivors will remember to not hug the wall, there are many, many other cases where survivors will forget this and you can hit them while being literally on the other side of the wall.

    While orbitals are generally hard to hit, aiming for a generator significantly increases your chances at hitting someone, especially if you fire from out of the survivors' view. If you're using a perk like Discordance, this could be a decent way to catch multiple survivors with the blast of one UVX ball.

    My final tip for the UVX orb is to try to use it often, especially if you're starting out, as you'll learn faster if you shoot more. It's on a really short cooldown and the slowdown from using it is minimal.

    For getting hits with your basic attack, tapping the power button to reveal your tentacle will often cause survivors to swerve right back into you. The trick here is that the Unknown will immediately retract the tentacle if you tap instead of hold, allowing you to get an injuryโ€”similar to how Nemesis can bait people with the tentacle.

    For hallucinations, try to put them away from open areas and areas with direct line of sight to generators. Keeping them in unusual places reduces the chances that a survivor will dispel it. Otz figured out that you can control where your hallucinations drop by tapping the power button, because hallucinations don't drop when you have the tentacle out. If you space out the hallucinations well, you can have really great map mobility.

    Hopefully this was helpful!

  • It always seems to go down at the most inopportune timesโ€ฆ

    That said, outages are usually nice and brief, and then there isn't another outage for a long while.

    Also, Downdetector usually shows if there's a problem with PSN before Sony gets it out, because they rely on user reports. If you ever have a problem with PSN, then check Sony's site and Downdetector. Even if Sony hasn't updated the PSN page yet, Downdetector might already have enough reports to indicate there is a problem.

  • For players on console, what should we submit for "cloud ID?" Is that an ID located in-game, or is it a number associated with our BHVR account?

    Also, should we make separate reports for every match played?

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879377#Comment_3879377

    Yes. Inconsistent input lag, terrible framerate. Either you keep the sensitivity low so the framerate can keep up, or if you go above 70% sensitivity it feels like the camera swings wildly out of your control. I can tell when I go against a Switch killer because the majority of their attacks, including basic attacks, miss.

    Very interesting. I hadn't considered that. A good reason for keeping it's current functionality no matter what changes it gets! Unfortunate that Switch players have to deal with that in the first place.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879347#Comment_3879347

    Imagine like android Killer skins for other Killers? Instead of blood and guts its circuits and electricity. Even the wires could look like veins and entrails.

    Exactly! Like a Plague skin that replaces her diseased, rotting side with exposed wires and sparking circuitry. Or the other way around, leave her diseased side, and replace her un-diseased side with shiny android plating.

    Imagine what kind of mechanical monstrosity the Unknown would beโ€ฆ

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/437855/should-unrelenting-work-when-hitting-killer-objects

    Unrelenting is an almost useless perk because its use case is reliant entirely on missing and not hitting anything. It's by and large a waste of a perk slot in its current iteration.

    You've never played on Switch, have you? It's very useful on Switch, and I've noticed it more often than not in a killer's loadout when I go against a Switch killer.

    Not that your idea's a bad one. Just saying, there is a group of players who find this perk necessary.

    No, I'm a PS5 player. Why do Switch players end up using it more? Is it something to do with optimization on the Switch?

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879307#Comment_3879307

    Good day my fellow Singularity main. Would you like to be part of the Singularity council? ๐Ÿ˜

    Oh, yes, of course! We Singularity mains need to stick together! How else is the inevitable robot killer uprising going to happen! ๐Ÿ˜ˆ

    That actually makes me think that a Rift centering around robotic skins would be really cool.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879307#Comment_3879307

    I love how much thought you put into these outfit combinations. Reading your thought process what a pleasure ๐Ÿ˜Š

    I agree that the bulk suits the Singularity very well. Great job coordinating the colors and theming ๐Ÿ˜„

    Your Artist skin looks like the closest thing we have to an โ€œAngelโ€ Killer. Thereโ€™s a red tip weapon for her right? Maybe it can coordinate well with the red shredded skirt.

    Wow. I REALLY like these. They both look phenomenal. Thanks for sharing ๐Ÿ˜„๐Ÿ˜Š

    Thank you! Taking a red-tipped weapon from the new Deep Rift is definitely a good idea. Unfortunately, I was taking a break during Dominus ๐Ÿ˜ญ. I'll have to wait until the next Artist Rift skin. But I'll definitely be trying it when it comes up!

  • @MarbleThrone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878875#Comment_3878875

    Thanks ๐Ÿ˜!

    The nice thing about Artist is that most of her weapons are pitch black, just with different shapes. This means you have a lot of mixing and matching options because you don't have to worry about colours not matching. I haven't tried it yet, but the weapon from her Dominus rift cosmetic (which has a red tip) might also go well with loadout #2. A golden weapon would be awesome for #1.

    Right now I have no specific charm setup for Miss Fuchi, she just 'borrowed' the charm setup already assigned to #3 (Inkwell, Pentimento, Winged Troublemaker). I was thinking about using the Fancy Crow charm from the current rift for her, but I am nowhere near that tier yet :D.

    Before the candy weapon, I used the Lethal Creeper weapon for #3. And no, that is not my 'nice guy' fit ๐Ÿ˜‚. I can and will 4K with it just as with any other combo.

    https://us.v-cdn.net/6030815/uploads/3F06XAPV4ANH/dbd-carminamorartist-07b.jpg

    I love the simple elegance of this outfit! The mixing of the purple dress with that headpiece (crown? circlet?) makes for a very royal look on Artist.

  • All of my favorite non-licensed killer outfits are cobbled together looks from different skins.

    First, my outfit for my main: Singularity

    Singularity Screenshot.jpg

    (Sorry for the large sizes, I don't know how to resize them)

    His body is the "Huxlee Hybrid" body, which gives him some nice bulk with the spacesuit look, as well as a chunky Biopod gun. It also gives him the white and blue needed to blend well with the wicked looking double-claw from his Alpine Frost skin, "Cold Snap." Finally, I'm using the Deep Rift version of his "Old Model" head, because the blue forehead piece goes really well with the rest of the cooler colors, particularly the arm and shoulder pump!

    Artist Screenshot.jpg

    For Artist, I'm using the "Fallen Angel" body. I feel like the Anniversary mask really goes with this outfit. The completely impassive face and the feathers carved into the mask give it a cold distance that really seems to click with the rest of the outfit. Finally, I've been trying out different weapons to try and find one that really works. Right now, I'm trying the Deep Rift version of the one from "Existence" for how thin it is and that little splash of color at the tip. I'm open to changing it, though, because I don't know if it really gels with the rest of the outfit entirely.

    Finally, my Xeno alternates between default, Blighted, and now Juggernaut. Juggernaut really stands out to me for being a unique DBD contribution to Xenomorph design, with the ship parts essentially hanging off from where they were fused to the Xeno's body.

  • Thanks for one last announcement! ๐Ÿ‘

    As someone who stays off Twitter for mental health reasons, you and Count have been lifesavers for store codes. So, thanks for all of the Post Pigeon news you've shared. My killers and survivors definitely have appreciated your efforts! ๐Ÿ˜Š

    Good luck to @CountOfTheFog for future forum news!

  • I'm queuing up mostly as survivor right now, but that's because I'm trying to P3 all of my characters, and am getting very close. BP is the main incentive to play the mode as survivor. The bonus plus the fact that the matches are similar in length to normal matches means that it is almost as profitable as the Anniversary event for a solo player.

    However, normal 1v4 matches are way more fun as survivor. The complete chaos of 2v8, while fun, also results in the breakdown of the survivor gameplay loop beyond the most basic elements of "repair generators, vault windows, and drop pallets." It results in the matches feeling very samey, especially with the more limited "class" system.

  • It seems like a good idea, but it would probably run into the problem Halloulle mentioned above. People would load into a game as survivor, die quickly, and essentially throw the game.

    This happened when Overwatch tried to implement a priority pass system to get more people to play Tank and Support. People would arguably throw the game just to get their priority pass and queue up for the Damage role, which had long queue times like killer does now.

  • Good luck! I hope the initialization resolves the issue.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768474#Comment_3768474

    I called Playstation support and they walked me through rebuilding the database.

    The representative insisted that I must delete the game and reinstall after the rebuilding and before attempting to play again. So I just did that which took an hour.

    I'm letting the system cool down now and will try to play in a little while.

    Thank you for your post, I appreciate you ๐Ÿ™

    Wish me luck. If this didn't work, the next step is to initialize the entire console according to the representative.

    Good luck! ๐Ÿ™

    If you have to initialize the console, there are ways to preserve your game saves so you don't have to lose any data. Playstation Plus gives you a certain amount of free cloud space to store save data. You'd basically just have to upload your save data to the cloud, then redownload it after initializing the console.

    Alternatively, you could use a USB drive. Any USB would do. After initializing, you would just plug it back in and download the data.

    Let's hope you don't have to initialize the console, though!

  • Have you tried rebuilding the database yet? After reinstalling the game, this is the next step in troubleshooting.

    It won't delete anything, but it does resolve problems that exist at a hard drive level.

    Edit: I forgot to add, it's better to have a video to reference when trying to rebuild the database, so here you go!

    https://www.youtube.com/watch?v=IOUhjGECo-w&ab_channel=YourSixTech
  • At his best, he was always this way. The issue is that, unless you were really good and had good add-ons, he could be inconsistent. He had a sharp learning curve, because you had to learn optimal camera placements, pod placement in chases, how to force survivors to burn through EMPs etc. However, once you got good, he rewarded you with map wide surveillance, a teleport, and a powerful chase ability. Like Toystory3Monkey said above, he's been made much less add-on dependent because they made abilities like Soma Family Photo partially basekit, while buffing the pods and nerfing the EMPs.

    His skill floor has been lowered significantly without hurting his skill ceiling. If anything, I feel like his skill ceiling has been made slightly higher, given that he has access to a greater variety of add-ons now, with Soma Family Photo's effect being partially basekit.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766932#Comment_3766932

    singlurarity is amazing at 3 gens. he takes advantage of gen-positions. I have been seeing a lot of 3 gen singularity in soloq with grey add-on that increases biopod range by +4 meters and Nano gel which decreases camera cooldowns. Once they fix gen exploit, i can see this character being old skull merchant 2.0 where the games take long time to complete.

    It's no longer possible to hold a 3-gen like Skull Merchant used to. The regression event limit was specifically created to prevents this. A Singularity could choose to hold a 3 gen from the start, but they cannot do so indefinitely. It's not a particularly viable strategy anymore, due to the fact that survivors would still have resources and there is a hard limit on gen regression.

    Pre-EMP'ing pods would completely remove the teleport, Overclock, and add-ons from the equation, while forcing the Singularity to pick a target and go with it, allowing other survivors to make progress.

    Lots of killers were capable of holding a 3 gen. While killers can still hold a 3-gen for a little while, they cannot do so indefinitely to stall out the game. Thus, Skull Merchant and Singularity are not comparable.

  • I feel like all of these bugs are being caused by the 2v8 infrastructure. The gen bug seems particularly suspicious to me. The amount of gen completions required changing based on the number of survivors present in a public match, when we have a mode coming that is going to change the amount of gens required in a public match due to an increased number of survivors present, seems very coincidental.

    It's just a theory, though. I might be totally off.

    At least 2v8 is meant to be a party mode, so bugs will hopefully just make it more entertaining.

  • @Sarrif said:

    Nah, it should be turned into a base feature of the game. We should have always been balancing for hooks instead of kills, the bug helps make the game more fun by punishing killers who tunnel one survivor out because of how easy it is.

    This bug actually hurts killers who spread hook states more than those who tunnel. If a killer tunnels 1 survivor out, and a gen gets completed, then the remaining survivors need to still complete 3 generators, which is still very winnable for the killer

    By contrast, a killer who gets everyone to death hook then gets their first kill after a couple generators are already completed will end up with, at best, 1 generator left. More likely, they will be thrown into the endgame, turning a potential 2 or 3K into a likely 1K.

    If anything, this bug encourages tunneling by punishing killers for spending time to spread hooks.

  • Singularity and Skull Merchant are not comparable. The reason Skull Merchant was so bad was because her power enabled players to take advantage of gen spawns to literally hold the game hostage and force a win. That's not even possible anymore.

    Singularity has counterplay, it's just not conventional. His chase ability heavily neutralizes the usual killer counterplay, so you have to understand how he plays in order to exploit his weaknesses. A good rule of thumb is to assume that he can generally find you if he really wants to, as long as he's set up his cameras properly.

    Pre-EMP'ing pods when working on gens is a good way to keep him from teleporting to you. If you only pop an EMP when he hits you with a slipstream, then he will probably have enough time to get a teleport off, or he will quickly place a pod to hit you with another Slipstream mid-chase.

    When he's chasing you, vaulting is a good way to throw him off, because he is always teleporting behind you to where you were a second ago. If you time it right, he will be stuck on the other side of the window and have to vault to continue the chase. With pallets, greed them as much as possible, and you can hit him right as the Overclock mode ends to get a stun.

    If one only uses pallets like he's a normal M1 killer and use EMP's when you get Slipstreamed, then he has the advantage because his kit generally counters that.

  • The lack of a change is probably a bug, given that the devs seem to want Stridor to act as a counter to Iron Will and OTR.

    In the meantime, though, I'm going to try Vecna's crow perk on Spirit. Since Spirit will probably have a survivor in her terror radius at some point during a chase, scaring a crow will disable both Iron Will and any exhaustion perk they have equipped.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766402#Comment_3766402

    Yes, but demo and dredge SPECIFICALLY are designed to be undetectable. Demo gets undetectable when he teleports, but he is SO LOUD that it might as well not exist.

    I agree. The only reason I can think of for Demo is that the devs might want him to be loud so survivors can find his portals to interact with them. You'd be surprised how many times I've put a Demo portal down in a spot that I thought was "obvious" only for it to be left alone for most of the game. I would like for Demo to be quieter, though.

    Dredge has no excuse. I genuinely believe it needs looking at from a balance perspective.

  • Welcome to the (Playstation) club!

    I actually remember after changing from Wii U to newer consoles that I had the same issue with "confirm" and "cancel" The funny part is, Xbox and Playstation both use the "confirm is the bottom one while cancel is the right one" button scheme. Nintendo does it differently, for some reason.

  • This is an interesting idea. I've admittedly only through about how loud Nemesis is!

    Honestly, Trapper's weird grunts feel like they are yet another part of his outdated design. BHVR will probably never change it, because they are intent on never changing him for some reason, insisting that he's good for new players. I actually think Wraith is a better killer for new players, but I digress.

    What's interesting about your list is that, apart from Nemesis and Trapper, all of these killers have some kind of long range attack or a teleport. Demo, Dredge, and Singularity can outright teleport; Knight can guard snipe (it seems to be his power's intended use now); and Oni can basically turn into the Hulk and end the game with one good use of his power. For some, like Nemesis and Knight, I think it would also feel weird if they didn't make a lot of noise.

    However, I agree that Dredge's loud sound effects are overdone. Half the time, the terror radius isn't even necessary because you can just hear it wooshing if it's close. Otz put it best when he said that Dredge sounds like a hurricane. The devs seem to have made it super loud to combat Nightfall, because Dredge makes a racket when teleporting, unlike Demo and Singularity. However, I feel like making Dredge super loud in Nightfall undermines some of the purpose of Nightfall. In general, I feel like Dredge, while well designed and fun, needs to be next up on the block of killers receiving major kit-wide tuning and buffs, now that Knight and Singularity have gotten theirs.

  • I think he's reached the point where the power level of the killer is a bit more in line with the effort required to learn him. None of the QoL changes have drastically changed his playstyle. They've mainly made him more consistent. Many Singularity players already ran Soma Family Photo most of the time, so the basekit change just frees up an add-on slot. Even the coming pod autoaim feature seems to be oriented towards making him more consistent.

    The big thing with Singularity is he is a very, and I mean very, macro-oriented killer. People who get good with Hux are also going to gain better understanding of area control, pushing survivors into areas that favor the killer, and planning how to maintain momentum after getting a hook. Most survivor lobbies probably aren't thinking on the same macro-level as the Singularity. Ironically, this kind of macro-strategizing is an important part of playing killer, and learning these elements makes one a better killer player in general. I think this, combined with map-wide teleport potential and a strong chase ability, is what makes him a threatening killer to face.

    It has less to do with individual killer balance, and more to do with the skills the killer encourages players to learn. Just my two cents, anyway.

  • This happened on PS5 as well. I was playing Singularity on one of the Suffocation Pit variants. 1 survivor completed 2 gens. I can confirm this because 1 was dead, another was hooked, and I was chasing the last. This happened when only 2 gens were left.

  • I haven't played her yet, but Lara looks incredible. Finesse actually seems both meta and balanced at the same time, which is nice. I love Tomb Raider, so I'm looking forward to the que times going down.

    Rift is easily the best they've done.

    As a Singularity main, these changes are everything I could have put on a wishlist. This feels like a Billy-level update.

    All of the buffed perks seem to have just had timers adjusted to be more forgiving and I don't use them that often anyway. I agree about Iron Will, though. Only saw one person using it, and he died pretty easily. Didn't seem to think that generator noises give him away more than grunts of pain.

    I can see what the devs were talking about with the system updates, because things are loading faster for me. However, the UI itself needs redesigned. It definitely feels like a mobile game now. Sometimes, more options on a single menu are better than multiple sub-menus.

    The Knight changes have barely moved the needle for me. He's still boring compared with other killers.

  • The way I see it, this is a test drive of the whole thing. They already said that this is an idea they want to continue iterating on.

    This first round probably only has a few killers to keep the combos manageable. The 8 gens thing is probably counterbalanced by the cage system. Killers have no down time escorting survivors to hooks, they can just down and move on.

  • This Rift is the best I've ever seen. Even the free tier skins are incredible. I like the recolored versions of Renato and Thalita's cosmetics better than the originals. The coup de grace for the free stuff is that Singularity skin. Oh my goodness, that recolor is S tier!

    The Yui skin is definitely in a tier of its own. Not sure how practical it is, though. Had a Hawkins game as Demo and it was very hard to miss Yui's big blue behind! Definitely a cosmetic for more confident players. Vittorio is definitely channeling Geralt of Rivia with that wolf cosmetic, Lara's Baba Yaga skin is a great recreation of the one from Rise of the Tomb Raider, and Sable's is actually really good. That's the first cosmetic she has that I would say looks genuinely "cute." Elodie's is fine, but David's feels a little lackluster compared to the others.

    Wraith's lizard skin is the best skin he's gotten in a long time, but I'm not as enthusiastic about the Clown one. Trickster's definitely suits him, and will probably become my default Trickster skin. Spirit's is amazing, no contest. The past few killer ultra-rare rift skins have felt like the are channeling Overwatch Mythic skins in completely redesigning a character around a certain theme, and I think it's great. The massive demon horns, the spectral snakes, and that cool blade make the snake skin spirit's best outfit for me.

    I'm fighting the urge to unlock it now, but I'll probably be able to get it done in a couple weeks, between the normal tome and the 2v8 Event tome.

  • Yes, the functionality is completely gone. Which is annoying, because it was a nice and quick way to cycle through characters who were close to each other.

  • Ugh, I forgot this trophy exists. I've been all-in on learning Vecna while waiting for the Singularity rework to release on Tuesday. I'll have to be more mindful of giving hatch to survivors with relics.

    Thanks for the reminder.

  • I feel like they don't know what to do with Knight and are just going to revisit him sometime in the future. Looking over the changes/patch notes, this patch really feels like the goal was "quality of life" changes. All they did was make part of Map of the Realm and Pillaged Mead basekit, give the Carnifex's chase power to the Jailer, and add the ability to manually swap between guards. Then, they heavily nerfed the anti-loop guard strategy.

    Almost all of these are changes that have been asked for before, including nerfing guards at loops, given how many survivors dislike the strategy. There's no big buffs or new changes to his power.

    In general, the devs seem to have trouble balancing killer AI units. Nemesis Zombies have had horrible pathing for years and nothing has been done about it. I'm hoping they're planning on doing a larger Knight rework, but that could take a while.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758953#Comment_3758953

    Soma photo only applies hinder for 3 seconds. It is only when survivor is inflicted, NOT when you teleport. Deep wound obviously enables tunneling through BT but i don't it is that useful. singlurarity is pretty good at machine gunner through BT because of rapid brutality and his overclock teleport. he catch-up fairely quickly to not need this whatsoever.

    I'll probably be using his green add-on that reduces cooldown when inflicting slipstream+his iri add-on that gives wall-hack whenever you place a camera in 10 meter radius. That is probably his best two add-on's. His iri add-on is like Clown's Cigar box. People used to not use it because 6 meter radius was too small to be used as tracking tool. Now with 10 meter buff, you can just spam fire in front of you and anything in 10 meter radius around placed camera is detected.

    Green add-on is replacement for his Cam tech which was nerfed.

    The slowdown from Soma Family Photo will probably still have high utility with the playstyle of tagging survivors mid-chase with a biopod. That's probably what they intend with the change to Soma Family Photo. However, it do agree that it is a slight nerf, given that he receives less haste when teleporting. That said, the hinder might make it easier to tag and then teleport with proper pod placement, given that they move to cover slower. The deep wound could also work as increasing the overall gen slowdown effect of tagging a survivor even if you don't go after them. They now have to find an EMP and mend.

    The add-on pass that the Singularity received is actually pretty huge. Pod cooldown reduction and a range increase are pretty significant upgrades, on top of the changes to the iri crystal and the Nanomachine Gel. The Android Arm buff might also make the spread of pods from one survivor to another a real threat.

  • Thanks! ๐Ÿ‘๏ธ

    I'm not on X the Site Formerly Known as Twitter, so these are a great help!

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758805#Comment_3758805

    He's getting all of these buffs, without the compensatory nerf.

    He is getting a nerf. Haste bonus from overclock reduced from 5% โ†’3%.

    Duration of overclock reduced from 4.7+1 slipstream โ†’ 5.7.

    Cam tech removed.

    While the haste has been made basekit at only 3%, Soma Family Photo now gives a 3% hindered status to the Slipstreamed survivor on top of that, without decreasing Overclock duration, so I don't know if the haste change is actually a nerf or sidegrade. They did add the effect of giving a Slipstreamed survivor Deep Wound on teleport, so that is actually a buff to the add-on.

    My mistake about the duration nerf. I didn't remember that. In my experience, though, the only survivor who really stayed Slipstreamed was the one in chase. Normally, survivors who got away with a Slipstream would get rid of it ASAP. So yes, the removal of extra time per slipstreamed survivor is another nerf. However, in my experience it rarely came into play anyway outside of that Iri add-on. The addition of the haste to basekit Overclock probably counterbalances this change, though.

    I didn't know about the cam tech until now, but I'm certain that was a bug.

  • Disclaimer: I'm on console, so I didn't get hands-on experience with the PTB.

    KNIGHT: In theory, it seems like this change should be good for him, but the fact remains that the guards that aren't the Assassin are horrible at getting hits. Hopefully, the banner fix helps with this, but feedback on the Knight rework hasn't been good so far.

    SINGULARITY: A a Hux main, I feel like this was the best of both worlds. He's getting all of these buffs, without the compensatory nerf. I am able to get fast lock-ons even now with high sensitivity, but making the auto-aim activating on button press should hopefully allow us controller users to get more flicks more consistently.

    SPECIALIST: I don't think this change is going to help it much. Time spent getting charges is time that could be spent making normal repair progress on a gen.

    STRIDOR: I'm pretty sure this is mainly to make Spirit playable against Iron Will users.

    CHARACTER SELECTION: I also think this looks like a mobile game UI. Feels like a downgrade design-wise.

    I'm disappointed that the Iron Will changes are going through. It feels like that hurts newer players the most. New killers won't be able to find survivors for chases, while new survivors are going to be caught out for not having it.

    My guess is that Languid Touch (Vecna's Crow Perk) is going to be even more popular now. It was already good for most situations and killers, now it just counters another good survivor perk.

  • Nice. Time to start farming for that Were-elk Huntress!

    Thanks for the reminder.

  • I really like what you said about being grateful to other players. I feel like, when I make an effort to remember that every other player in the match is a person, I feel like I play the game in a healthier mindset.

    For the question about cruelty, I believe that cruelty does increase the stakes of a trial, but not in a good way. I think the trial becomes more personal and hurtful, to the point where, like you said, it can deter someone from playing at all.

    Maybe it varies from person to person. Some of us might lean into a more "passionate" approach and enjoy the "edge" while also being less tempted to anger and toxicity, while others might lean into a more "chill" approach, with the "edge" hindering them more than helping, so they try to detach from the "edge" altogether. It takes all kinds to make a community.

    Overall, I feel like I try to remain detached from the "edge," because I feel like it's not worth the feelings of anger and toxicity that it can invite. Learning to play both roles in a calmer, more self-reflective way has led to me enjoying the game much more, and becoming better at both roles.

  • I agree with this. Make it so that stunning the killer with a flashlight counts as a conspicuous action.

    If the killer went after the unhooker, then they are going out of their way to not tunnel. Thus, if the unhooked survivor chooses to forgo safety to rescue the unhooker, then it's fair for the survivor to lose the safety of their anti-tunnel perks. It both rewards the killer for not tunneling, while creating a high-risk, high-reward situation for the unhooked survivor.

  • I think it will.

    Anti-tunnel perks are healthy, BHVR seems to be trying to buff anti-tunnel perks in general, and buffed Babysitter doesn't seem like it's super abuseable outside of the endgame. It will essentially be a counterpart to Off the Record (OTR). OTR makes the endurance on unhook last for a long time, now Babysitter will make the speed on unhook last for a very long time. I honestly think it might be more effective, because a lot of killer players are going to see an unhooked survivor take off like a missile, and just go for the slower/closer target.

  • I'd say "yes," especially since this is the one from the Survivor Trilogy. The trilogy's first game leaned very hard into horror, and the subsequent two featured very horror-centric segments, with both the Deathless Ones areas in Rise of the Tomb Raider and the Yaaxil area in Shadow of the Tomb Raider.

    Also, as said above, the treasure hunter genre in general often experiments with horror.

  • I believe that the game is built around having some form of slowdown. However, the 4-stacking of regression perks is the problem. It keeps individual regression perks from being strong, but then more players start running multiple regression perks to get the results they used to, and the problem becomes a self-fulfilling prophecy.

    I wonder if some kind of perk class system would help the game. Then, restrictions could be placed on how many perks of a certain class would be in a build. Ex: "You can only have 2 regression perks selected." It might also help with adding new perks to the game, given that BHVR could add new perks for classes with fewer options. Same would go for gen progression perks, of course.

  • The Singularity changes are all looking really good! I'd say that Hux was never a "weak" killer, he was extremely strong in situations that favored him. The changes are seeming to give Singularity players more opportunities to create situations that favor him.

    Thoughts on the individual changes:

    The automatic aiming upon biopod activation is huge. It should dramatically increase the number of successful tags, given that survivors now have less time to break LoS. A lot of tags are lost because survivors hear the pod activating and are able to get to cover before the player can fully lock on. The slow decay could be big as well.

    Biopod self-destruct is huge for time economy. Not only does it help with general pod management, such as "Oh, this pod's angle isn't as good as I thought, let's delete it," instead of "This pod is in a bad position, let me go over and manually remove it." It could also massively help with mid-chase pods. If self-destruct is implemented as a single button push, then a player could pod, tag, and self-destruct the pod, so they can get the survivor tagged without having to go back and remove the pod later. Overall, self-destruct could be a truly game-changing update for the Singularity, even if it doesn't look like it on the surface.

    Killer instinct and audio from pods is going to make survivors much easier to track. Killer instinct will make it easier to orient yourself after exiting a pod, while the audio is going to make it easier to track survivors. Even if a survivor is not visible on the camera, hearing the noise they make will at least tell you what side of the map they are on.

    The Overclock haste and the decoupling of Overclock duration from the number of survivors Slipstreamed will be huge, in my opinion. Soma Family Photo was the most popular Singularity add-on for a reason, as the extra haste made Overclock actually threatening for survivors. Now, playing against Singularity in overclock is going to make the survivor ask, "Am I going to spend the pallet to get him out of overclock, or greed the loop and risk being hit by a faster-than normal killer?" Typically, more experienced survivors just greed the loop because they have killer run speeds in muscle memory. Now, it'll be more dangerous to greed against the Singularity.

    More aim assist is great, especially on controller!

    Reducing reactivation time is great, and the reduction of anti-camp is a major win. Many Singularities will look through their cameras immediately after hooking to locate a new target, only to get hit with the anti-camp slowdown.

    I'm super excited about the changes!

  • That's horrible to hear.

    May she rest in peace.

  • @Aven_Fallen said:

    300k BP. And I am not even sure if they are supposed to be different for players? I thought everyone would get the same.

    Yeah, that's what I was trying to determine by asking. I've seen some mobile games in the past give a set amount of a randomly chosen currency, so people could get different results. However, it looks like everyone's just getting a set gift. Which is a shame.

    @Sandt1985 said:

    Bloodpoints are the weekly gift?? Thats downright dissapointing

    Yeah. We don't need a couple thousand free BP every week. We could just get that with less than an hour of playing killer. I was hoping this would be one way they would help with the Iri shard grind.

    If the free gift is going to stay BP, then the shop "Gift" is a major disappointment and a pointless addition just to keep players opening the store each week. Which is pointless, because the Shrine used to do that, until they moved it.

  • It's fine for an April Fools joke. It's funny on killer, and I haven't played it on survivor yet, but the novelty of being a tiny survivor is going to be funny.

    I respect them for actually making it a mode. They could have just made a My Little Pony joke for April Fools and left it at that, but they actually ran with it. I respect that.

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