Xernoton
Xernoton
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Let us add to the list an exploit with Potential Energy, invisible traps, laggy servers (playing Huntress right now should be a crime), Balanced Landing, Twins and skirtless Ada. And these are juts the issues I know of. On top of the already existing bugs.
I know that an engine update is a big deal but this is unacceptable. If an update breaks pretty much the entire game, then it's a horrible update and it should be reverted immediately while they work on a solution. You can't keep breaking the game like this. Fixing this mess will take quite some time and if history has taught us anything, more bugs are just around the corner when it comes to future patches.
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I agree. I got it by pure luck because some friendly souls had mercy on me and helped me achieve it.
The first thing I thought of was using BBQ but people learn and they will leave the gens when they hear you set a crow. Then I paired it with Floods of Rage but that didn't work out either because again, survivors aren't stupid. Maybe it could work with Gearhead because that's a bit harder to guess. Or you use Dying Light and hope that the gens will progress so slowly, you can actually hit them randomly.
Neither of these are likely going to work though. It would be fine, if you didn't have to do it in a single match.
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I've experienced this too.
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Beautiful.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707273#Comment_3707273
Where does it say the Hollow Shell is applied to all players?
https://us.v-cdn.net/6030815/uploads/5HDRVBVIA2JZ/hollow-shell.png
Applies to survivors too. I don't know what's up with the description. But it does work for survivors.
Edit: I think I found out. Usually, an offering that only affects you says it's "Personal". The Hollow Shell doesn't. And because the only other option is to apply it to all players, that's how it works.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707264#Comment_3707264
No (Sorry I'm using another screenshot lol)
Current live version reveals aura for 3 seconds, Blindness for 30, and duration is only 15. The version in the dev notes is still nerfed - I was wrong about the cooldown reduction - but now works within 32m of a locker instead of terror radius and, more importantly, makes Survivors scream again, meaning it is once more the only good tracking perk in the game that ignores Distortion outside of Infectious, which is less tracking and more snowballing. Like you've got… Deathbound? Iron Maiden? Thwack! if you're feeling quirky? Hardly amazing options here.
Whoops, it seems I mixed that up. Thanks for telling me.
The problem I see with this is that it will only be good for territorial play styles. Otherwise you won't be around that locker for 30 seconds, so if it does end up activating later, that tells you pretty much nothing of value because then you're not there to do anything about it. Unless of course you play a killer with high mobility. Which means that it's still better on high mobility killers (if only slightly). I guess it could work on Hag but then again, why use an info perk (that you don't need anyway) on Hag?
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@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707162#Comment_3707162
Who said anything about forcing? I say Buff Bound Envelope so it's 100%.
So that survivors can have up to 400% more BP without the killer receiving any additional BP? If you think that's fine but Puddings are not, that's a double standard.
The Pudding works exactly like the Escape Cake. The person that brings it into the match gets 100% more BP. What you suggest is basically a different version of the Bloody Party Streamers, that just doesn't give anything back to the killer.
Also, why should one side have 3 offerings to raise their BP by 100% while the other only has 2? Then you'd need to change the Hollow Shell to 100% too, which makes it the same as the BPS, or you change it so that it's only applied to the killer on top of that, which makes it the same as the Pudding.
If anything, it's weird that survivors have 2 Envelopes (one yellow and one green) and they both don't give anything to the killer, when their equivalent (Hollow Shell) is applied to all players.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706738#Comment_3706738
Found it
Screenshots from mobile are so weird on forums lol I'll fix it when I get to my pc
That is the version we have on live servers, isn't it? I knew that they reverted the aura change but there is nothing about the cooldown. It's still a perk that only works as a confirmation, that you already are where you need to be. So the utility (actually finding survivors) is pretty much non-existent.
The 32 metres change isn't great either (it further removes utility in niche builds, while adding nothing of value). Also, I'm not sure what perks synergize with screams (maybe hex perks?).
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@Tzimiscelord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706772#Comment_3706772
I got the game for free in epic games, so im kinda playing in epic games. Any way to add you from the in-game?
Also @ohheyitsbobcat and @Xernoton Thanks for the tip.
I played two more games.
One with billy, i went from 1 down with the chainsaw to 4, and from killing 0 survivors to killing 3 and downing the last one on the hatch, so he fled while i was recovering from the attack, and my third game ever, with wraith, wich ended up with me killing everyone despite one player being level 38 and another one 26.
Also, no BM in any of those 2 games. I guess i had a first match that was particularly unlucky.
I'm glad to hear that. The community isn't all bad, I promise. Many of us are actually quite nice.
You'll soon get the hang of the chainsaw and have matches in which you can go for chainsaws only (if you want to). Wraith is a great killer to get more accustomed to the game with. He plays a bit simpler and his power is less transformative than the Hillbilly's, which means you'll learn the basics a bit quicker. As long as you enjoy your time in the game though, you're doing great.
You can put survivors back down on the ground by pressing R. For this you need a little bit of space where you would drop the survivor, so sometimes it might not work immediately and you'll have to move slightly. However, this also grants them a bit of extra wiggle progress, so when you pick them up again they are more likely to wiggle out and if you do it too late they might end up wiggling out anyway. So it's best to either drop them quickly or avoid it.
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@BassGuitarRox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669345#Comment_3669345
I’m cautiously optimistic that the DS change will somewhat help. I just worry it will lead to an uptake of killers reverting to slugging again. If a killer is determined to tunnel you out of the match, they’ll just persevere through the DS stun just like they did before.
That’s the reason why I do love running BT, worth it just to see scummy killers try to count and go for the down when tunnelling because they’ve counted to 10 instead of 20 ha.I've already given up on that. I ate 3 DS in one game because 3 people wouldn't stop healing and bodyblocking with it. If that's any indication, then I take it, my worries that it will be used aggressively have come true already. Great. If this becomes the norm, then the tunneling might just intensify.
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Short answer: Yes.
Long answer: Definitely yes.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706721#Comment_3706721
Didn't they say they were already changing it again to lower the increased cooldown and return the scream but make it based on the locker location instead of moving with the killer? Like I swear I've read this somewhere.
I don't think I've seen that anywhere. If so, that would be nice, though still a bit underwhelming because then it's only good for territorial play styles (which are not that fun to go against). The problem with this version of UW is that they removed the actual utility. It's not much use to activate a perk that tells you, you are already where you need to be, because otherwise you wouldn't go there in the first place and it doesn't help you find survivors, if you don't know where they are.
@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706565#Comment_3706565
I agree that killing off perks isn't helpful with a stale meta, but that doesn't mean you should leave problematic perks in the game. I think one of the biggest issues was the perk did so much for such little effort, similar to MFT or old DH, or old Adren. You couldn't really outplay it cause it always had value (except for adren you had to make it to endgame first). And now all of those are weaker then they used to be but many would agree the game is in a healtheir state because of it. This gen regress meta is definitely getting old but it's been the meta since Overcharge/Call of Brine/Eruption days, gen regress is just powerful and popular (for good reason of course). I hope you have good future matches <3
I'm not saying that UW was the best perk ever designed but I think this whole argument that it made the meta stale is dishonest. I didn't see it nearly as often as BBQ + Lethal Purser for example, which is not argued to make the meta more stale.
I think the issue with UW was, that it had pretty much no downside, so I think a change to the perk would be fine. Though I prefer perks that remain useful and not lose their entire purpose, which UW kind of did.
For example, I think a nerf to Nowhere To Hide (apply the range to the gen instead of the killer) would be justified and keep it useful.
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@sukre1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706568#Comment_3706568
I have and that's why I haven't been missing it. I have near all killers prestige and there is no value in DBD for it to be different. If you like it more power to you. Tekken 8, ff7 rebirth, days gone and soon stellarblade have my attention. I have no intentions for generators ever again .
Enjoy. Should you return, we'll welcome you with open arms. If not, then I wish you the best.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706565#Comment_3706565
Having one perk far outclass every other perk making it the only option for an info perk also is not healthy for a stale meta.
@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706565#Comment_3706565
I don't see how UW helped with "perk variety" at all. In fact, it just replaced all other info perks because it was simply better than them, causing less variety.
According to Nightlight, the pick rate of UW was way below the BBQ and Lethal Pursuer. So, I disagree that it made the meta much more stale (probably less so).
It doesn't matter what I think though. UW is dead and goes straight into the void. Along with about 200 other perks. This is the actual problem. Instead of making it a good, if situational perk BHVR eradicated it.
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Ok. Good luck and I hope you'll find a game you enjoy more soon.
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@Venusa said:
It was the easiest info perk to get value from with the laziest activation method. I'm glad they're reworking it to activate around the locker instead of around the Killer for a certain time with the upcoming change. They finally understood what made it so busted.
And they destroyed it in the process. Even if old UW was overtuned (which I disagree with), this version is still bad. Good thing Deadlock, Pain Res, Nowhere To Hide, Pop, Grim Embrace, DMS, Surge and Corrupt Intervention are going nowhere. Because we like perk variety. This is not a good change. Killing perks does not help with a stale meta.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706482#Comment_3706482
Are you going to ignore how I said that the final gen is usually NOT on the other side of the map from the hook? If the gen is within 32 meters of the hook, which it usually is because where else are survivors worth chasing going to be, everything I said was correct.
I also said old ultimate weapon, since it hasn't even been 24 hours since the 7.7.0 patch.
I highly suggest reading a post thoroughly before writing a response that misrepresents what the post had said.
First you bring up high mobility killers, then you claim that BBQ stops you from hiding. So what now? Is the killer near you or are they not? I genuinely cannot follow your thought process. You list things that imply the killer will run across the map and then you say, they're still near you. Are we talking about Schroedinger's killer here? Because usually a killer will not be both on the other side of the map and near you all at once.
Old UW doesn't exist anymore. You cannot use old UW to counter new Adrenaline. That's why it's pointless even bringing up.
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@zarr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706492#Comment_3706492
I'm sorry, but if you not only don't see how broken Twins are with Victor being nigh constantly available, but also genuinely think it's best to play for Charlotte M1s and only then unleash Victor, I can't tell you anything but that you lack game understanding. The very first thing you should do when you load in as Twins is unleash Victor, and you want to be controlling Victor any second of a match you possibly can. That's the very basics of playing this killer.
Coordination is essential to do anything against Victor, because otherwise he will snowball fast. You have to group up/find teammates to be able to kick Victor after downs (which is also much more difficult now, as he moves faster in hit cooldown), or to take Victor if you're healthy and prevent a down on an injured survivor. You have to constantly heal each other. Be there for pallet saves (and die under pallets to begin with, with the knowledge that someone will be there). You have to decide when to hold Victor hostage and when not to (obviously not a thing anymore now). To communicate where Charlotte is in order to decide whether a locker play against Victor has any hope of working out or is otherwise beneficial (e. g. stopping the slugging train, or allowing another survivor to rotate to take a hit). And you have to do everything DbD normally requires of you to begin with, such as coordinate unhooks, know which gens to pressure when, where to lead chases, when to help which teammates and when to play for gen progress, and so on, all of which is extra difficult against a killer that is essentially at two places at once, and can also be around a hook or slug as stealth Charlotte or Victor, or both. A good Twins player does not lose to a team that has no communication and coordination, i. e. a non-SWF group. That was true before the update and it's brokenly true now.
The public games environment is the only relevant measure of a killer's strength in terms of game balance because that's the actual matches actually being played by 99.9% of the playerbase. In that environment, Twins have always been one of the very strongest killers, with multiple high winstreaks on good players, and high kill rates on average. The reason for that precisely being that there is nothing to be learned on how to deal with Victor. Even the best of players can't prevent Victor hits. You either coordinate constantly or you die, making Twins potentially problematic in 90+% of matches by default because they consist of solos and duos at most. And right now, even a coordinated, good SWF team I don't think stands a chance against a good Twins player, unless they arm themselves to the teeth with builds specifically designed to combat them (Unbreakable, Plot Twist, Power Struggle + Flip-Flop, Circle, Exponential, We'll Make It, WGLF, Buckle Up, …).
I guarantee that within the next weeks the community will become painfully aware of the fact that Twins are not acceptable in this state, with the 10-seconds-to-recall change (which I still hope is a bug or oversight, not an intended, undocumented buff). And the only reason why this might not become as widely opposed as the state of PTB Twins is that still only few people may play them. Which I at this point truly hope.
Again, Twins already were a strong killer, most experienced players knew this perfectly well. And now cooldowns are shorter, Victor charges pounce faster at base, is faster during hit cooldown and can be recalled at will when deployed around the map. The changes make them tangibly better already, and do nothing to alleviate the concerns players and BHVR themselves stated they wanted to address, namely their propensity and power to down and slug multiple survivors in quick succession. And yet, here is this nuclear buff on top that makes it so there's never really breathing room; Victor is oppressive whenever out and now will be oppressively present.
I'm sorry, but if you not only don't see how broken Twins are with Victor being nigh constantly available, but also genuinely think it's best to play for Charlotte M1s and only then unleash Victor, I can't tell you anything but that you lack game understanding.
"If you disagree, then you're bad." Great argument.
It was nice talking to you but if this is the best you got, then we'll have to agree to disagree.
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Welcome to the fog, fellow chainsaw enthusiast!
The reason why you're having difficulty with the Hillbilly's (often regarded to as Billy) chainsaw is because he has 1 second of highly increased camera sensitivity right at the start of the chainsaw sprint. That allows him to make very quick turns called "curves" and sometimes hit survivors he otherwise couldn't hit.
To get used to the chainsaw, the best advice I can give you is practice. It takes some time but you'll get the hang of it eventually. He is one of the hardest killers to play on a high level thanks to the very high skill ceiling his curves offer.
Most of what does and doesn't work with Hillbilly, you will learn by trial and error. As I'm sure you noticed, he has very high mobility thanks to the increased speed of his chainsaw sprint, the ability to down a survivor in one hit and break pallets much quicker. Survivors will do what is called "looping" to delay you. Looping means, that they will run around the same object until they have to drop a pallet. This allows them to save resources for as long as possible without giving you free hits.
To avoid that, it can help to start revving the chainsaw once you are at the pallet side. Then keep it as close to 99% as you can manage (rapidly tap your right mouse key or whatever key it is on controller) and approach the edge of the loop. This will allow you to activate the chainsaw in exactly the moment you need it and use the 1 second time window to "curve" around an object and maybe hit the survivor. This is often combined with mind games, little back and forths between one and end of the loop and the other until the survivor hopefully makes a slight mistake and reacts too late, to make sure they don't make it around the next corner.
You probably noticed that the chainsaw sometimes gets faster and has a blue glow to it. This is called overdrive and is built up by revving (for at least 1 second without interruption) or using the chainsaw and it dissipates after not using the chainsaw for 15 seconds. When in overdrive, the Hillbilly's movement speed during a chainsaw sprint is noticeably faster (10.2 m/s → 13 m/s). It also reduces your cooldowns after a chainsaw slightly and reduces the time to revv (charge) the chainsaw. This makes it very difficult to control the chainsaw but once you get used to it, the extra speed makes him even more dangerous.
Here is a video that explains him in a more detail:
https://www.youtube.com/watch?v=buJQNLmP1AA -
@zarr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706084#Comment_3706084
The 10 seconds to unleash is only if Victor got crushed, not recalled. Victor used to be attached for 45/30 seconds, and Twins were still an incredibly strong killer that went on winstreaks of hundreds of matches, 4k'd routinely in tournaments and were generally said to require a coordinated team of at least 3 SWF survivors to beat with any consistency if the Twins player is any good. Now it is 10 seconds. And that's on top of all the other baseline improvements. I won't go into a silly numbers game here, if you don't understand how oppressive Twins without the ability to create Victor downtime are, that's you.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706111#Comment_3706111
If he gets crushed, he's ready to be unleashed 10 seconds later. If he hits someone, he is ready to be recalled and unleashed 10 seconds later.
I don't mind to leave it at disagreeing on whether Twins were an incredibly strong killer even before this update. It is true that tournaments restrict healing items and perks, which makes Twins stronger, but tournament teams are infinitely more coordinated than any pub group anyone ever meets, and coordination was their biggest weakness. And yet she stil routinely 4k'd.
Twins in this state are broken.
The 10 seconds to unleash is only if Victor got crushed, not recalled.
Sorry, it's 6 seconds, if he is one someone's back. That brings the time from my previous post down all the way to 46 seconds. That's not much of a difference. It's still a lot faster to first do the M1 and then send out Victor. Which is the way the Twins were played before. The "silly numbers game" was done by using very optimistic numbers that ultimately favor you and still we get a result that's not great.
I don't see why you would need 3 people in a SWF to beat the Twins. It is true that one possible way to counter them was to group up and kick Victor after a down (which is still possible) but solo survivors have managed to defeat much stronger killers and they could deal with Twins even when they didn't hold Victor hostage.
Win streaks are no indicator for how strong a killer is. A killer that is played rarely will naturally perform pretty well in public games because the average survivor has no clue how to beat something they don't know. This used to be one of Twins biggest strengths. Now their pick rate will probably go up a bit, which means people will be more familiar with how to deal with Victor.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706070#Comment_3706070
"Lay low" when nowhere to hide/bbq/old ultimate weapon existed.
Comedy.
For BBQ the killer first needs a hook. And considering how much time passes in between them leaving you, getting into another chase and then downing and hooking a survivor you can easily get away from there and be healed with time to spare.
Nowhere To Hide doesn't work on a finished gen and we're talking about the end game. You know, when all the gens are done and the exit gates are powered. Good luck activating Nowhere To Hide now.
UW was nerfed too. Worse than Adrenaline because it lost its utility. So none of the perks you mentioned will make it harder for you to last until the exit gates are open.
Comedy at its best.
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@zarr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706013#Comment_3706013
You are referring to "Charlotte can now recall Victor at any point while he is unbound.", which isn't what this is. First of all, "unbound" would mean not bound to Charlotte or a survivor. Secondly, this change was already in the PTB, and yet Victor could not be recalled while latched onto a survivor. And finally, if this were also applying when latched on, you would be able to instantly recall him, instead of having to wait 10 seconds. They simply reduced the time before you can recall Victor while latched on to 10 seconds, undocumentedly.
And while it isn't quite as horrendously broken as Twins were on PTB, you will still lose every time to an even just decent Twins unless you are a 4-SWF on comms abusing Power Struggle. And even then you will still lose if the Twins player is more than just decent. Victor will be out constantly, there is no respite, no time to reset, he'll be injuring and downing someone without counterplay every 20 seconds, and of course again be able to slug everyone in quick succession once they are injured.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706030#Comment_3706030
You don't have time to out-heal Twins, Victor is on the map every 10 seconds ready to injure and down survivors.
Twins were already an incredibly strong killer before this update that were generally considered top 5 in tournament play and 4k'd even highly coordinated teams. I welcome the quality-of-life improvements to them, but this specific change is uncalled for and breaks the killer.
10 seconds until Victor can be called back. 10 seconds until Victor is ready again. About 6-8 seconds per hit with Victor (including the switch, position and charge times). Another 5 seconds (optimistic) to catch up with Victor. That adds up 37-41 seconds. After that you still need to switch back to Charlotte and get to that survivor before you pick them up. This puts at about 50 seconds.
It's much faster to get a M1 hit before you switch to Victor.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706011#Comment_3706011
Until the nurse/blight/Billy/wesker/oni/spirit/etc. sprints over to the final gen with pop and suddenly your situation goes from survivor favored to killer favored, especially if 1 survivor has already been sacrificed. Survivors don't always get hooked on the opposite side of the map as the last gen with the most progress. More often than not, it's right next to it.
"Oh no. The killer ran across the map and my team had to finish the last gen. Now my Adrenaline won't work, which I definitely needed because the killer is nowhere near me and hiding or healing somewhere else is definitely not an option."
In that situation you don't need Adrenaline. You just lay low and make sure they don't find you again.
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@zarr said:
There is an undocumented change that makes Twins almost as broken as they were on PTB: Victor can now be recalled some 10 seconds after latching onto a survivor. That means there is next to no downtime from Victor, he will always be out injuring and downing people without counterplay.
Twins are unbeatable right now. I hope that shadow buff is not there to stay.
That was not undocumented. There was a line that said that Victor could be recalled at any time. Which is exactly what this is. It's strong but nowhere near the horror we've seen on the PTB.
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Unhook first, pop gen later. Done.
Now Adrenaline still does pretty much the same thing as before. The HUD tells you exactly how far the gens are and it's not hard to just wait for 10 seconds before you finish it.
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Well, Billy has the stamina to beat Oni and he definitely has the speed advantage. Oni will probably beat him in raw power though.
I still think Billy will win this. He is more Enduring than Oni after all.
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@BlackRose89 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705378#Comment_3705378
I say he is the new Twins. He is not the worst killer and can be strong but he suffers from clunky gameplay and bugs. You're right tho knight hasnt gotten any nerfs as far as I know. I just find him unfun to play bc of the bad AI and just the overall clunky feel of his kit.
I agree with you on all points. His bugs and the clunkiness were the reason I never got into playing him. It just felt awful to me, so I stopped.
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@_Onyx_ said:
In regards to his current state:
- You can stun his Guards, you could never do that before.
- His Guards are the worst they've ever been, they get stuck on things that they can easily walk around, and are easily manipulated by dropping a pallet.
It's your turn to be specific with the add-ons usefulness now. Coz I've given my reasons and logic as to why they aren't any good. And have also explained the ones that are chosen the most and why that's the case.
When it comes to comparisons to other Killers strength. Myers is not a low-tier Killer (It's laughable that people genuinely and sincerely think he is.). Trapper has similar logic to why he is low tier like Knight is, but his add-ons are superior to most low tier Killers so he is definitely not the weakest. Freddy is definitely down there with Knight, except Freddy has the luxury of map traversal. So even in situations where he cannot use his anti-loop or deception, he can still apply initial pressure to the Survivor, and then regain his power when he hits them. Knights map presence with his Guards is limited. Once they get the Survivor off the gen you have no power until the Hunt or Patrol is ended. So that's already comparatively weaker than Freddy since at least Freddy can regain his control of the power. Freddy has no end game pressure at all, so that's a huge reason why he is down there as the weakest. But Knight also sucks in the end game too. His power sucks at applying pressure across the board, take the gens away and he is never gonna be able to stop the doors or end chases quickly when the match is at that stage. (This is all ignoring perks that can be used, because then it's obviously the perk giving the player the pressure, not the Killer themselves)
I will say this though, slug-orientated gameplay with a gen explosion loadout and add-ons that can compliment this style is what I'm currently spamming to semi-decent effect. Skipping over the time drains of carrying and hooking everyone you down definitely allows Knight to have a smaller increase to his pressure. But this style does not make up for his awful state of play in regards to his power overall.
@Choaron never said I was a Knight main. But I have put a good amount of hours into him to understand why Knight sucks in his current state, in comparison to release-onwards. I loved this Killer on release and subsequently put hours and many matches into him. Back when everyone was abusing the 30min+ stall matches, I was trying to learn his power and actually have engaging and interactive matches as Knight. Obviously this is an opinion post, so whether people whole-heartedly agree, disagree or at the least take my opinion on board and think to themselves if it holds any substance to it, is what this kind post is all about. But I do hope the Devs see this and potentially agree Knight needs saving. Even if we're looking at an add-on pass for now, I'd take it. Anything that allows actual value from using the add-ons. But ideally I want the changes I specified to happen.
You can stun his Guards, you could never do that before.
You mean the orb stun? That has always been the case because they based his code on what they programmed for Spirit. So the orb is actually referenced as the killer's position.
His Guards are the worst they've ever been, they get stuck on things that they can easily walk around, and are easily manipulated by dropping a pallet.
This has been an issue since his PTB. Nothing new either. They didn't shadow nerf him. They just never fixed him.
About his Guards getting stuck; I have never seen that. Though I have seen the AI do most inexplicable things before. Overall Knight is a buggy mess but he was never nerfed.
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I'm sorry but how could this go live? I mean, the street is a gigantic dead zone right off the bat. The new hedge tiles aren't playable because they're so unsafe. There have been weak pallets before but I think I have never seen a weaker pallet than the one in @Mag1cian's first picture. 2 short sides and it's right near the edge of the map so it's not even useful to activate Lithe.
The houses do not make up for this absolute lack of resources. There are 4 pallets in this picture (which means we got lucky) but 2 of them are completely unsafe, to the point where the killer will hit you with nothing you can do to avoid it other than hoping you get the stun. This is not fun for either side.
Then we have this house with next to nothing to work with as well. The windows aren't going to help much.
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@vol4r said:
Spliting queues is not gonna work as you think - veterans and "pro players" will be queueing on non ranked mode still.
Making this game casual would be the best way in my opinion.
Did you not read the full section? I mentioned that this would be a risk and because of it both queues would need their own rule sets (or an incentive to queue up for ranked) to mitigate this.
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@weekendguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705565#Comment_3705565
Its not really possible to counterplay when he downs 2 survivor at the start of the game and chainsaw runs both dc'd hook to prevent anyone to unhook em as if anyone want to unhook nor play that round anymore
It's not your job to counter that, it's these team mates' job. How do you go down right at the start of the match and how do you make that 2 downs? The first thing you do when the match starts is spread out. Especially against an insta down killer. It also doesn't hurt to be a little careful for the first 11 seconds of the match and watch out for cross map chainsaw snip with Lethal Pursuer. Luckily the counterplay to this is quite easy, look towards the middle of the map and position yourself behind an object, so that he can't hit you behind it. Or you do option 2 which is running and then changing directions when he comes closer. His turn rate and speed will not allow him to correct the aim. Even with both Dad's Boots and Spiked Boots you're golden, if you do it correctly. After that, do what I said in the previous post.
When 2 people disconnect, you won't win the match anymore but this is not on the killer but on your team mates for being entitled dicks. Against a proxy camping Hillbilly, you have 3 options. Either sneak up on the hook so you can get the unhook without him pre-revving, which also allows the unhooked survivor to take the hit, or you fake the unhook and dodge the chainsaw, then unhook during his cooldown, or you commit instantly. The last option is more of a last resort but you will get the unhook still (for him to down you before the unhook becomes inevitable you'd need to make some big mistakes).
@Mag1cian said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705565#Comment_3705565
Tbh he was more skill dependent before buff. I wouldn't nerf him much but most people not playing him as "curve Billy" , they just like to abuse low cool-down after miss now with Thompsons' Mix on top of it. Billy rn can do lots mistakes with the chainsaw and not really getting punished for it. So I would make his coold-down after miss from 2.5 to 2.7 (was 3s before buffs) and nerf LoPro.
The cooldown addons at this point are more of a placebo. Do the math. It's 10% plus 5% if he uses both. That leaves him at a 2.15 seconds cooldown (the addons do not work in overdrive). At best this will sometimes allow him to get a M1 on an outpositioned survivor.
I agree though, that LoPros are a bit overtuned now. He needed them before the rework because he couldn't play around most loops thanks to a lack of speed and bad collisions as well as a slightly shorter turn time window. Now, they're no longer required and only push him too far up. The problem is that adding an artificial downside will either not do much or destroy the addon completely, so I'd rather they rework it (along with the overdrive decay addons).
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@_Onyx_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705378#Comment_3705378
They never announced nerfs, but you can see from the gameplay from original release to now (post killswitch) that they have heavily crippled what his power can do.
His add-ons suck. He suffers from Pyramid Head syndrome. There's only that specific combo that is ever gonna be useful. And that's the duplicate Guard ones plus bigger detection/longer hunt.
What's your reason for Knight not being the worst? Coz the way I look at it is this: Knight can very rarely get value out of his power. You can zone in certain areas of certain maps to get hits, but his overall power gives him very little to actually utilise. Any Killer that essentially has no power is ultimately going to be the worst. I've had matches where I've read every movement and decision while placing a Guard, got let's say 9 out of 10 hunts triggered and still had no pressure because the Guards are so bad, and you either lock yourself into a chase with a new Survivor without a power, or you chase the Hunted one and still barely have pressure on them because the Guard is so clunky.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705545#Comment_3705545
Okay, see that argument shares the same angle as mine. Both Killers suffer from their own issues of "Survivors control my power". But I'd say Trapper is miles above Knight in the lower Tiers of comparing Killers. Trappers add-ons are actually quite insanely good, and on top of that, there's always gonna be potential for that Trap that catches someone out and snowballs the whole team. Knight doesn't compare to that, his power has zero snowball potential. The only time I have any pressure as Knight is on specific maps, like Midwich and RPD, and when the matchmaking buffer drops so that I'm playing against Survivors that are average at best. Against good Survivors as Trapper, I know there's a chance I can snowball and beat them. Or at least draw anyway.
They never announced nerfs, but you can see from the gameplay from original release to now (post killswitch) that they have heavily crippled what his power can do.
Could you be more concrete? Because from my perspective he is in the best spot he has ever been (although he is still not great).
His add-ons suck. He suffers from Pyramid Head syndrome. There's only that specific combo that is ever gonna be useful. And that's the duplicate Guard ones plus bigger detection/longer hunt.
That is wrong. He has a few combinations of addons that are nice. The problem is that Map Of The Realm is pretty much required to allow his guards to even detect survivors, though I read somewhere that another combination of addons is even better (can't remember which one though).
What's your reason for Knight not being the worst?
The existence of Trapper, Myers, Freddy and the likes. I don't have much expertise when it comes to Knight but I know that it is possible to get a lot of value out of his power. He can play a very aggressive 1v4 and there are situations where a survivor will get hit no matter what they do. He also has the ability to pressure survivors away from gens from a distance and he has no drawbacks for it.
Compare that to any of the killers I mentioned. Trapper has pretty much no power on 2/3 of all maps and still isn't all that great on the others, if he doesn't use some of his very strong addons. Myers has the worst time management in the game. He starts as the worst killer and then has to invest time to become a slightly better M1 killer. He is not particularly stealthy because between the dark overall and the white mask he stands out on every map and a 16 metres TR and slightly faster vault might be enough to get a cheeky hit around a z-wall but that's about it. To get his real power he needs to invest even more time and then he becomes a M1 killer with 20% longer lunge and faster vault, that exposes all survivors. That's still not good. You have nothing to deal with pallets, the longer lunge doesn't help when the pallet is still up because the survivor can simply drop it and the faster vault is not enough to get hits around tiles he couldn't hit you around otherwise. Then he goes back to tier 2, permanently loses stalk and has to get his power again. The only addon that really transforms him is Tombstone Piece and that is so broken it should not exist.
Freddy barely has a power. It's not hard to stay awake and his teleport is telegraphed twice to make sure the survivors definitely know that he is using it. Faking the teleport is not that great either because it still puts it on a 10 seconds cooldown. The normal cooldown is 18-45 seconds depending on how many survivors are alseep. That's a huge cooldown and it only works on gens that haven't been finished. This is the worst teleport power in the game and quite frankly one of the worst mobility powers (maybe the worst) in general. When survivors are asleep, he is still not a good killer. Dream snares can get him free hits around many loops. Until you realise, that you can run around them and completely avoid their effect. Try that against Clown and you get hit. Not only that but Clown has a yellow bottle on top of that while Freddy has dream pallets that are locked behind addons and replace the snares. I could make an entire thread (I already did that, if I'm honest) listing all the weaknesses he has but I think you get the idea.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705562#Comment_3705562
Survivors also could do the hook trade with or without AFC (minus the hook grab).
Why survivors need AFC mechanic again?
I never said survivors needed it. But it does exactly what it's supposed to.
If the killer does stay right next to the hook, they get the ability to self-unhook. If they don't, then it's the same as before. There is nothing negative for the survivors here.
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"Unstoppable". The same can be said for any killer when you don't apply their counterplay. In Hillbilly's case, your counterplay is mind gaming him, identifying loops where he will definitely hit you and not give him the pallet side, spreading out (you don't want him to start slugging), chaining loops and using loops with bad collision. When he enters overdrive you can also try to play around tight corners as a last resort. The extra speed makes it close to impossible to take these tight turns.
There is no justification for someone disconnecting in a match as long as all players play by the rules. So, if 2 survivors disconnect against him in the first 30 seconds, it is not "rightfully" so. A good Hillbilly is hard to beat (which is a good thing because a lot of skill goes into playing him). But you can definitely do it.
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@Sarrif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705019#Comment_3705019
If proxy camping is effectively 100% the same as face camping then that's an issue. A bubba can easily 'face' camp at a distance.
Face camping: Killer stands right next to the hook.
Proxy camping: Killer stays in proximity to the hook.
It doesn't matter whether or not 1 killer can get similar results either way. The anti-face-camp mechanic was implemented to stop "the most egregious cases" of face camping and that's exactly what it does.
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705529#Comment_3705529
Its called AFC, Anti face camping, not anti camping. Devs tend to solve only the extreme case of problem (such as hitting off hook with base BT), AFC .ect
The mechanic is really bad though, I rather not having it. It gives solo a feeling of they can make a save, but they never can. At least face camping let solo knows killer is camping and do Gen instead.
This is pretty much how you can make AFC non existence.
https://us.v-cdn.net/6030815/uploads/PI1VGEELEAM2/untitled-1.gif
I don't follow. There is no reality in which the AFC is bad survivors. If solo survivors make bad decisions (not that the AFC is needed for that), that's 100% on them. Even so, trading hooks at the last possible second is a thing because only about 2 killers (Billy and Bubba) are even theoretically capable of stopping the unhook. The others will get an exchange (at best).
An exchange is a lot better than someone dying / hitting second stage because it means, that they can make much more progress before someone dies.
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@radiantHero23 said:
I don't remember my first match, but I do remember one of my first matches. I played Steve with @Xernoton back when Twins released.
We played against a Myers and did all the things a new player does. Crouching around the map, never doing gens and hiding in lockers.
This Myers was a special cookie though and came equipped with tombstone piece and J. Myers memorial.
This resulted in the situation, where we were both at shack, I hid in a locker and my friend, disguised as a baby Feng walked slowly out of the door next to me, just to get greeted by Myers welcoming hands.
While he screamed "He's killing me! He's killing me!" I just sank deeper into the locker.
Ahhh, the good ol' Tombstone Myers. One of the only things that actually scared me as a beginner.
I was in complete disbelief when I suddenly died because I had no idea an addon like this existed.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705327#Comment_3705327
Although in a recent tournament between American and European and Asian players, the Americans and Europeans had the upper hand, so it seems that hard tunneling is the more effective strategy afterI think they played 6 matches and the Western teams won 4 and the Japanese 2? So not really a huge statistical difference. Also the the Japanese team that played the second set seemed to be considerably stronger.
It was also a contrast between their different levels of comp rules. The pub scene is also quite a bit different.
Instead of tunneling someone out immediately, they try to spread hooks.Well, spread pressure and map defense I think is the idea.
Apparently in Asia Self-Care is actually a meta perk.I was more surprised by the idea that Blight's don't use hug tech.
I think they played 6 matches and the Western teams won 4 and the Japanese 2? So not really a huge statistical difference.
That's a 66.67% win rate though. So looking at the raw numbers it was a rather decisive victory. I get your point though. Had the Europeans lost one more match, it would have been a tie. So 6 games is a relatively low sample size.
About how strong the Japanese teams were, I cannot speak. I only saw snippets and the match on The Game was rather embarassing. An argument can be made, that Elysium played at a disadvantage because the Japanese killer had a very high ping but my god some of their decisions in that game made them look like a bunch of complete beginners. Why did they drop so many pallets against a Legion that had their power as well as the iri addon and was not even close to them?! It's like they were begging for the map to become a dead zone.
It was also a contrast between their different levels of comp rules. The pub scene is also quite a bit different.
That is true but because the teams always followed the same set of rules this didn't make much of a difference. In fact, if anything it favored the Japanese because their rules were used.
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Correct me if I'm wrong but to my knowledge the Knight has not received a single nerf. He was buffed and then left alone. Also, most of his counterplay comes from the poorly coded AI of his guards, so there is not a lot of room to play around his power.
I agree, that he is not the best but he also is nowhere near the worst killer in the game. It's sad how addon dependent he is and that his power to this day never once worked without issues.
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Yes. Apparently in Asia Self-Care is actually a meta perk. They also have a very different approach to the game than westerners when it comes to tunneling. Instead of tunneling someone out immediately, they try to spread hooks. Although in a recent tournament between American and European and Asian players, the Americans and Europeans had the upper hand, so it seems that hard tunneling is the more effective strategy after all.
https://www.youtube.com/watch?v=jB6lbm0Tm98 -
I like that idea. But I feel it would be kind of unfair, if the all the eligible killers were locked behind dlcs, which could very well happen.
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As long as it has some form of visual feedback, so that a killer can know it's in play, I'm not against it. Although I'm not sure, if this is a good idea given the size of some maps.
It might lead to situations where it either guarantees self-unhooks or deactivates the feature completely, depending on if survivor proximity is also redefined.
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I have no idea, if Xeno even works correctly at the moment. There have been too many times when I played Xenokitty and either I couldn't destroy turrets (or only with a second hit) or my tail went right through the survivors, so I just stopped playing her. Now I have kind of lost track of her state and only play her once every few weeks.
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Anti-face-camp. F-A-C-E-camp.
It's not supposed to work against proxy camping.
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"Let's punish survivors for the heinous crime of playing with their friends…"
Sounds wrong, doesn't it? Because it is.
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I don't see why, honestly. The 4% chance for a self unhook are outdated anyway and Deliverance when everyone else is dead only incentivises the killer to completely ignore you and close the hatch first. Or slug for the 4k.
This however has the issue, that survivors will adapt to to this and start waiting at the exit gates to open them immediately when the hatch is closed, which only incentivises slugging for the 4k even more.
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Artist was released in November 2021 though.
I disagree that the devs don't have passion for the game. They just don't have the same priorities we have. They made a new animation for DS even though nobody asked for it and it sure didn't make them any money, so from a business perspective there was no reason to do so. Now, it was a bad animation because it created a new issue and it also didn't look right with all the different killers but it's something they thought of. The Twins' rework on the other hand was catastrophe, let's be honest and after waiting 2 years for it, I can say, that I'm really disappointed.
The changes they are going to make are good and pretty much what the Twins need but that could have been done at any time during the last 2 years. There was no reason to ignore this killer for so long to begin with. It won't change all of their issues because the giant 8 seconds cooldown between a down with Victor and switching back to Charlotte are not going anywhere but it's an improvement still.
In this patch now if you press ESC your perks will pop up, why would I want to see my perks if I already know what they do and I chose them myself.
This is something the community has wanted for years. We have 255 perks (and counting) in this game. It's only natural that someone might not remember all the intricacies of each perk. This is especially sad because it only affects players that don't run the same perks all the time. So an option to check up, why a perk did or did not work can only be a positive to everyone who wants to use something different from the meta. When I did Chucky's adept I completely forgot Two Can Play only activates on the third stun.
Why don't you add in this same interface the perks your teammates have and also the challenges you selected and their progress?
That is a good question. If they can do it for your perks, then it can't be that hard to do it for your team mates' perks.
The thing about voice lines is, that after a while it would feel very annoying having every survivor and killer talk non stop and there have been suggestions for so many things that warrant voice lines, I'm glad they haven't followed that route yet. DBD is not a single player, story driven game where characters constantly need to talk. It's also not Overwatch (do they talk in Overwatch?) or League of Legends where it fits the world they created. It's also not exactly cheap getting all the voice actors on board to record them.
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He needs a dework. Stat.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704399#Comment_3704399
Even then, he shouldnt be damaged from getting hit right off the hook. He shouldve taken the hit and go into Deep Wounds but I dont believe thats what happened here, I think he just went down
It would be nice, if they gave us a bit more information. If they went down, then that's definitely a bug and something the devs should look into.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704394#Comment_3704394
I think they mean they got immediately grabbed even with Endurance in effect. Normally he'd just give em a lil slap
That would be odd indeed but op said, Wesker damaged them. They didn't say anything about him grabbing them. So I'm not sure.
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This is normal though. You come off the hook injured and when you are hit again, then your endurance takes the hit and leaves you deep wounded. If you get hit again or don't mend, then you go down. This happens with any attack, no just Wesker's.




