Xernoton
Xernoton
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- Xernoton
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I would accept Shadowborn base kit with all its up- and downsides. It's so easy to get hooked on it anyway and you pay the price risking easier flashlight saves willingly because it makes the game feel a lot better to play.
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He's not wrong though. Playing nice gets you nowhere. Especially now that there is such a huge inflation of items and addons you get power creeped and stomped, if you don't bring something strong enough to compete. I'm talking from experience as someone, who actively dislikes bringing slowdown perks. You play nice and you get stomped because there is no way to keep up with 4 survivors at once, when you can't down them quickly.
The game goes by incredibly fast because you simply cannot play efficient enough to stop survivors with so many tools without tunneling. You go on a 45 second chase in the early game, which mind you is not even that long for some of the weaker killers, and without Corrupt Intervention you realistically lose 2 gens before you can even hook the guy. I've had so many matches where I thought: "Wow, my chases are so fast, this will not be that hard." Right before losing 3 gens in a matter of seconds and finding myself in end game after a mere 4 minutes. Add in the fact that some maps are ridiculously unbalanced with even a literal infinite on Garden of Joy and you see why so many killers rely on their strongest perks, 3 gen strats and tunneling.
A while back we used to argue that you don't see 3-4 strong items every game but now this has become a reality. It's not 1 or 2 toolboxes or medkits. It's 4 in total. Typically green with strong addons stacked on top of them. I can't blame anyone for using this stuff, though. After all you get bombarded with these things in nearly every bloodweb. It just shows how massive the influence of efficiency in this game is on both sides. Tunneling is the efficient play for the killer. It's not nice. It's not fun. But it's efficient.
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Same reason they don't killswitch the Twins. You might be able to, once in a blue moon, when all the Megs look up in the sky, the Davids combine their forces in one giga DH and the Demogorgons sing their song, to not realize that there actually is a bug.
I don't get it either.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333641#Comment_3333641
"Not much to look forward to if you aren't a PC Blight or Nurse player!"
That was the line I was referencing.
Also, the OP is complaining that low-tier Killers can't compete against good teams without being carried by perks. Doesn't that mean the perks were way too strong if they were compensating for poor Killer balancing? Shouldn't we nerf those perks and take a look at those Killers instead?
Agreed. If we need ridiculous perks and strategies to make weaker killers able to compete, then we have a serious issue. Especially considering that Eruption + CoB + Nowhere to Hide have an an entirely different effect on Blight than they do on Trapper. Trapper will struggle even with the strongest perks, while Blight just demolishes teams.
Quite a few killers need some flat out buffs by now simply because they can't really do anything in most situations. Others simply don't work like Trapper, Myers and Freddy. There is no way to buff them to the point where they can compete with a killer like Huntress because their base kits don't allow the same possible plays.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333050#Comment_3333050
How is it an exploit???
You technically exploit that the killer uses the same key to pick up, break a pallet and open lockers and that this can't be changed. Again I'm not going to argue how easy it is to counter. I'm just pointing out that removing some exploits and leaving others unaddressed is inconsequential.
@Ithiria said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333050#Comment_3333050
How do you fix one without the other? As far as I knew they were effectively the same bug.
They didn't even really fix the issue. That's what makes me mad. Yet they decided to patch Skybilly all the same because it was not intended to jump over things (therefore technically an exploit). It doesn't make any sense that Billy's movement gets redirected upwards after a bump. That's what should have been fixed in the first place. Before that infamous Spacebilly patch, Skybilly was still a thing but you couldn't leave the game's boundaries let alone jump on top of nearly every mainbuilding. This is no longer a thing and yet there is still a handful of Spacebilly jumps left that allow you to get on top of buildings (I know that it still works on asylum and double storey house on Badham for example). That means that building up momentum while airborne was not the reason this happened.
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I had that same experience shortly after MMR was introduced. At first I was winning the vast majority of my matches with Nemesis, whom I used to main back then. Then suddenly, I got paired with the most insane survivors I had ever seen. They didn't fall for any mind games, they read me like an open book and I was completely out of my depth.
I'm not sure how this happens but keep playing. Eventually your MMR will rank you somewhere closer to where you belong so your matches should get better. I also recommend to not rely on slowdown and strong addons too much. All the slowdown in the game will not help you, if you can't utilize the extra time by building up pressure and downing and hooking survivors. Addons can run out and leave you with an arbitrary understanding of your killer, often leading to a play style that doesn't really work without the addons.
Killers overall have the most influence on chases. That's why it's always good to practice mind games, power usage and zoning. An aura build like Lethal Pursuer, BBQ, Scourge Hooks: Floods of Rage and Nowhere to Hide will give you enough information to always go for the next chase as quick as possible.
Lastly every killer has their nuances. For example you will play Blight and Pyramid Head in completely different ways. To master a killer you need to learn how to use their power in pretty much any situation. That can only be achieved by trial and error and watching other people play. Sometimes you will find a streamer that uses their killer's power in a completely different way than you would.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332251#Comment_3332251
I feel like Onryō falls victim to this as well:
- At low MMR she stomps survivors due to her having a relatively complicated power that can be confusing for newer survivors.
- At high MMR, there's a handful of Onryōs who know ALL the ins and outs of her power and get by using obnoxious (Ring Drawing + slugging) or borderline exploitative (Tape Editing Deck + Chasing backwards) strategies.
And because of that everyone in the middle is just left with a mediocre and underwhelming killer.
To be fair, you can do that even without addons. It's insanely hard but it works.
Twins are a tragedy more depressing than Freddy and Garden of Pain combined. No communication, no killswitch, not even in known issues section. Come on, BHVR. You can do better than this. At least tell us: "We are aware and currently working on this, until then Twins are killswitched." The argument that you don't ruin anyone else's game is abolutely ridiculous since this bug ruins your own game and you don't even get a warning. Remember when Nurse or Clown were bugged? Both were killswitched immediately.
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Nah, not really. You don't need to tunnel. You don't even need to win. It's more killer dependent than anything else. For example I easily double pip with Doctor and Wesker most games but Billy is always a pain since you get less points in the chaser category when you use an insta down. Legion is also great for pipping as well as Wraith.
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What a time to play killer!
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@Mr_K said:
How about DCs with 5 gens up? How many survivors could of escaped if they had a teammate who actually played?
Same with afk survivors. Every once in a while I'll see someone not moving for several minutes. I try to play around this and keep it more or less fair but honestly this always results in a 4k, if I don't let them go.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333045#Comment_3333045
I think you're focusing too much on balance here and not Quality of Life which is what this is intended for, and where the biggest gains are going to come from. It's why I've said from the start not to focus on balance when discussing this feature, as information alone doesn't change the killer experience.
Solo survivor was unarguably the group that was in dire need of attention in respect to qol in the game.
Laughs in Windows of Opportunity.
Respectfully, this is a QoL change (and not a bad one in that regard) but weaker killers especially need to capitalize on survivors' mistakes to compete. More information makes it easier to avoid these crucial mistakes so it will have an influence on balancing. I can't count the number of matches I won because the survivors were not working on a gen that already had significant progress, which gave me the time to go for another chase, camp, regress that gen or even push them off. These two things (QoL and balancing) correlate with each other. If there was no issue in adding free information when it comes to balancing we could just as well give all survivors aura vision on the killer as long as one of them has a line of sight. After all SWFs have that information too.
I respect this change but I strongly believe that this will have an impact on the balance of the game (as many others do).
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Of course. Also Eruption and DH are totally fine and Twins have no issues whatsoever.
See, I can make random claims as well.
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They don't have a fix after 2 months... To a bug that makes Twins literally unplayable. I understand some bugs are hard to fix but at least aknowledge the problem and killswitch the Twins. Imagine if this was problem on Blight instead. I can't help but think they'd act different.
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@Ithiria said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332963#Comment_3332963
Skybilly wasn't just unintended, it was an exploit that let you straight up leave the map with ease. And there were a few gen spots you could memorize to catch people by surprise too.
They try to stop you from doing stuff like skybilly on other killers too, like victor will die if you're on top of something. Leaving the map is pretty clearly something they don't like, as cool as I think it is to get on top of things or fly as demo.
Most techs are just very basic movement mechanics that don't do anything particularly unintended. The ones that actually are pretty broken like locker saves and hook teching do get removed. Most other techs are easy to counter. Like if you fall for a CJ tech then I dunno what to tell you.
Skybilly was Billy's ability to gain momentum while airborne. That did not allow you to leave the map. It did however allow you to use his power in creative ways to try and maybe get a hit on a harvester (which is now impossible without engravings and very inconsistent with engravings) or get a little boost to his mobility by jumping over certain tiles blocking your path.
What you are referring to is "Spacebilly". Nobody is upset that this was fixed. It's a bug that somehow glitches dbd's physics in a way that changes the vector of Billy's momentum when bumping while falling of a ledge, catapulting him to absurd hights.
Again I 100% agree that CJ techs are easily countered. But that is beside the point. It is an exploit. The killer can prevent it but the keybinds can not be changed to different keys.
Imo if we start fixing techs for the sake of fixing techs, then they should ALL be addressed.
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Nah. I'm fine with SB. Sure, sometimes a survivor will disengage a chase before I can do anything but that is still better than running after the survivor, getting the first hit, catching up again, trying to mindgame or play around safe structures, eventually outplaying them and THEN eating a DH.
I hate that perk. I want to see it burn in hell.
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Let them implement it. I would like to see what happens. My guess is that the next kill rates will be quite a bit lower than the last, which should lead to further and hopefully more specific killer buffs in return.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332955#Comment_3332955
Disagree. Locker saves were patched out because many sets ups were completely uncounterable with 2 skilled survivors.
Cj techs are EXTREMELY counterable and punishing if the killer doesn’t fall for it.
No reason to patch something out that’s just for fun and isn’t broken in any way.
Remember Skybilly? The reasoning behind removing that was because it was unintended. It wasn't broken. You got no advantage by doing that. It was just fun. They removed it anyway and made him feel even more clunky than he already was. If the sole purpose of removing techs is to remove unintended things, then they should remove all of them without exceptions.
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We already have a lot of different maps. More is always nice but I don't think this needs to be a priority.
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@HugTechLover said:
CJ’s and locker CJ’s are so easy to predict and it’s another free grab. Don’t really see them as an issue. If they successfully make you fall for it, then they deserve the save. They are merely extreme risk techs for the sake of having fun / being flashy.
I think I’ve been CJ teched once and never fell for it again.
I agree but since the devs are working on removing different techs this should go as well. I don't really have an issue with either of these. Free grab after all. But removing some techs and then letting others in the game doesn't seem right to me.
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That depends a bit on your play style. I take it, since you run STBFL, that you are more inclined to go for M1s and use the tentacle to get rid of pallets. If so Jolt is probably the better option. If you decide to use your tentacle more, then go for Overcharge instead.
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332863#Comment_3332863
Conversely, one can conclude that the developer actively supports exploits although he would have the means to counteract them.
Not exactly. They just aren't all that bothered by it. Look at Twins. Still unplayable after 2 months and not killswitched yet.
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It's highly unlikely to get banned for custom icons, unlocked FPS or the likes. Many players use them, BHVR know about this and I don't know of a single case where someone got banned for it. However, it is technically against EULA so if you end up getting banned, you will stay banned.
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Billy, Blight and Wesker. I'm not horrible with them but I'm very inconsistent. Sometimes I'll hit the craziest chainsaws and rushes, other times I have trouble hitting someone that stands still.
At least I'm getting a bit more consistent with Billy by now. It only took me a few hundred hours. Maybe I should have put these hours on Nurse instead...
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332098#Comment_3332098
Or give her the possibility to vault pallet, I want to see nemy or Bubba vaulting
This made my day. The image of a Bubba vaulting a pallet like Legion while charging the chainsaw is just too damn funny. 🤣
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Thou shalt not dc immediately after getting downed?
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Voice chat in DBD... Great. Imagine all the racial slurs you'll get to hear through a microphone that sounds like a broken vacuum.
They could add other means of communication and I'd be fine with that but a voice chat is not probably not the right idea in a game that some people take so serious.
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Billy. He's a good boy and he deserves the thousands and thousands of addons I'll never actually use.
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I really don't get why they wouldn't at least stick around for the points (especially when they're about to die anyway) and, you know, maybe not be a d*ck. Yesterday I had someone dc because I brought Lethal Pursuer and got an early chainsaw as the Hillbilly. Great start for me but the game didn't have to end there. They dced the moment their head touched the ground. Today someone dced simply because I "did not deserve to kill them" (their words, not mine).
I don't hold people hostage, I don't run meta, I don't tunnel, I rarely ever camp and I play Hillbilly. Shouldn't this be enough to maybe stick around and play them game? Nah, I'll just dc anyway because the killer doesn't dc after I Head On him 3 times (literally happened yesterday #########) or they wait out my DH. I swear some of these people really do not want to play the game. They only want to dc.
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I see mostly 4 or 5. It's really nice to get 90k BP per match.
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I didn't see that before the update. This should not happen. Gens in such close proximity are not a good idea.
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@rinnai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330242#Comment_3330242
the mechanic does close to nothing currently - i have about 10 clips I'm putting together to show devs that the mechanic has no visible shaking effect to the killer. Killers can walk accross half the map currently with absolutely no sway - boil over is at best marginally effective - might aswell take it out of the game at this stage
I saw it work as a survivor and as a killer. You just need to hit great skill checks. I am not a big fan of the current wiggle mechanic myself but it seems to work exactly as intended.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330171#Comment_3330171
Sounds like a skill issue.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330174#Comment_3330174
What about his power his bugged, and what dev explicitly said it?
I don't know how exactly that works but you can moonrush with Blight. That happened to me twice yesterday. Also Hug Tech is still in the game. Then there is the issue with certain slippery collisions that can sometimes (though very rarely) work in your favor.
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You lost one second. ONE SECOND. And that's if you hit all great skill checks. If anything the new wiggle system has the potential to be much stronger. Ever tried to go through a doorway while carrying a survivor with Boil Over?
The truth is that sabotaging hooks and bodyblocking are way easier than getting the down. That's why it should be hard and inconsistent to deny hooks. Hooking is the only way to progress the game as a killer (other than slugging 4 survivors, which I'm sure you wouldn't enjoy either).
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Base kit Unbreakable on top of everything else? Why not make Kindred and Bond base kit as well while we're at it? After all SWF hAVe ThIs iNFoRmatIOn wIThoUt pErkS aNYwAy. The finisher Mori does not bear any advantage to weaker killers. Sure, an Alch Ring Blight might make use of it but how're ya gonna do that with Trapper, Pig, Sadako, Clown, Myers, Freddy, Doc, Wraith, Ghostface, Deathslinger, Nemesis, Dredge, Knight and the list goes on? This would only benefit survivors and make killer feel even less enticing to play.
At some point these "QoL improvements" got out of hand. The game is already designed in a way that allows survivors much more room for mistakes than the killer. Reducing the capacities in which killers can build up pressure will only result in way more tunneling and camping than before.
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Survivors: Hyperfocus + Stakeout + Prove Thyself + DH or anything else with DH really. I just hate this perk so much. It's the one thing that is not debatable. I will encounter DH in every match.
Killer: Eruption and Noed. Never been very fond of Noed and never will be.
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I've seen some toxic comments over the years and I understand how you're feeling. I took a break for a while and came back a little older, a little wiser and less caring about these things. At some point words just lose all their meaning. No matter what insult it is and how creative people get it just doesn't phase me anymore and that is a sad thing when you think about it.
You play in a way someone doesn't like and suddenly get bombarded with racial slurs and speeches about how bad of a person you are and the things they hope that happen to you and your family or what they will do to you. I understand that this is the way some people cope but I doubt it's healthy.
I still try to spread a bit of positivity but I feeling like I'm fighting a losing battle. It's nice to see the few people that do appreciate friendliness but the bad things are more memorable, I guess.
The best advice I can give you is to remember that this is a game and that is a person that knows nothing about you yet writes some horrible things. Why should they have the power to make you feel bad on top of that?
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You know, I haven't really thought about that yet but it'd actually make sense.
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Welcome back.
The blood is still warm, survivors still teabag and killers still tunnel. If that doesn't cause nostalgia I don't know what will.
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So... Nerf Pig?
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I'm honestly hoping for a complete rework when it comes to Eruption. Nerfing it will either not do much so that it's still disgusting to go against (mainly because it has great synergy with other meta perks) or it will be completely useless. None of these are desirable outcomes.
Oh and also
NERF DH, PLS!
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Wesker is one of the best balanced killers in the game. Very strong power with addons that have moderate effects but still help. The only addon that could maybe use a nerf is the Iridescent Uroboros Vial. He does not need a nerf to his base kit.
Blights base kit is completely fine as well. It's his addons that break him. C33, Alch Ring, Adrenaline Vial and the list goes on. But his base kit is definitely not as versatile as you'd think. He has to a large degree the same problem that Billy and Demogorgon have. He is very predictable and you can simply react to his power even when it should already be too late. That is where him moving at 4.6 comes from.
Competent survivors have no problems with either of those killers's base kit powers.
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@Mr_K said:
Devs: Evey killer must have a recharge mechanic.
It do be like that.
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There are a lot of things wrong with current Billy. He has a pointless overheat mechanic, his collisions are mind-boggling, his addons go from "neat" to "What in the world?!?" (I'm looking at you Big Buckle and Pighouse Gloves!), his FOV is awful without Shadowborn, many maps basically work against him and he has counterplay in situations where it should be too late. Even when you pull of a perfect curve the survivor can still side-step the chainsaw leaving you looking like an absolute buffoon. And that is AFTER you successfully prepared the curve and executed it right!
There are so many things BHVR could do to make life a bit easier for Billy like reverting his FOV (Why is my head only 2 inch from the chainsaw?), work on his collisions, bring back Skybilly (I miss him every day.), remove the roar, remove the overheat, rework his addons or reduce his cooldowns just teensy tiny bit.
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No matter what anyone here says, this is all just speculation until we see the next kill rates. Do I, personally, think they will be lower now? Probably. Solos don't waste as much time as before with 2 people going for the unhook, not knowing if the killer is coming to their gen or maybe just chasing a survivor nearby. With the upcoming Eruption nerf that might shift further. However, BHVR told us that they were happy with the kill rate being around 60% so I reckon that they will introduce further killer buffs, if necessary.
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It's not Swamp that gets a rework. It's the Disturbed Ward (Asylum and Chapel).
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327252#Comment_3327252
You shouldn't be looping to begin with.
Wait, what? What else should they do, then? Shift + W is not especially fun.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328045#Comment_3328045
The "easier" solution is to make all maps 9000m². Wreckers Yard is the largest fair map in DBD.
This would mean however you need to change like half the maps OR make it so non "mobile" killers dont play maps larger than Wreckers Yard unless they use an offering to visit that realm.
Either that or fix the core issue. Killers with low mobility aren't necessarily bad. Just look at Plague and Pyramid Head. The problem is when a killer like Myers or Trapper with low mobility, bad time management and a weak chase power loads in on a large map, they can't end their chases quick enough to make up for that.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327563#Comment_3327563
You mean like people already do with killers like Ring/Demo?
Yeah, just worse. You can turn off Sadako's TVs and destroy Demo's portals. If BHVR were to implement a counter for this as well it would be more or less pointless. So I figure this could cause more issues than it solves.
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From most fun (left) to least fun (right). For some reason I really hate playing Oni and Dredge. Freddy is only that high because I like his animations. There is something surprisingly satisfying about it.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325369#Comment_3325369
I would say that's not true. If there was an exemption that killers without movement powers only played on maps 9200m² or smaller then that would make them a lot more interesting to play.
https://us.v-cdn.net/6030815/uploads/5AW59ZP0NVDP/image.png
Or if we added a killer only teleport that might fix certain maps. Imagine for example if the killer could teleport from one end of this map to the other end by moving through some kind of "gate". See the yellow dots? What if every killer lacking serious mobility could use a teleport like this on "large" maps.
If you are familiar with Monster Hunter World you know that the big monsters could take shortcuts the player (who in this case would be survivor) could not.
I have thought about a possible teleport for low mobility killers as well but I'm affraid of the ways people would use it. Camping from across the map with MYC is just one of the issues this could cause.
