beck__
beck__
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Its fairly obvious that you should separate out the perks. Shrine will convert basement hooks into scourge hooks. Other scourge perks will convert 4 random map hooks into scourge hooks. So running shrine + scourge perk = 4 map scourge hooks plus basement scourge hooks.
And yes, shrine means hooking someone on a map scourge hook and walking way = they die quicker.
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Unfortunately this killer is so bad right now that I believe the only strategy that can work is a basement camp strategy. Perks that help you get them into basement plus any stall would fit this.
When someone comes into basement to save, this gives you lots of knife hits, so start spamming them as soon as they commit to basement. This should allow you to down them as well as the person saved if you have full knives and spam both survivors. Having main event go off during this save attempt will also guarantee downing both.
This of course is a very un-fun strategy and may only lead to 2 kills so probably not worth doing. But playing normally is so frustrating with him, even a late game NOED build needs you to actually land M1 hits which can take awhile.
He needs buffs asap.
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next gen consoles are going to do wonders for this game, especially with the graphics update. No more FPS dips, no more loading!
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Brutal strength meta? :)
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The devs actually said the bug is due to the sequence of logic steps..
1) You swing, 2) logic determines a hit, 3) animation dressing turns you towards survivor, 4) logic checks for any objects between you and survivor, 5) if object then miss, else hit.
Step4 should be done during step2, if a hit is calculated then nothing should take that away.
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They did say something.. that they will increase sensitivity options on console. It's on their list along side loads of latency fixes and bugs, I'll let you figure out where it is on their priorities.
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@Peanits said:
There's a difference. Auto aim gives you a hit you should not have gotten (e.g. you were not looking anywhere near them). This only moves you once it detects a survivor is going to be hit. Auto aim happens before, this happens after.
Like we've said in the stream, if it causes you to hit an object instead of that survivor, this is a bug. Please be sure to report it.
https://forum.deadbydaylight.com/en/discussion/comment/1090739#Comment_1090739
The issue with this is that it would cause a lot of hits that you currently get to miss. Say for example you're playing with a controller. You swing at a guy, your hit cone crossed over their hitbox. The game registers a hit, so it locks onto them as they do their fancy spins and it hits them (as it should). Now take that away. You swing at them, but the moved to your side while you were swinging, maybe faster than you could turn. Now they're no longer in that hit cone and they aren't going to get hit.
But if the logic calculates you have the hit (before animation dressing), no amount of juking should take that away.
If you turn animation dressing off then your hit may look janky but should always hit. I would prefer this janky looking hit over the chance of it being taken away due to animation dressing bug.
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You misunderstood. When the game calculates a hit, it then performs animation dressing which turns you towards the survivor. However this is bugged and will sometimes make you hit an object instead.
So this bug can make you miss where you should have hit.
I think they should fix this as priority or remove the animation dressing until it's fixed.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1016743#Comment_1016743
I believe you'll now have an easier time turning the full 90 degrees, whereas before you wouldn't be able to since your sensitivity was reduced during the attack previously.
That's great news, couldn't get many downs with how it was before on ps4.
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I believe you can now turn faster during demon strike but its capped at 90 degrees, I.e. full turn left or right. I'm hoping console turn speed is set fast.
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main issue on console with Oni is trying to demon strike out of charge round a bend. I believe its supposed to be able to rotate around 90 degrees before it strikes, however on console the controller sensitivity set to max only allows around 45 degrees (or at least not close to the intended 90).
It means when charging towards a survivor that rounds a bend, you usually have to cancel charge and chase, then demon strike. This means its not as easy to chain downs like on PC.
They have spoken about giving consoles more sensitivity options which may resolve this but I would hope they just add a specific console change to this manoeuvre so it has inbuilt increased sensitivity which allows 90 degree hits out of charge.
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I really want to do well with Oni on PS4 but his slow turning speed with demon strike makes it very difficult. Are you going to address this issue?
Maybe give him faster strike turning on console only.
Thanks.
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Seems most who bought him on ps4 are giving up on him. Hes difficult to control, although when you master his drifting in sprint it becomes more fun and better.
His main control issues are around his demon strike, using it out of sprint or walking when trying to turn and hit is very difficult. I know they nerfed his turning speed whilst striking but feels ps4 sensitivity is not enough to do it effectively. I am using max sensitivity and it doesn't seem to be able to hit someone who rounds a corner.
Devs have spoken about increasing sensitivity on console so hopefully this comes sooner rather then later.
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I'm trying surveilance and putting portals hidden alittle away from gens. Once kicked this is then a great trap as you can see when someone goes back to gen. You then portal over and whilst your tr/stain is hidden get right upto them.
I've even managed a grab doing this, make sure portal is not too close or they hear you travelling to it.
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Devs mentioned on a stream that they will most likely change some of legions addons. The ones that debuff survivors when hit twice in frenzy will work on 1st hit instead.