caipt
caipt
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I hope so, midwich needs to have an outside or something like what they added to rpd with its first rework.
side note hows rpd killer favored? is it both halves or just one? im not incredibly well versed in rpd's balance, all I know is I hate it on both sides😭
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@Melinko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551515#Comment_3551515
And if those people are complaining about tunneling, then the hell with them. But I'd be willing to bet that the complaint is coming from a situation that is far more common. Killer hooks and "walks away" but doesn't go away. Survivor comes to unhook and killer runs back over as they see the approaching survivor. Then they are there as the unhook happens leading to the protection hit being burned.
Then the killer says "Well why did you unhook in front of me?"
Meanwhile, the survivor wasn't in front of the killer, but the killer ran back over to create the situation. Thus trying to claim not camping and not tunneling while knowing full well this is what they are doing.
I get hanging around near the hook when you have 2 survivors left and one is on hook. Where else is that last survivor going to be? But most of the complaints I've seen in matches have been killers at 4 or 5 gens, lingering near a hook and just being lazy. There is so many information perks avaialabe to encourage killers to move yet a high amount still just race back to that unhook sound looking for an easy hit.
I stand by my statement that they should remove the sound notification of an unhook.
in the proposed situation, the killer most often hasnt found anybody else. Whats the killer meant to do, just ignore the fact that theres 2 survivors grouped up relatively closeby one of which injured and hooked at least once, meanwhile they have no clue where the other two are? While that may not be the exact situation you are describing as you dont get into details, that is a common situation. the killer doesnt have any obligation to allow their pressure to get cleared. The survivor made the right play, but the killer shouldnt be expected to ignore them in such a situation.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551580#Comment_3551580
3 gens all in a line on the road....not a problem....
the road doesnt even have a 3gen. the real 3gen is by gallows, if you are stupid lucky then you can stand still and see them all. that one specific 3 gen needs to go but the others are fine.
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@00berdisc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551547#Comment_3551547
Lol no, glenvale 3gen is a real problem
major skill and/or soloq issue
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yes please let me stab meg to death. if you arent gonna be helpful then you can stop droppin pallets along the way :P
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well im assuming she didnt wind up and throw it at you while carrying jake or this wouldnt be a question you needed to ask lol. My guess is she tossed a hatchet into the sky for funsies as she picked up jake and rngesus blessed her.
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@Farya said:
I play both and for me it feels kinda fair. (but not playing high mmr i have to admit).More fair than a few years ago at least.
But I am worried about what happens as soon as AFC takes place. If it really is the case that Killers can be looped above the hook on two-floored maps or shack, so survs get "free" escape, then I will consider it clearly survivor sided. It would annoy me on my killer games. Like.. half the map is getting kind of a save space for Survivors or something like that?? Guess I will just have to wait and see, hope it will turn out being a good feature..
But at the current state, for me as a casual player, I see no role in big advantage. Only times when thought's like "unfair!" come to my mind are the so called "bully squads" but these are not the benchmark for the game overall I guess.
yes that is trueI have seen clips of it happening. A killer standing above the hook will progress it as if they were actually face camping. This is especially ludicrous on the game, where the map is generally segmented and organized into neat squares. A decent pallet loop could easily spawn directly above a hook.
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finally, the tombstone myers days are over. presumably. in 2 years.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551511#Comment_3551511
You can use math all you want, itll never represent what actually goes on in a game. Also those 5-10 seconds saved adds up when it happens several times a game.
Wesker having to use his power over and over is yet again assuming the game is just a straight line. If I hook some one in bottom mid and see some one scream at shack thanks to UW, they dont have many places to go.
Calling UW pocket static blast isnt dishonest as the main strength of Static Blast is the information it provides. If all it did was apply madness to everyone in his TR with no info itd easily be one of the worst powers in the game. The fact that we can even think about comparing a perk to what is almost half of a killer power should be concerning.
great, so now math is just wrong? And on second though 5-10 seconds might have been too high an estimate. Unless they are forced to weave through a main building, it will at most be 3 or 4 to just adjust the angle you are moving at to go around something. Something else I forgot to mention is that those tiles are always found lining the edge of the map, with the exception of main buildings. An m1 killer probably wont even need to go around those edge tiles, because they can just get close enough to listen for the gen repair sound and then leave. They dont always need to kite through and around things and in fact most often dont. Audio is enough to tell if someone is repairing or not, so why waste time searching it visually? At most, some oddly shaped maps will need you to go around some kinda big objects to check a gen, like groaning storehouse. That one gen way out to the side behind the 2 tall wall tiles will need the killer to move a little to either side to check it, while nurse can just keep going. and yes she will save time there, but its like 3s of an m1 killer moving slightly to the left or right. it is not a big deal. and about 3 seconds per patrol of that gen is seriously not a big deal to build up over time. For a 30s time save, you need to make 10 patrols. I dont patrol that often in my games at all, I just use info perks. I probably wont be to one gen more than 7 or 8 times. which on that gen would save me what, 25s in total? for the entire match? please. how is that anywhere near being a high mobility killer? compared to blight of course, who effectively shrinks the map down in half. blight would easily save that in one patrol. wesker would save more time.
Sure there are edge cases like the one you mentioned but ultimate weapon will most likely just proc on someone who isnt in some corner where there's nowhere to go. But its not like survivors are just gonna constantly be in cornered scenarios. wesker will absolutely struggle to chase a survivor with sufficient distance, as it will take at least 3 uses of both charges to gain the 40m of distance if the survivor does not choose to stop at a nearby loop instantly. Playing for distance against wesker can sink at least 36 seconds to use his power that many times; all before a single loop is used. You cant deny that, its just a fact. Ant smart survivor knows when to run and when to hold the loop, and any survivor with a brain will milk that 40m distance for all its worth.
if all static blast did was make people scream around him once a minute it'd be terrible as well. thats why it does BOTH. And since a perk cant have madness, if would be delegated specifically to the once per minute scream tied to a locker. Which would be useless. Maybe saying it was dishonest was a little much, but that doesntmake it less wrong. UW would inherently need to be a better version of static blast because it lacks half of what makes it good.
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@miniwengsel said:
Same for Killer wepons. If its not licenced it doesnt make sence.
it never even makes sense if it is licensed. Sure maybe playing birkin with the cane would be odd, but blight with the pipe? why not?
or artist jabberwocky outfit. that weapon never appeared in any licensed media. if it were just in the store as an original, it wouldnt look out of place at all. but its linked anyway even though its a fully original design thats simply attached to an licensed adaptation.
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@00berdisc said:
And Glenvale 3gen when?
their gutting SM, 3 genning isnt a problem anymore
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ah yes, the beautiful self tunneling phenomenon. Here, in the survivors natural habitat, we can see a wild Neatus Karlsanus moving directly toward an aggressive Killora in a bold attempt to save their packmates from harm. However, the Killora seems to have chosen the Karlsanus as its prey, which makes her quite angry. its not like she ran directly towards him or anything...
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Claudette. shes smart, pretty, her cosmetics are great, and I love her personality.
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imagine if bhvr makes map smaller, but the number of pallets stays the same...
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Those maps are very surv sided so people are more likely to tunnel then when they play on something like macmillan, causing the killrates to be odd. If people played the same way on macmillan then macmillan would have a higher killrate, but they dont because its not a stupid dumb broken map that requires you to tunnel to win on anything short of the highest A tiers. Thus the killrates even out and make it appear like its a balanced map.
and also, 58% is killer sided? thats 2% below the desired average, and 3% below the average we saw last year. keep in mind that in those statistics, 5ish% was the difference between trapper and nurse. so explain again, how is this killer sided data?
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@OneAutmLeaf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551310#Comment_3551310
ah so bc you have 3-4k hours in game my experience is voided, got it
there is no way your using nightlight as a argument.... that literally only takes statistics for ppl that have nightlight installed dude. that doesn't account for all the pc players without it and all the console players that doesn't even make sense to bring up nightlight like any of its statistics even matter.
Nightlight is accurate. Maybe not down to the percent, but the general placement of perks will be accurate. i.e. WoO having a 30% pickrate might not be perfectly accurate, but it shows that WoO is easily one of the most popular perks appearing multiple times a game which is true.
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@UndeddJester said:
Power Struggle it should work as that's a pallet stun... if it doesn't, I'd report that as a bug...
Head On, no, cause that perk has plenty of counter play, and is already not as useful as other exhaustion perks without heavy build investment.
The resistance to all stuns was nerfed off Enduring back in 3.0.0, as this perk would counter all the stun affects of any perks (and flashlights) even when they are not oppressive in the meta.
Head On is not an unfair perk.
enduring has no effect while carrying a survivor, so power struggle doesnt count. even though it really should lol.
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no. I'm hoping bhvr will be sensible and just leave it with basekit bt. no other systems should be implemented. if anything were to happen they should just incentivize not tunneling with BP or something or maybe increased shard gain or something else tunnelers might want. but introducing another basekit nerf to killer, (another meaning basekit bt, AFC, now something else), which yes a bsekit anti tunnel system would absolutely be one, would just suck for killer players.
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@Shroompy said:
The perk was deemed overpowered as a bug (which is still present and only getting fixed next patch) made it have no counterplay, which are lockers not preventing a Survivor from screaming.
Now to address a few other things:
Saying Nurse has the worst map mobility to the game by using math is just dumb, plain and simple. You're using a straight line as a reference but we all know the game doesn't play out that way. Nurse has probably the best map mobility in the game considering she completely ignores obstacles whereas every other killer would have to walk around them. Thanks to this, she's probably one of the best users of UW.
Wesker does have a big scan and its true that it can be a double edged sword, how ever to say that its only because of his decent map mobility is also just wrong. Just because a killer doesn't have map mobility doesn't mean they don't gain anything from the perk. Knowing where all Survivors every 30 seconds can give you info on who's going for a save, which gen is being worked on, some one who just so happened to be right next to you, etc.
Cooldown on the perk is definitely too short, to have a pocket Static Blast that's even better at half the cooldown is just dumb, plain and simple.
So nurse has the best mobility in the game because she can move in a straight line at 4.1m/s, and other killers dont move in straight lines? Thats just not true. the only major obstacles a killer would ever need to walk around are tall wall loops/shack and in some cases, main building. For anything else it takes a split second to just pivot around it. I will agree that yes if your destination needs you to path around large obstructions, nurse is undoubtedly the strongest at it. however, her overall mobility in the straight-line path that in nearly every single case that every single killer takes does average to a little over 4.1m/s. those times where an m1 killer might need to spend 5-10 extra seconds working their way around shack really dont average them out to have worse mobility than nurse. fact is that on outdoor maps with very very few exceptions, you absolutely can just walk in a straight line to get where your going with minimal turns. Those few exceptions being mainly toba landing, badhman and possibly haddonfield. Toba because of the excessive clutter making her mobility stronger comparatively, badhman because she ignores floors, and haddonfield for the same reason. badham especially since she shaves so much time off patrolling main basement. In almost every single scenario nurse has the worst mobility. On GoJ for example, the map is stupid giant and she will absolutely struggle to patrol it. She might get some free hits off main building gen though, which highlights her strengths very well. but that is the only place where her mobility is oppressive outside chase. her mobility is only ever oppressive on multi floored maps, or maps centered around multi floored buildings (I.E. badham and haddonfield). And even then her chase can get completely ruined by the extreme LOS blockers inside said buildings.
Also, stating that as a reason for her being one of the best users of UW ignores one of her core mechanics, her killzone. As I mentioned, nurse has a 19m area around her where she can use her blinks to land a hit. I know I said 24 before, but that was a miscalculation on my part. After reevaluating it and factoring in stuff like distance lost during charge time, Its roughly 18.7m rounded to 19. UW's detection radius is 32m which while very good for info, is not super good for nurses' chase. A smart survivor will run in the opposite direction of the nurse with 0 danger because they are long out of her Killzone. Any scenario where the survivor has a straight shot away from you will result in that UW proc being worthless for chase. If they can only run perpendicular to you however, it can be quite oppressive because your killzone extends fully to 32m since they arent running around from you, just sideways.
(if you'd like to review that math for yourself, the general formula I used was like this: initial charge distance lost+(distance gained from first blink-distance loss on chain blink charge) + chain blink distance gained. with that math I found that nurse will gain 19m on a survivor using 2 fully charged blinks in tandem.)
You misunderstood what I said about wesker. I agree the info is incredibly impactful even if you dont act on it via a chase. My point wasnt that UW isnt good on him because he doesnt have cracked mobility to cover the map and trigger it over and over. It was that he would need to use his power over and over to catch up to a survivor. Though it wouldnt take too long, the survivor will likely find a comfortable tile and loop there as you gain distance. Its easily a very powerful perk on him because of his TR, but for that same reason its not as good for his chase as it would be on someone else.
I've seen people call it a pocket static blast so many times... yeah, it does the same thing at first glance. but saying its the same ignores the fact that static blast does more than give their location. Static blast also progresses their madness, one of doctors main strengths. static blast is only a fraction of doctors power, and just serves to enable his main madness mechanic. Static blast also doesnt take up a perk slot, as its part of a killer power. If UW just procced for yourr TR at the time of opening the locker, and didnt linger, then it would not be worth running on anyone but wesker. Static blast is only good because it can be procced anywhere and applies madness. A perk cant apply madness and it'd be dumb if UW could proc anywhere, so they made it linger and activate on locker searches. calling it a static blast is dishonest, as they serve different functions and are far different in how you access them. One is for enabling madness and is part of the killers power to initiate chases. The other is a perk that doesnt apply madness and activates on locker searches, and because its a perk it should be strong.
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if im understanding you correctly, you find that turrets do not often take singularity out of his power and are thus not sufficient as counters. I disagree. Turrets arent meant to always tear xeno out of runner mode. most often, its to force him to hit the turret instead of you and lose massive distance. It shouldnt be easy to eliminate his power. Setting up just one turret doesnt take any skill so it shouldnt be that oppressive. If you want to deactivate his power consitently, place two turrets near the relevant generator. he can obly break one at a time, and if you just run through them he either has to leave, jiggle peek the turrets to break them, or lose his power.
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these changes dont really solve the core issues with some of his addons, while nerfing or reworking ones that are fine. For example, the issue with C33 isnt the cooldown or anything its the fact that its effectively a permanent 100% speed boost to breaking pallets, + 3s 3% hinder. If C33 just broke pallets at the regular speed or was token based on hits or something i dont know, then it wouldnt be nearly as broken. Your suggested change really doesnt solve any of its issues. And on the opposite end of the spectrum, vigos journal. Its a mid addon mostly used for jumpscare blight builds or for getting sneaky hits with bbq or lethal, one is a meme and the other its not great at. its a balanced addon which is what killer addons should be, a neat cool fun little shift to your powers strengths that changes how you approach things a little. You suggest it only last 15s. This wouldnt really affect its power at all, as 15s is enough to cover 135m. It would just make it more annoying to use while not making it any stronger or weaker.
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lmao, that'd be quite the goofy meme perk. I could totally imagine some kind of burger king survivor build just based on being heavy af lol.
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@sizzlingmario4 said:
"I replaced Lethal and BBQ with UW and slotted Pain Res into the empty slot, same info, more regression."
That's part of the problem with it. It's just better than every other information perk. You removed 2 perks from your build and got the same information (or better) with only 1 perk.
The Blindness is fine. It countering WoO is fine. What isn't fine is its ability to be an on-demand, moving version of Static Blast that can basically cover the entire map in that 30 seconds it's active. It's not just a Blight problem either. It shouldn't last nearly as long and the cooldown needs to be longer.
I disagree. the only reason that I was able to get equal value was because it was blight. on other killers I would find it much more preferable to use a combination of perks, like UW+BBQ for example.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/392710/ultimate-weapon-is-completely-fine
I was able to remove bbq and lethal and use uw instead and get similar results, with pain res thrown into the empty slot with blight. same info, more regression.I don't have much of an opinion on Ultimate Weapon, but saying it gets as much value as two other strong perks makes it sound like its overpowered. Sure, you're talking about just blight, but I don't see how blight is different from Wesker and others in this scenario.
its only that good on blight because of his mobility, and potentially broken chases when the survivor barely fights back. he effectively cuts the distance betweem him and anywhere he wants to be in half while rushing, getting double value from ultimate weapon with the same cooldown. he would get into the chase at breakneck speeds and end it fast if hes good. only possible downside is him preforming TOO well, to that his chases end before the cooldown so he cant use it like BBQ every hook.
On other killers using ultimate weapon like lethal is effective, but not as much as blight. it basically amounts to a decent amount weaker than if blight was using lethal. Wesker gets cracked info from it thanks to his TR though.
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its not useless. its still a strong perk it just has limits now. potentially 2 more health states is very good. Right now its especially good since its synergizes with MFT.
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I dont get why we're even removing camping. like sure fine Its unfun but its literally the easiest 3 out of your life. if every game just removed everything people found annoying like this then most games would suck. like imagine if valorant made it so only your first bullet could headshot so you couldnt crossmap snipe after spraying.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550962#Comment_3550962
There are ways. Make pallets matter much more (say - if she gets stunned, remove/validate away any hit that happened in same like 100ms. Make stun+fatigue work again. Allow stunning her even if she is in the middle of her fatigue). Make any stun deplete all her charges.
Boom. Now the killer suddenly minds pallets a little and there's much more counterplay to her without ever touching her blinks.
yeah I cannot fathom why they decided to remove stun fatigue. bugs arent always bad bhvr...
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@vol4r said:
Been playing for a while this weekend and i faced few nurses.
1st case:
SWF surv team with 8.5k, 6.5k (me), 3.5k and 2k hours against nurse with around 350 hours - surviviors lost.
2nd case:
SWF surv team with 8.5k, 6.5k, 3.5k and 1k hours against nurse with around 200 hours - surviviors lost.
3rd case:
SWF surv team with 8k, 6.5k, 2k and 500 hours against nurse with around 280 hours - surviviors lost.
How comes 300 hours player is being able to defeat 4 players with 20 000 hours together?
It's only possible on DBD! Why are you letting such character to still be in a game on this state?
I mean I hate to be that guy but you got majorly skill diffed. If your 20k hour swf seriously lost to a 300 hour nurse, then you all either have 0 clue how to counter her or she has completely dedicated those hours to mastering nurse.
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@Firellius said:
You could maybe bring an intel perk or two? It's not like hiding is in any way effective against those.
yeah I hate stealthing survivors so I bring ultimate weapon, but people are screaming for it to be nerfed so I dont imagine it lasting much longer. betting it two months I'll be back on nowhere to hide.
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@Patchouli_Knowledge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550779#Comment_3550779
Punished in what form? Camping?
basement is very hard to escape from without the unhooker getting hit or the unhookee getting their BT bodyblocked/waited out. It makes getting saves far more risky and makes tunneling a much simpler task, since at least half your BT is eaten up just getting out of shack. Whether or not you choose to tunnel them will obviously vary, but at the very least getting a basement save while not in absolute safety should always have a cost.
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no, if you go down on basement you should be punished. you either chose to loop shack and lost and screwed your pathing majorly to let that happen.
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@HPhoenix said:
Since the anti-camping mechanic is coming to the game, do you feel like this perk became completely useless or still usable in other situations?
I meant to vote no :(
Anti camp was never what deliverance was for, it was always a side bonus. it provides massive safety upon activation, allowing you to completely deny the killers pressure at a moments notice.
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In lore, The Entity feeds off intense emotion. it has apparently chosen fear and suffering as the most potent and efficient emotions to feed off of. As to why it makes it harder for the killers to do so, fear and suffering are far more intense when hope is crushed before their eyes. It'd be boring if they just got locked in a room and murdered, over too fast, not enough suffering. Prolonging it, providing them a sliver of hope for survival just to crush it, is how the entity has chosen to feed.
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No, its the whole point of basement+ its the only thing that makes shack even remotely risky. basement shoud always spawn in shack imo, so theres punishment for going down on the strongest tile.
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hopes strong, only remotely OP with mft.
on the 110 killer comment, duh. thats the point of 110 killers. they dont NEED to gain distance, they just need some consistent los and they can down you with ease. Deathslingers got an 18m range with a 2m margin for error at max range. he will be able to catch a hope user with some trouble.
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Nostromo can be really dumb too. not always, but pretty often there can be upwards of 5 pallet loops chaining acorss the map from main to the other building if you arent on a movement killer.
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@[Deleted User] said:
(person falls into a hole in the middle of the street)
"I really wish this hole wasn't in the middle of the street. There shouldn't be holes in the middle of the street."
DbD Forum's Response: "Do people not understand how holes form? Construction equipment digs into the concrete and continuously does so until a large hole is formed. (Posts picture of a hole in a street) That's just how holes work."
-the construction company can easily just not dig holes in the middle of the street with 0 negatives. theres also not latency which would be completely out of their hands.
-this analogy doesnt even make sense. If you walk into a hole, then you should have seen it coming and avoided it. if you didnt then the hole outplayed you. in real life, its not like you completely avoid the hole then get teleported into it from a few inches away. Which would suck since you did everything right. But there would be absolutely nothing the construction company could do to stop that.
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lmao, while this is a goofy post outside of a very very small range the meter will take longer than 1 stage to fill
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I understand what you are saying. However, when it comes to the killer standing very close to the hook its very different from almost any situation then the killer may encounter. While that survivor is being camped, there is nothing they can do. They either sit there and die, or their teammate comes and switches places with them. its very easy to camp, so it should not be so costly and limited to fight against. So, they have introduced a feature to remove some of the frustration.
Besides, camping before all 5 generators have been completed is typically a bad idea. Playing the game regularly will not be affected by this change. And it goes away completely after the generators are finished, so you can still use this strategy in the final parts of the game.
Side note: If you are a decent distance from the hook, then the survivor will reach the second stage before they can unhook themselves.
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@Boons123 said:
What if you need to connect wires to an exit gate to be able to open it?
that actually seems neat. would make endgame less of a near 0 agency situation for the killer.
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@totallynotamegmain said:
https://forums.bhvr.com/dead-by-daylight/discussion/392131/removing-overheat-wouldnt-fix-billy
Just because it wont bring him back to his glory days doesn't mean we should remove it
I probably should have said this in the post lol. hell yeah delete overheat billy seriously does not need it at all.
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You arent obligated to. go ahead and hard tunnel, nobody with any sense is going to say you arent allowed to or that its evil. I personally dont because I know it hampers the survivors fun, and I dont feel good playing knowing I'm ruining their experience.
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@UndeddJester said:
Myers strikes me as a god here whoever he is paired with: -
- 80 points of stalk on the table.
- More survivors to find for stalk.
- Global exposed when in Tier 3.
If you combine him with someone like Spirit.... Yeesh...
Its easy to forget that exposure isnt locked to the killer who activated it. spirit+myers would be insane...
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Scary: Double nurse. Two coordinated and high level nurse players could easily double blink to down a survivor in effectively one hit. granted if 2v8 did exist its likely you couldnt high a survivor more than once within a certain time frame. Also, Blight+Larry. Larry feeds him detailed info, and he acts on it at light speed.
Funny: wesker with a stealth build+distressing and a stealth killer by his side. whos terror radius is that? how far are they? is the stealth killer hiding in their terror radius???? confusion.
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basekit bt allows you to cover 44m without getting downed, you'll reach a pallet (4.4 x 10=44). If they hit you instead of waiting it out (the better and more common play without otr) then you gain 23.8s of distance between you and the killer. Heres the math for that:
(6.6 x 1.8 + 4 x 0.9)/0.6=23.8
If we multiple 23.8 by the survivor's movement speed, we will find how much ground you can cover without getting m1'd.
23.8 x 4 = 95.2
95.2 meters of ground can be covered. You'll find plenty of pallets in that range.
Overall, you either are guaranteed to reach a loop and start the chase off fair or you are guaranteed to cover the entire map without getting downed. Thats just from basekit BT. With the anti camp solution, you get to choose when that happens because you can unhook yourself. Speaking of which, you can unhook yourself at any time once the meter is filled. Just wait until you are about to hit second stage to waste as much time as possible. Stage one is 60 seconds long. So assuming you have the anti camp charged up, you unhook after wasting 60s of their time then waste at minimum 30 seconds or more extra since you are guaranteed to reach a pallet.
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@GoodBoyKaru said:
https://us.v-cdn.net/6030815/uploads/3WH2E40D18Y2/image.png
Highlighted in pink you will find the harpoon, my character, and the distance between us. The very next frame involves the answer, so this is as close as it gets.
I'm slightly annoyed.
its hitbox desync on the injured model animation+ping. heres a graphic --> https://ibb.co/b5yjYyY
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@ProfessorDunwich said:
Clown weak? Slap on some speed
SM weak? Slap on some speed
Knight weak? Slap on some speed
Trapper weak? Slap on some speed
trappers buff makes 0 sense. the issue wast losing distance off placing traps bhvr... its how long it takes to setup up your web to begin with...
trapper sack basekit when?
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546989#Comment_3546989
it is not really unlimited, since your time on the floor is limited before you bleed out, so you can only use it that often...
I think it is a bad argument to say perks as base kit. You don't get a perk, you get a base mechanic. What BHVR did for a long time was just add perks for problems that should have been in the base kit all along, because first of all not every player has access to all perks and then again it really limits perk variety if you are basically required to use a certain perk otherwise you're basically throwing. Which was a big issue before they introduced endurance after unhook. The problem there was that you could not know if someone has borrowed time and if you do they might not be able to get the survivor in time. And then you basically farmed someone off of hook because you did not really have a choice, as they would go 2nd stage anyway otherwise.
This mechanic similar to the facecamping one right now focus on quite the same issue, removing the ability of a player to play the game. And since stuff similar to that already kind of worked to prevent the issue in some form I think it is fine to just use that instead of figure out something completely new or more complex, those changes can come earlier and if they don't work out as planned they can still figure out something new.
but tht base mechanic is a perk. hence basekit perk, which is lazy as opposed to actually fixing game design flaws.
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@AmpersandUnderscore said:
The PTB testing infinite unbreakable was not because of 'slugging isn't fun'. That PTB was testing the finisher Mori system, where slugging survivors was literally a game winning strategy.
It doesn't take much consideration to think that if you added finisher Mori from that PTB *without* some way for survivors to deal with slugging, that the core game would fundamentally change and hooks would become completely useless. Every single killer would just slug survivors for the win instead. It would be much faster than tunneling, the current 'efficient' strategy.
And even with infinite unbreakable in that test, there were still games where the killer was able to slug all 4 survivors in under 3 minutes to win the game with 0 hooks.
Infinite unbreakable was a bad idea. And the finisher Mori from that PTB was an even worse idea. Neither one should see the light of day ever again.
I disagree. From my perspective, the finisher mori ptb came about from thinking of how to make slugging more fun/less of an issue in certain situations. At which their only real option would be to let you pick yourself up, which obviously called for killer buffs in the form of the finisher mori. I could be wrong but without direct dev confirmation there isnt a realistic way to tell.
Only nurse and blight were remotely capable of downing all 4 survivors within 45 seconds, and its a massive stretch without many many survivor mistakes or having everyone injured previously. Even then the UB buff on the ptb made that timer 22.5s. I feel like basekit unbreakable definitely came from wanting to "solve" slugging, witht the finisher mori being a "necessary" byproduct.