jmwjmw27
jmwjmw27
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/447791/hot-take-over-the-ghoul
no this is a pretty common take once you play against him almost all the time
(which most of these players who say otherwise wont ever do)
but being able to essentially have a free injury with zero struggle and then have more on top of that while others dont?, makes no sense. (yes even in this modern state)
theres a reason why plague and legion's power revolves around BEING INJURED AND ONLY BEING INJURED.
the power of forcing to always play safe or risk being downed without any way of healing yourself back to full.
and before anyone says it, yes you can heal against it, does it make sense to do so?, no. because its not the same as when a blight or nurse can shred health states, but its the same when legion just takes 2 secounds to injure you while that time it took to heal via teammate, alot more, killing the micro and only advantage you have.
they really should just remove the injury and only give people the mark, turn him into a more technical mobility killer.
if you wanna injure and down people, do it with your m2 that already does everything already,
like quick vaulting or giving one of the best mobility in the game.
theres a reason why everyone calls him blight and legion hybrid or blight 2.0, because thats what he essentially is.Plague and legion have more to their powers than just “you are injured”, though they definitely don’t have as much as Kaneki does. (Red puke and 5th hit down)
If they remove the injury you would only see more blight/nurse/billy. There would be zero reason to ever play this character as opposed to one of those, his power would be completely countered by hugging a vault so he tags you without going over it.
What Kaneki needs is a shorter bound continuation window, kidnap tech fix (at the very least make the counterplay consistent), and better validation to prevent bites after you’ve already rounded a corner. Removing mend is fine but not necessary.
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Since the patchnote that stated "Fixed an issue that caused multiple killer powers to miss if a survivor crouched" I have found that Blight and Demogorgon mostly no longer have huge issues with survivors crouching during power use, even on elevation differences.
Crouch tech on same elevation still works to dodge demogorgon shreds that would have hit you from the side.
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Certain maps have odd pallet spawn logic that prioritizes filler pallets over tiles too, so you can get jungle gyms without pallets.
Once, I have seen a gym on Garden of Joy with no pallet or window. Really does not feel fun to see that.
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any endurance status effect.
If you have their stream VOD you can check, if not check their perks. My guess if they are legit is they had Off the Record and got healed by someone else.
Alternatively, if them or a teammate had Vigil the exposed status effect would disappear faster, allowing them to not go down even without endurance.
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I would love this as well. If not then even having a preset or two for maps could be nice for custom games to eliminate rng.
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Sounds like you are burned out of DBD in general. It’s fine to take breaks from the game, you are enjoying other games so play those!
I don’t think lights out will help you with what you’re feeling, come back after a while if/when you feel like playing DBD again and see how you feel.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941535#Comment_3941535
you posted the whole vod is there a timestamp?
Present in the link, 01h33m45s.
Others have already explained the cause of the noise, not related to GF.
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After the introduction of sac wards I usually see map offerings on both sides about equally as often (survivors bring them more, but there are also 3 of them on my team in soloq).
Survivors usually bring well known outdoor maps or ones with strong main buildings and less RNG, while killers usually bring indoor maps.
There are also a nonzero number of survivors bringing RPD for the gate opening achievement.
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Hag. Nothing else even comes close. Killer that has to commit to area denial due to her kit with no real chase (boring) and the most arduous counterplay (boring).
Other than playing against her for the first time back when DBD was scary to me, I cannot think of a single positive memory I have when playing against Hag in DBD.
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@MrT1412 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939958#Comment_3939958
Can't really complain about people not getting banned if you're not reporting them though. If you don't fill out the ticket, your ingame report doesn't do anything.
But I am reporting them ingame, why should I need to do more for a simple chat offense? It's not like I am reporting someone flying around, they have the logs to investigate the offense in question which is chat abuse.
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Sorry to hear about your injury, wishing you a swift and painless recovery.
Looking for friends or people in dbd communities to play with might help, solo queue is always going to be miserable most of the time.
Also always bring at least one info perk, I recommend kindred, it will help ease the pain of trying to make good plays when you have 3 people who have no way to communicate with you (and it usually makes my teammates play more optimally while I’m hooked if I’m running it)
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I have noticed the region matchmaking issue, I and people I know have both been put on wrong servers with crazy high ping both in public games and custom matches
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@FreddysMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939955#Comment_3939955
No, it was the same around other areas. Everyone else was fine. It was very odd, never had this at all. I have the video on my Twitter. Sadly it wouldn’t let me post the video. https://x.com/redemption1895/status/1931772933506011419?s=46&t=Ug5eb6KF_9i-N9LNuBT5Vg
Okay yeah I can see it on the full video, I suspect he is cheating. Unless he has multiple haste perks he seems way too fast
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Full endgame builds might become viable but as you said probably never S tier.
Running a half endgame build (NOED+NWO) with two slowdowns or other non-endgame perks is actually already viable and very strong.
I don’t think exit gate regression fits super well into most endgame build ideas, which are usually focused on stopping the gates from progressing at all. That perk probably won’t see much use except in niche cases like a trapper gate guardian build.
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Not even just the cheater reports, the chat report system is also depressingly bad. I don’t know if they just don’t read them or they have a backlog, but I can report people who use slurs and death threats in chat with no feedback for months, and they are only banned after filling out a ticket (which I should not have to do after reporting ingame for a chat report).
How is the censorship system so bad that it both misses tons of easy bypasses but also manages to consistently censor harmless words and phrases?
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Hard to tell with this chunk of the screen. Did he have haste perks? It looks like you aren’t hugging the object tightly but even then you should be able to catch up with bloodlust unless he has some wacky build like dark theory + teamwork: power of two
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It’s still an incredibly strong perk by virtue of being anti-tunnel when we have relatively few of those options (and a lot of trash perks), but actually getting value out of DS against killers with mobility or range is dependent on both the map and coordination with a team.
And devs have said they will not add a condition to disable killer power shortly after using, so I think the best thing to do is leave it as is and see what the new anti tunnel changes do.
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@xGodSendDeath said:
"Aw man, who cares! You barely ever run into teams like that! Most matches are just discombobulated solos that are doing their totem challenges! We don't need to balance for those teams!"
Wow literally first game tonight. 2.8 gens done at first hook and 1. I didn't take a long time to find someone, 2. the first person literally just held forward, pathed terribly, and didn't throw one pallet on Garden of Joy. 2.8 gens done.
We need anti-gen rushing quality of life changes!https://us.v-cdn.net/6030815/uploads/5YR1VB2J8YJW/19728fbc4f386-screenshoturl-resized.jpg
despite them bringing a map offering and 2 strong toolboxes you ended up drawing by killing half of them, despite “2.8 gens done at first hook”. What exactly do you want, 10 minute gens? You didn’t even bring any slowdowns other than gift of pain.
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Maybe because FNAF games are about monitoring animatronics which doesn't pair 100% with stealth?
The right reason is probably what others have already said, which is that stealth overperforms at the lower levels then drops off hard against better players (and the optimal playstyle against stealth is boring, see ghostface in tournaments where everyone holds a safe checkspot until someone has eyes on the killer). My personal theory is also that pure M1 gameplay turns a lot of beginners off of the game, so they gave him a skill based projectile ability and map mobility to hook more people into playing him.But in his game FNAF3, you basically know where he is at all times due to audio and visual cues. He also will be in the same spot basically every time if he's on a camera, so if you've completed FNAF3 you will always be able to spot him on a camera, but he is probably one of the hardest animatronics to see on some cameras. Perhaps in general it's more thematic to imagine their presence is always known rather than something that you never imagined coming?
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Not sure if you're aware but the guy whose video you are posting holds streamers hostage by bodyblocking them in corners, then uploads videos of their POV mocking them and calling them various names (including ableist slurs) for the whole hour until the server closes. So as far as I am concerned, this guy can cry a river because his opinion in this game does not matter at all. I will not even bother to watch his video.
As for the topic of conversation, no I don't think Blight is a problem for game balance. Unlike Nurse, his power has never worked with things like exposed hits or other M1 perks, and his power does not break the basic fundamentals of the game by making windows and pallets useless. After the removal of the hug tech and the speed add-on nerf there are plenty of ways to counter his power and some loops where he just can't use it at all if your opponent knows what they're doing - which is fine!
The only killer that is ever a blight on game balancing is nurse, because her power is so different from any other killer's and just ignores one of the most basic aspects of the game.
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@jmwjmw27 said:
It is technically not georestricted. Anyone from anywhere can be put on any server, but the game puts you on the one you have the best ping for.
If you use a program or tool to check ingoing and outgoing connections, you can see which amazon game server you’re being connected to.
You can also block specific servers to force yourself into certain regions. By default the game picks the server with the best ping, if you cannot connect to a server it will not include it. So network issues and server issues (capacity, outages) can cause your “best” server to be EU as an NA player the same way blocking NA server connections will.
That said, matchmaking appears to happen “in server”. So if the game determines your best ping is on some server you will get matched with people with the same.
Anecdotally, have never been paired with Otz or Hens in 4000+ hours yet have seen NA streamers like Tofu or Scott several times. Every TTV I check out postgame is NA too.
Within 5 matches of blocking connections to every game server except EU I was able to get into a KnightLight lobby, so I don’t think matchmaker will pull from other severs just because of queue times.
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It is technically not georestricted. Anyone from anywhere can be put on any server, but the game puts you on the one you have the best ping for.
If you use a program or tool to check ingoing and outgoing connections, you can see which amazon game server you’re being connected to.
You can also block specific servers to force yourself into certain regions. By default the game picks the server with the best ping, if you cannot connect to a server it will not include it. So network issues and server issues (capacity, outages) can cause your “best” server to be EU as an NA player the same way blocking NA server connections will.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879205#Comment_3879205
That's not a real reason. Why am I penalized for playing in SoloQ and that's all well and good, but if SWF's were penalized for playing in SWF, that's all of a sudden forbidden? That's a fallacy you've conjured as a fake talking point. Game balance is game balance.
An even worse business move is to alienate all your SoloQ and Killer players in favor of SWF, which we are beginning to see the fruits of that labor. You are not boosting up SoloQ to SWF levels, that is impossible while also not boosting up SWF and I hate to break it to you, while I think that perks should be viewable between Survs in the lobby, if implemented without addressing SWF and SoloQ properly, it's going to just cause lobby dodges between Survs and longer queues.
It's also hilarious that you state subpar buffs to SoloQ and then suggest that Killers would then need buffs to compensate, Killers aren't having a tough time against 4 rando's, bud. All the complaining is attributed to SWF matches.
That’s not a real reason
player attraction and retention is an important business decision in any game development process.
Why is soloq penalized and not SWF, you’re conjuring a fallacy
Start by knowing what a fallacy is. And as I said, the proper solution is to buff solo queue so that it doesn’t feel miserable to play. Read my full post before replying.
An even worse business move is to alienate everyone else in favor of SWF
Good thing they’re not doing that then! SWF does not have a significantly higher winrate and the complaints about SWF are mostly minimal from people who are not very experienced on killer.
It is not possible to boost soloq to SWF without buffing SWF
It is though. Simply give soloq information that SWF would already have. Perk builds, more accurate UI info, etc. Once you can effectively match comms, the only advantage SWF has is knowing you have good teammates, which wouldn’t be an advantage if the matchmaking was good.
Perk viewing will cause lobby dodging
So show it in the escape menu once the match has started. If a survivor DCs or quits because they see a no mither or similar they could have done that already.
It’s hilarious that you state subpar buffs to solo queue
As described above, bringing soloQ buffs that make up for not having comms are not subpar. Hell, the UI buffs we got have already increased solo queue efficiency in a lot of my games, with more players waiting at exit gates as a gen is about to pop, etc. If you don’t know this you might be in a low MMR bracket.
Killers aren’t having a tough time against 4 randos
But they are, at least the bad ones. Stats show that 4 man SWFs are the rarest to encounter as killer, yet there are many complaints from killers about SWF when the survivors play well but aren’t in a SWF. I’ve seen this myself as well.
SWF complaints aside, killers can and do lose to 4 randoms. All it takes is 4 people who are decent and are playing to win rather than for archives, and you will struggle on a low tier killer.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876755#Comment_3876755
The difference is that in CS and other games communication is built into the game and is not limited in any way, in dbd communication is specifically disabled, playing dbd in swf is the same as playing among us where the dead player just says who killed him
playing dbd in swf is the same as playing among us where the dead player just says who killed him
I can’t anymore with these forums
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Didn’t the stats show that high MMR swf has maybe a few percentage points higher winrate than solo and thus isn’t an issue?
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@I_Cant_Loop said:
why are you trying to report people for something that isn’t reportable?
hiding until server ends without trying to progress gens is holding the game hostage and reportable actually.
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@Wassabiiii said:
This game is DOA. All the bugs and their wrecked up servers make this game unplayable with 300+ ping killers. I just don't get why people like you keep up with bhvr's nonsense despite the continued problems. They keep getting worse too. Please, make me understand.
I'm impressed by you guys that keep playing this game despite the glaring issues.
A game that has been out for 9 years is dead on arrival? Are you trolling or just throwing out buzzwords you don’t know the meaning of?
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Because they are looking for something to blame their loss or bad experience on. Both sides do this, when they have a bad time or lose they look at the opponents for something to blame rather than looking at what they did wrong. Gotta open the profile and check hours, etc etc. When they can’t do that, they get mad, because now the only thing they have to blame the loss on is you in anon mode.
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I think it should work for misses on walls and objects. I don’t think it needs to work for killer power interactions, but I guess it would be cool if it did? BHVR generally doesn’t mix killer powers with perks though.
At the very least a new trapper who hits a wall with unrelenting shouldn’t be punished by unrelenting not working.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879060#Comment_3879060
And it's for that very reason that SoloQ is unplayable and all Killers are going to be met with is SWF and Bots. There is zero actual reason not to nerf SWF. All the droning on and on about how SWF players will leave if SWF is balanced out, well they need to get gone then, they're making the game worse for everyone.
I just told you the reason not to nerf SWF - people that want to play games with friends will just play other games and stop playing DBD. Terrible business move, which is why it won't ever happen.
If you want an even playing field, you boost soloqueue up to SWF level by making matchmaking not suck and adding more UI info (like teammate perks) and perhaps things like pings, and buff killer to match.
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team based games that don’t allow you to queue with friends or punish queuing with friends die out.
For this reason, BHVR will never nerf SWF or punish out of game comms. Trying to advocate for either is a fruitless endeavor.
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Make it worth one generator and only spawn when one generator is left to complete and I wouldn't mind, but it would definitely shift gameplay in favor of stealth towards the end of the game. Killers would camp basement even harder than usual.
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@Rulebreaker good shout on spam folder, found my stats there.
Can’t upload image right now but I had 10.4 minute game average, 8.21 hooks avg as killer, and 43.3% escape rate on survivor (majority solo queue). Seems about right to me.
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Probably Artist. Bird slingshot tech is fun but gets old and I just don’t really enjoy any other part of her gameplay that much.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872496#Comment_3872496
They already nuked Fang; the addon sees almost no use. They can just rework those 2 entirely
I think that would be best for both tbh. I think fang is like pinky finger and iri head; even if they are no longer strong they’re still zzzz to face and I’d rather them be reworked to be interesting or cool like dracula’s exit gate hellfire shield or gate blocking or literally anything else
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@Yippiekiyah said:
Everything in a video game should have counterplay and flashbang, background player has very little.
even with BGP you have to be very close to the killer to make it in time if they’re facing a wall, you can bait the pickup and chase.
There’s also Lightborn if you don’t want to bother with gamesense and you will never have to worry about flashbangs again.
The devs agree that flashbang is not an issue also due to it being limited as a resource, which is why they intentionally left the ability to flashbang save locker grabs and grabs from wesker’s dash.
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Hopefully just nuking engineer's fang and original pain. Very sleeper addons imo.
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@Gardhome said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872478#Comment_3872478
Hatch spawns always prioritize spawning near the last surviving player, so the chances are actually 90% in the survivor's favor. Plus, denying the unfair hatch mechanic was actually the main reason for the 4K slug.
This is not how hatch works. The hatch's spawn is predetermined as soon as the map is generated for the match.
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I don’t like anime myself but if the content is fun to play or looks good sure why not. As long as it doesn’t look incredibly goofy and out of place I wouldn’t have any issues with it.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871735#Comment_3871735
That's the point right there "you take your attempts"
The thing i'm getting at, is that the only reason people don't like being slugged, is because they can't "go next" and "go next" is an epidemic all its own that needs to be dealt with.
I explained in the rest of my comment why that is a problem not related to giving up on hook. If the killer leaves everyone on the floor, the game is over and lost, at that point you aren’t ruining the game for anyone else if you have a button to insta bleed out.
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@lililensio said:
Played against a streamer(killer) as a surv, 2v1 situation and im playing for hatch, after a while the streamer gets ask "yo the other surv is my friend, can you kill the other (me) surv and let him live?" and turns out they were friends and well, i get screwed because of an arbitrary streamer bias towards his chat, what an incredible and fair experience
If the killer actively ignored the other survivor when they could have chased them and they did not have any reason not to chase (didn’t know your position, no challenge, no danger of gen being done), then you could report the killer for that. If the other survivor led the killer to you and the killer encouraged it (working with killer) then you could report the survivor for that.
No harm in sending a ticket to support with evidence if you reported in game and seeing what the official ruling is and if they’d bother to punish for it.
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drama+finesse has been popular in 1v1s for a while as an alternative to lithe+resi so I guess it just made its way into public matches?
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@Aceislife said:
What exactly are survivors supposed to do over 40 seconds of no gens? Why would a killer not run a perk like this if they want to win? Say 1 person would be getting chased for the 40 seconds, if the other 3 would be available to do gens, that's 1,333… worth of gen progression lost for the survivors (best case scenario) and there's not a lot survivors can do to prevent this.
*Also I completely forgot about how it can force Dead Man's Switch to activate, I think that's easily the worst part, you'd have to hold off on the gen to guess when the killer would leave the hook far enough for Grim Embrace to activate.
Stealth it out.
Use the time to reset and then save if the killer is not camping, if the killer is camping then stick gens for the 30 seconds after grim ends and either trade last second or let the surv hit second stage.
The effect is very powerful indeed but requires four unique hooks. Which should give you some time to make more progress than this perk removes.
I will admit this is a huge “win more” perk that just wins if you get 4 fresh hooks at 5 gens (killer is competent, survs weaker or made mistakes) or if killer is S tier.
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@Yggleif said:
Between everyone being able to bring OtR, Styptics, DH, and BT if survivors actually realize all the endurance perks you can bring it can sometimes feel like you're not allowed to hit anybody and situations where survivors are just constantly bodyblocking and tanking hits for each other. I guess that's the real issue is endurance is good for stopping tunneling but when survivors realize how effective it is to use endurance offensively DBD feels nothing like a horror game in these moments as people are lining up to get hit on purpose and if you're a m1 killer there isn't a whole lot you can do about it.
the only one of these that should be working on you offensively is BT/OTR (which would be an easy fix if the killer and unhooked survivor lost collision). Every other form of endurance, whether WGLF or styptic is easily countered by counting aloud.
I do empathize with lesser experienced players who don’t know all the ways endurance can trigger, but I also don’t think there are any problematic endurance triggers other than Styptics.
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What frustrates me is knowing that the developers basically never actually take feedback from this forum (I believe it has happened before but not frequently) and they don’t even listen to feedback from fog whisperers. Other than arguing to argue or discuss with fellow gamers what even is the point?
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871646#Comment_3871646
On hook you can see everyone. You can even get a plan together on what to do once unhooked. See a survivor get chased off a 80% gen? That's where Im heading after my unhooking, as an example.
A slug has nothing. No agency. No 'playing of a video game.'
I dont want to believe pvp asymms have to be unfun. But dbd is the only one I've played. I've nothing else to compare it to. TCM isn't really like… yeah, definitely not my thing lol.
To be fair you can also do that while slugged as you still see everyone.
But I agree that it is boring and at the very least the idea of someone being able to waste 4 minutes of your time with no counteracting that should be removed. Self bleed out maybe.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871020#Comment_3871020
Genuine question here
Outside of losing the ability to "go next" which i believe is a problem in itself, what makes being slugged more boring to you then being on a hook?
While on a hook:
- You can't do anything
- You rely on a teammate to come save you
- Killers can tunnel you off the hook
- Killers can proxy camp you
- You take 210 seconds to completely die and move on to the next game if your teammates don't save you
While slugged:
- You actually CAN move around, albeit very slowly
- You rely on a teammate to come save you.
- The killer can tunnel you off of being picked up
- Killers can camp you
- You take 240 seconds to completely die and move on to the next game if your teammates don't save you.
The main differences i see here are.
- While on a hook, you can do nothing, but while slugged, you can still move around
- It takes 30 seconds longer to die on the ground than on the hook.
- Camping a slug is a bit stronger than camping a hook because you can't facecamp a hook, but you can "facecamp" a slug.
- Camping slugs is rare though, usually its done when the timer is already near the end and you want to let them finish dying, the entire point of slugging is to save the time you would spend hooking to go chase another survivor, so camping the slug is a bit counterproductive there. If you are gonna camp the slug, you may as well hook then camp the hook.
So, OTHER THAN THE FACT THAT YOU CAN'T "GO NEXT" (which should be bannable IMO, but again, a different discussion entirely). What is so horrible about being slugged? You trade 30 seconds extra of bleedout for being able to move around, which is something i would take any day.
Notable difference you are not mentioning that accounts for most complaints:
when everyone is hooked, then you take your attempts, and it doesn’t force you to wait the phase 2, you can move on instantly.
Not to mention, you usually are not hanging from first hook to death unless you are playing comp. People complain about that too, because sitting there for so long doing nothing is boring.
If you get slugged and the killer wants to be a jerk you are waiting at least 4 minutes. And if you alt tab or go do something some nasty people will pick you up and leave you on the shoulder until you start to wiggle, then mori/hook.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869676#Comment_3869676
They were in front of the exit waiting for the killer. If time was an issue they could of just left.
I don’t know what you’re talking about or if you replied to the wrong guy, but I was referring specifically to people that dc during the sacrificing animation, hence why I said the guy died in my comment.
It seems some people (not the guy I’m replying to) cannot accept that people would DC for any reason other than being salty lol. If thinking that way helps you feel better, go for it, but replies have already explained reasons why this happens.
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@Iron_Cutlass said:
Distortion use to be really damn good at countering Aura Reading but it reached the point to where I use to see at least 2-3 per game, and it basically trained me to never really use Aura Reading perks since they were often not even really needed half the time and I didnt want to waste perk slots for something that got easily countered.
In the same regard, Distortion was also bad for the game. While it let weaker Survivors hide and as opposed to being tunneled or repeatedly hooked, more Killers just ran slowdown, or the change in information changed the flow of hook states leading to some Survivors who didnt bring the perk dying early.
But I think Distortion being "meta" has altered how Aura Reading is perceived, since a majority of threads of Aura Reading seem to be asking for nerfs now that Distortion is nerfed without consider why Aura Reading is the way that it is.
Let's take a perk like BBQ for example.
- You can hide in a Locker to avoid it, and is often really well telegraphed based on the Killer's behavior.
- You can use the Aura Reading to your advantage by running one direction for the duration and then doubling back and running the other direction, using the information against the Killer and baiting them into a checking the wrong part of the map.
- It has a range requirement meaning you can counter it by hovering the unhook or by sitting in the Killer's Terror Radius (for most Killers).
- A lot of Killers cannot use the information to its greatest effect.
- Encourages spreading out hooks by giving the Killer information on what chase to take next.
- Tons of counter-play and new ways of playing is introduced for both sides.
And Ive seen people ask for BBQ to get nerfed because "Distortion got nerfed" and/or "it disrupts stealth too much".
As well, I think people forget that other perks counter Aura Reading. Boon: Shadow Step can be an amazing tool for you and your team but it often gets slept on despite the effect for it being really good for stealth playstyles.
Lockers are also a free-basekit way of dealing with Aura Reading. It does not work for all perks and/or situations, of course, but it can help with stealth playstyles without sacrificing perk slots and is not recognized as much as it use to.
Also, Distortion in its current state isnt that bad either. While it is weaker than it was before, you are still able to leverage it to take chases based on your own terms as opposed to whenever the Killer feels like it. The token system does require you to take chase to gain tokens, which isnt the best for new players, but experienced players can leverage it much easier.
Notify players (both surv and killer) when the other side can see their aura.
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869846#Comment_3869846
This perk is still amazing in chase (not just for starting it) on non S tiers because the aura reading follows you, and lingers, for even longer with lethal. If you have stealth, any speed, or both, you can utilize this to basically require perfect positioning from survivors at all times if they don't know your exact position (or that you are busy) and get free hits. For example, unknown can kick a gen and teleport to a clone to then have NTH aura reading everywhere. This also works on other teleporting and mobility killers.
The start of a chase is just as important and also part of it, if your chase is starting with a hit then that is very bad. Of course, you can say "always assume the killer could have activated an aura perk and play optimally", then you end up with what gameplay looks like vs scratched mirror myers, where everyone is holding safe corners by the strongest possible loop until someone is in chase. I find that very boring personally.
And you can also say it's not an issue to get found if you like chase or are strong in it, sure, but there are plenty of times where you need to rotate toward an important objective without being seen, such as a high progress gen or hooked survivor, or maybe you're on death hook, and the alternative is just hiding in a locker which is zzzzzz.
By the way, the fix for this is very simple - show both sides an indicator when your aura is revealed, like it was in 2v8.
New players still don't understand what that indicator is and will hide anyway, so newer killers still get their value. And the survivor doesn't necessarily see you, so you can still utilize stealth and good positioning to surprise them from an odd angle. And as scratched mirror myers, you can reveal someone and not chase them (the reveal range is large), so there is still no guarantee he is nearby. But now you don't have to worry about always holding shift W away from the killer at all times and can make risk-reward stealth plays and rotations, and the killer doesn't have to worry about "does that guy have a key or wiretap, can I afford to try a mindgame at this tile".
This of course is a very hot take that many people disagree with, I like starting chases with aura, but I never feel like a hit I got on a survivor that doesn't know I can see them is deserved, whether it's a blight rush from the other side of the map, hatchet hit, or free mindgame at a tile.