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  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789307#Comment_3789307

    i am saying that there is no reason to go through pallet. you either go around in a circle while being far ahead of the killer or you change between two loops preventing the killer from firing the shot and slowing himself down for canceling. there is also no reason to vault windows or use any pallet when he holds his hand out as it is free animation lock hit. This is unlike PH that moves at 4.4 m/s and gets a much less penalty for canceling his ability.

    I am saying at filler loops you run around the pallet and take an unreactable read dodge or he holds and blocks pallet as you keep trying to preemptively dodge, or you leave the loop and often go nowhere and he cancels and gets an M1.

    Once again, Dracula holding out his power when it can barely hit at max distance is incorrect play and also not what usually happens due to most loop design anyway. Most loops by the time you are running away from Dracula you are more within his power than at max distance. Most loops also have a bottleneck or multiple bottlenecks for more guaranteed hits.

    Dracula can run up to you at normal speed, and then when you are forced to play a pallet or window, he will pull up his hand. You now lose. He is close, not at reactable distance. You cannot hold W because he is close. This is what happens in real games and not use power around every corner gaming.

    If you're not understanding at this point I'm not sure you'd be convinced with a video even. I'll let you have the last word then just respond to other people about the topic.

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789294#Comment_3789294

    Neither is the Nurse. You just want the new killer to be weak for a cheap thrill.

    There are SO MANY killers in the game that aren't interactive and they all need to change! I'm glad we can agree on that :)

    I want there to be more skill expression and therefore fun on both sides actually. How is winning with Nurse doing the same blink strategy every time fun? How is holding your power to zone or hit in animation lock every time with Dracula fun?

    Killers do not need to be weak to be fun. Wesker and Unknown are both A tier killers and you have counterplay in their chases on both sides.

    We can do better!

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789258#Comment_3789258

    He can cancel the attack, and since you have to dodge preemptively he gains distance now since they buffed his speed while holding power unfortunately. So him holding/faking the power favors him immensely, much like many power designs now.

    have you checked how much slowdown you get for canceling his ability? it is a lot. I am trying tell you that canceling his ability is severe that your almost committed to the ability. why bother going to the pallet? Just run forward. you gain distance for running forward and eventually, you'll be far enough away that you can react and move to the side or be out of range.

    Just take any two pallets that are somewhat close and cycle between the two of them. he moves at like pre-buffed dredge movement speed that you can leave loops. as long your not in the corner of the map, his hellfire is not that good. Hellfire excels as an ability when your cornered in the map and he can stand adjacent to a loop and just spam the ability.

    You get a lot of slowdown for canceling the ability, but it doesn't matter when you can block the pallet via forcing the survivor to juke away from it then you stand in it then get an M1. It's the same thing pyramid head can do. You cannot just run forward because the fire will hit you running through a pallet. If you charge fire when you cannot hit through a pallet, then you charged the power from too far.

    Two pallets close together is no longer common in dbd map design, but if they designed maps to have more connected loops closer then yeah you could hold W to them more and negate this strategy more.

  • @Anti051 said:

    "Boring to go against" just means that you want the dev to make it easy to get away.

    Killers can be strong and interactive. Dracula is not very interactive.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788898#Comment_3788898

    how is it irrelevant. he can't attack you and he has release the fire attack. When he uses fire attack, he cannot adjust its trajectory. The attack fires where he was last looking this. This makes incredibly predictable where attack is going. It is like nemesis tentacle strike whip that has no adjustment.

    If he cancels the attack, he gets slow down.

    You can't even predrop against this because he can react and hit you. You would need so much distance it's unrealistic in most scenarios.

    you don't need pre-drop or vault any windows vs ability. he moves at 2.00 m/s which is half speed of a survivor running forward. you just run forward and eventually he is out of range. so he has release attack but the attack is telegraphed with no ability to adjust. he has iri add-on that makes fire pillar supposedly track the movement but it doesn't seem to work or do anything from my 3 games of using it. the attack would still miss.

    He can cancel the attack, and since you have to dodge preemptively he gains distance now since they buffed his speed while holding power unfortunately. So him holding/faking the power favors him immensely, much like many power designs now.

    As for reaction, that only works at max range of the attack. At closer range you cannot react, and closer range happens when they hold their power and get close or they are on the other side of most loops. This is the most common situation and killers can make it more likely, in other words.

    I'm not sure how much further I need to explain this. You hold power, survivor has to try and juke or go into a narrow space where the pallet is where it's a guaranteed hit. It is on the killer to mess it up. Survivor can counterplay by faking when they run through the area but it favors the killer greatly. If you can connect a loop then you can W key away, but most maps don't have connecting loops anymore….

  • You will play against more experienced players as people practice the wolf more. I looped plenty of wolves besides that one player I played against, so this is why relying on experienced players and testing matters more than just what has happened in a handful of public games in a couple days.

  • People will give up far less if matchmaking is better and if they see the killers they are playing against as more fun.

  • @Rokku_Rorru said:

    it's the 4v1 that needs help for non mobile killers, albeit baseline regression or stalling or more mobility.

    I don't think nerfing items is a healthy way to go, I think making the new killer experience better is more healthy in the long term.

    I do think regression stacking should be nerfed if we do have baseline regression on hooks maybe a lesser built in pain res or the like but I do feel its the general 4v1 that needs help, give killers more breathing room to build more diversly.

    Making regression basekit will only allow killers to run even more unfun perks like anti-chase perks, which will then cause them to get their regression up and a regression loop going even faster and more reliably. It would not be fun(well I guess killers will enjoy because it'll be easier, but it's not good for the game's health long-term unless we have a comp meta/ranked mode I guess).

    At least some of the stronger toolboxes need to be brought down some, with toolboxes no longer granting extra skill checks. Weaker killers are already routinely being buffed, so over time that issue will resolve itself. Survivor-sided maps are often being nerfed or getting the haddonfield treatment, so this will also slow gens because downs will happen more often.

    Basically I am saying it's already slowly happening, outside of the toolboxes changes which I think would be good.

  • @Rokku_Rorru said:

    So he does have a sound tell for his fire, you'll here an ignite noise when he preps it, there is also a visual que where his hand ignites too. I do admit some obstacles like high rocks can just be hit over but they are quite precise and I've found myself as I've played as him how I can also dodge them on survivor side, it has really helped.

    Wolf form is far from useless, it's very strong especially when built around so you are very wrong there imo, hug tech has also been found for it and it's tracking with the brown addon is so so good.

    hellfire is thinner than pyramid head, he just has hellfire builds that make him able to use it more often, just bare in mind when you cause one to whiff throwing down the pallet so you can get some distance can be really helpful, which should force bat or wolf for you to further read and adjust gameplan there on.

    I hope that helps, but how you feel is how you feel! <3

    Sound cue is irrelevant when he is holding the power and walking you down at a pallet/window and can just hit you regardless. It also doesn't give time to dodge if he's on the other side of a loop.

    It's basically hoping to predict his exact timing of release, and that's if he releases the fire at all. He can also just hit you in the animation lock. You can't even predrop against this because he can react and hit you. You would need so much distance it's unrealistic in most scenarios.

    Let's also remember that if he hits you with the power the hit cooldown and recovery time are both low so he can set up free 2-taps. This is without addons!

    I agree people can improve against him, but let's not pretend this isn't a silly power that is largely a one player game.

    Perhaps you will find this useful, although your feelings may go in a different direction.

  • Survivors can give up regardless of how the killer plays.

    A lot of these complaints about teammates/wanting or not wanting to sweat can be solved with improved matchmaking, which is unrelated to prestige(outside of lobby dodging, which this helps).

    Giving killers extra information in the pre-game lobby isn't something we have to do.

    Being worried about sweat is silly since we've seen plenty of posts about both sides doing it a lot, no?

    If one is worried about having a game they aren't able to easily win, then that is a matter of practice and learning and this change will help allow that to happen where it might have been avoided before.

  • The cooldown is too low coming out of the bat form to allow for sight. And I get the feeling if the cooldown was increased then you wouldn't like that either.

    What I have seen to be effective from better Dracula players is to simply stop in the general area of scratches to avoid being double-backed and such. Given that his anti-loop is quite strong, it seems fair to me that he stops closer to survivors instead of on top of them. This allows survivors to make a resource sometimes, and also allows for a little counterplay to the form in the event you are surprised by him.

  • If your bar for a killer is always winning any loop, then you would be better suited to playing an S tier.

    However, you can get fairly-guaranteed hits at a lot of loops as the wolf. I even asked one of the best NA comp players to confirm my experience after playing vs a great Dracula who stayed in wolf form the whole game and destroyed the team, and the player said that you can only predrop pallets and do really obscure pathing and hope the wolf mindgames to win if you can't see him.

    So if you want to start referencing good players, there you go.

    Also wolf can hug tech which makes even more loops free for it.

  • The wolf form is his strongest form, as you can not only be smaller than most loops so survivors have no information on you, but you are also third person. So you have a massive information advantage vs survivors at most loops in the game. Furthermore, the scent orbs make you even faster than a normal speed killer without any perks, and we all remember how we felt about made for this right?

    I could go on but if anything wolf form needs to be toned down a little. It just requires some practice. Approaching the wolf form like you are approaching another killer you keep comparing the wolf to is what is holding you back.

  • It was explained before by a BHVR rep that lobby dodging worsens matchmaking for everyone. Both sides lobby dodge due to prestige, and making any sort of prestige option visible was shown through A-B testing to increase lobby dodging and therefore matchmaking accuracy and therefore worsening game experience for everyone.

    While I totally agree with this reasoning personally, it IS interesting that this still had an effect on matchmaking given that you can check hour counts on steam. Anonymous mode/making a steam profile private being a toggleable option is pretty funny when considering that, but that scenario is a bit different.

  • Raising the hook timer isn't the best thing either, I agree. However it's the easier fix sadly until BHVR starts properly balancing killer powers and maps.

  • Removing hatch is also a possibility. It would give more accurate kill stats and discourage selfish playstyles. It might also help encourage a better rework for keys(and by extension other items and perks).

    It can be fun to get that rng escape, or have something to consider a win when the team loses badly. There isn't really such a thing on the killers' end though, but the roles are different I suppose.

  • If iron will was so problematic when you couldn't hear, then you wouldn't be able to get the injure in the first place. Yet no one complains about hitting healthy survivors.

    The perk is fine.

  • I agree with you about grades Mandy, but I'm also wondering if it would be possible to tighten matchmaking or give players the option to play with tighter matchmaking at the exchange of (possibly) longer queue times? I think there are a number of players that want more experienced teammates and/or opponents.

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