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rmattamer

rmattamer

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rmattamer
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  • @100PercentBPMain said:

    I prefer Drac you can mirror a PC Drac if you are confident in your predictions. A lot of good hellfire hits are about hitting where somebody will be.

    Are you playing Dracula on controller? Do you feel controller can stay close to mouse and keyboard specifically with Hellfire and the second Wolf Pounce, or is there still a noticeable gap at higher-level play? I’m mainly interested in long-term consistency after putting serious time into him, not just the initial learning curve.

  • @Angy_Quentin said:

    "Value" in "Fun"?

    Definitly Oni. I think Dracula is an incredibly clunky and unfun killer to play.

    Thanks. What specifically feels clunky to you about Dracula on controller — Hellfire aiming, the second Wolf Pounce, shapeshifting, or something else?
    Also, have you played both killers a decent amount on controller, and have you tried Oni after the recent turning/flick changes? I’m mainly trying to compare long-term consistency and how much of each killer’s potential you can realistically access on controller.

  • Thanks, that’s helpful. I was especially curious about Oni after the recent flick/turning changes, since a lot of older controller opinions may not reflect how he plays now.
    If you tried current 1v4 Oni on controller after those changes, would you still say Dark Lord is clearly more consistent long-term, or has the gap narrowed quite a bit?

  • @ShanoaLegendaryPlz said:

    I main him on pc, but can say he is one of the few killers you can't tell if they are on keyboard or controller while looping them. So he must be rather comfortable to use.

    That’s reassuring to hear. From my early experience on controller, he definitely feels viable, but Hellfire aiming and especially the second Wolf pounce seem to require quite a bit of precision and practice. I imagine mouse still has an advantage for fine camera adjustments, but I’m still early in learning him, so I’ll see how it feels once I build more muscle memory.

  • Dpad would be a nice idea if implemented at least anyone can decide for oneself if to use it or not, controller players need more attention and support from the developers.

  • I don't even have a discord account nor use reddit, guess will keep my old habbit and watch videos on you tube from time to time.

  • So there're only two players using Dracula on controller 🤗

  • I newly joined here, don't have a discord account nor ise reddit.. eh ok its already hard for console players.

  • Does Hellfire pass through all obstacles, including large ones like walls and rocks, or only smaller obstacles such as pallets, windows, and low objects?

  • Hope oneday any applicable solution whether discussed in the above post or not and that would enhance controller players experience would come true.

  • That actually lines up pretty closely with what I'm feeling so far. The second pounce is definitely the hardest part for me on controller because the correction window is so short, and I'm still figuring out how much stick input it really needs.

    I'm currently on 75 sensitivity, so I'm probably going to keep it there for a while before changing anything. I want to make sure the issue is actually sensitivity and not just lack of muscle memory first.

    Hellfire also feels like it would obviously be easier with a mouse because of the fine camera control, but so far I don't think Dracula feels unplayable on controller at all — just much more mechanically demanding than what I'm used to.

  • @cogsturning said:

    I'm currently P100ing him on controller. This is where I'm sitting right now.

    https://us.v-cdn.net/6030815/uploads/U1KGAUEU4XFR/screenshot-20260919-205922.jpg

    I haven't played on kbm so I can't compare but I do find some aspects kinda clunky. Hellfire is easier for kbm survivors to dodge because it's such a straight line, but if you time it with vaults it's perfectly effective on your end. The wolf pounce does occasionally feel a little like tank controls but I do better on a lower sensitivity on my main and refuse to change it every time I play someone else, so that probably could be corrected with adjustments.

    His best features to me are the quick shape-shifts. The bats are also fine. These are not issues.

    But overall he's a very strong killer and you'll be fine.

    The Wolf Pounce is actually my main concern. I’m currently playing at 75 sensitivity, so I’m curious what sensitivity you use.

    After putting that much time into Dracula, do you feel the Pounce mostly becomes comfortable through muscle memory, or do you still feel there are quick corrections / second-pounce situations where controller noticeably limits you?

    I had that feeling with killers like Wesker and Houndmaster before, where I could use the power but never felt completely comfortable with the more precise corrections.

    I’m mainly trying to figure out whether Dracula gets past that feeling with enough practice.

  • @SpyUA said:

    It's works fine on a controller, hellfire does not become any harder on a controller and you can use it well, the pounces can be a bit hard sometimes but you can still use it and get good at using it, Bat form has nothing that makes it harder to use compared to PC and you can use it in chase well.

    It's only hard for me to transform into the correct form just because I play more on PC, but it will be easy to remember if you will play a lot of him on controller.

    I am a decent Dracula player myself and I play sometimes on a controller.

    Thanks,

    I’ve played killers like Wesker, Houndmaster and Artist before, and while I could use their powers, I never reached a point where they felt completely comfortable on controller. I always felt there was still a mechanical gap compared to mouse, especially when quick corrections or precise movement were needed.

    That’s mainly why I’m asking about Dracula. I don’t mind practicing or building muscle memory at all — I’m just hoping that with enough time, his Hellfire, Wolf Pounce in particular and form switching can feel more natural and comfortable on controller than those killers did for me.

  • Loud people 🤔

    At the end it's thier game they can do whatever they want, whether for the better or worse we will see, but lets hope it's for the better.

  • It obvious this perks update will affect huge players base playing style/ ability both on killer & survivor side, but for the better or thw worse, we will have to wait to see.

  • @Wezqu said:

    Using this perk well you have to customize the aura colors so its easy to see the change.

    Just curious what you think would be the best it going from dark to bright or from bright to dark color?

    I ended up testing a few colors, and for me the biggest thing is contrast rather than simply dark-to-bright or bright-to-dark.

    Right now I have the regressing generator as white and the Surveillance state as green, which is pretty easy for me to distinguish at a glance.

    So I think whatever makes the state change stand out clearly from both white regression and the normal generator aura is probably best.

  • @WeirdHexButOk said:

    I love the idea of a sound queue notifying you that some generator stopped regressing. However, I feel like balancing that kind of information would require an entirely new perk. We could create a token-based system to limit how often we are rewarded with a notification.

    In order to make the perk "fair for all", it will only activate when 4/3/2 or more generators are currently being worked on.
    You start the match with 0/1/2 tokens; basic attacks gain 2 stacks; special attacks gain 1 stack, up to .
    Any time a generator starts regressing, loose 1 stack and hear a sound queue.

    Not only would this perk reward pressure spread into multiple different generators, but it would also reward the killer's base-kit skill and special attack skill. This kind of perk would pair perfectly with Surveillance, Pain Res, Surge, Oppression, Ruin.

    I like the general idea of making regression information easier to notice, and I agree that a full sound-notification system could probably become its own perk.

    For Surveillance specifically though, I was thinking of something much smaller and simpler — just a modest usability improvement, like a longer yellow aura duration or a subtle cue when the aura changes state.

    Your token idea is interesting, but I think it starts becoming a completely different perk with its own balance questions, especially around basic vs special attacks and how many generators need to be actively worked on.

    My main concern with Surveillance is still just that useful information can appear and disappear while the Killer is occupied, before they realistically get a chance to use it.

  • @Marc_123 said:

    Maybe try Call of Brine from Sadako.

    After a kick the gen regresses a bit faster but if anyone completes normal skill checks you get loud noise notifications for 90 secs. Which happens pretty frequently.

    That's a good suggestion. Call of Brine's loud notifications would definitely be harder to miss.

    The main reason I'm testing Surveillance right now is that it can also work off regression created by things like Pain Resonance and Surge, whereas Call of Brine needs me to kick the gen myself & has a cooldown.

    I may test Call of Brine later though, especially if I find that Surveillance's visual information is still too easy for me to miss.

  • I agree with the core concern about Knight.

    What bothers me most isn't simply that Guards can be countered — counterplay is necessary. It's that the new pallet pathing can make a Hunt lose a significant amount of its remaining time, especially on certain tiles or indoor maps, even when the Survivor didn't make a particularly difficult play.

    I wouldn't assume the developers want Killers to be frustrating to play, but I do think this interaction deserves another look after more live-game data and feedback. Counterplay should exist, but it should still leave Knight's power consistently useful when it is used well.

  • @KayTwoAyy said:

    I've been using Surveillance on Judgement, with Ruin, and it is arguably too strong in its current state.
    3-gens centered on my hex are next to impossible for Survivors to break, even if I miss 20 shots in a row, simply because I know which generator is being attended at any given moment.

    That said, I can relate to OP's concerns BEFORE the Judgement's release. Previously thought this perk needed TLC.

    If I were to change the perk, I'd reduce the yellow aura to 3s and have it appear only when the generator's aura is within the killer's FOV. Maybe not a necessary change, but a QOL upgrade for those considering the perk.

    I can see how Surveillance can feel more useful in certain builds or on certain Killers, especially when your setup naturally creates a lot of generator regression.

    I think that is part of why experiences with the perk can vary so much, though. Not every Killer, build, or playstyle gets the same amount of value from it.

    My concern is more about the perk in general use. The yellow aura can trigger while you're occupied with a chase, a pickup, a hook, or another important action, and the 16-second window may be gone before you naturally get a chance to check the generators again.

    So I'm not really asking for a major power increase or automatic tracking. I just think a modest usability buff could make the perk more reliable across a wider range of situations.

    Something like a slightly longer yellow aura, or a subtle cue when the generator changes state, would still require the Killer to notice the information, understand what it means, and decide whether it is worth responding to.

    I think Surveillance has a good concept and can definitely have useful moments as it is. I just don't think that means the current 16-second window couldn't be improved a little.

  • @CosmicScarab said:

    I've only really found success with surveillance on Knight, since you can send out guard out quickly mid chase to get a survivor off the gen and refresh the regression with ruin. I can't say I've had a massive problem with tracking the auras, as I note the gens that are regressing and can do a quick sweep occasionally to see if they have lost the aura.

    Yeah, that's pretty much how I'm trying to use it too.

    Outside of chase, doing quick sweeps and keeping track of which gens are regressing feels pretty reasonable, and I can definitely get value from Surveillance that way.

    Where I still struggle is when I'm occupied with a committed chase or another important action. In those situations I may only get one quick look at the gens, if that, because I'm focused on actually securing the down.

    My concern is less about wanting Surveillance to give me mid-chase information, and more that the 16-second yellow aura can sometimes appear and disappear entirely while I'm busy. By the time I naturally get another chance to check, the information may already be gone.

  • @HexSlugged said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116116#Comment_4116116

    i have no issue with it being extended to be clear, i run into the same problems myself, i get very tunnel vision as im looking for 1 specific thing and end up zoning out some of the meta info so gen aura perks i have alwasy struggled to get use of because i do not notice gen auras when im on the hunt as im looking for survs.

    but again, i dont think the devs made the perk for that in chase info, as the duration seems sufficient for out of chase info.

    i am all for perks beyond just the same 10 being used so im not against the change.

    Yeah, I think we're actually pretty close on this.

    I agree that Surveillance probably isn't meant to be something you actively monitor during chase.

    My main issue is that the yellow aura can trigger during the chase and expire before you reach the out-of-chase moment where the perk is supposed to help you decide where to go next.

    So the problem for me isn't "I want to use Surveillance mid-chase." It's more that the information can disappear before I realistically get a chance to use it for its intended post-chase value.

    That's why I think a modest duration increase would make sense without changing the perk's identity or making it automatic tracking.

    And yeah, I'm with you on wanting more perks to be realistically usable instead of seeing the same small group all the time.

  • @HexSlugged said:

    i dont think the perks main purpose is to provide you mid chase information. I think its primarily to find where you need to go to enter the next chase

    I agree that its main value is probably outside of chase and helping you decide where to go next.

    My issue is that the 16-second yellow aura can appear and disappear entirely while you're still in chase.

    So by the time the chase ends and you're actually ready to use Surveillance for that "where do I go next?" decision, the information may already be gone.

    That's why I think a slightly longer yellow aura duration would improve the perk without changing its intended purpose.

  • What I find difficult to understand is the inconsistency in how different Killers are being balanced.

    The Judgment was just released with an extremely powerful form of global pressure. She can remotely guide Divine Light across the map, through walls, scout distant areas, and potentially injure or down Survivors without even needing to physically be near them. From a central position on the map, she can threaten Survivors and objectives at very long distances, giving her a level of map-wide presence that very few Killers have.

    Meanwhile, The Knight — a Killer who is generally considered around B-tier by much of the community and whose power already has clear Survivor counterplay — receives yet another change that makes his Guards easier to deal with around pallets. He does not have anything remotely comparable to The Judgment's ability to directly threaten Survivors across the map.

    That is the part I find difficult to reconcile. How does it make sense from a balance perspective to introduce a Killer with this level of global lethality and pressure, while at the same time continuing to add more counterplay to an already mid-tier Killer whose power already has multiple ways for Survivors to play around it?

    I would genuinely like to understand the balancing philosophy behind these two decisions, because side by side, they seem remarkably inconsistent.

  • I think Behaviour should reconsider the recent change to The Knight's Guards around dropped pallets.

    The Knight already has substantial counterplay built into his power, and he is generally not considered one of the strongest Killers in the game. Survivors already have several ways to interact with and play around his Guards, while The Knight himself still needs to commit to chases and positioning to secure downs.

    At the same time, The Judgment was recently introduced with a power that can apply pressure and potentially injure or down Survivors from very long distances, including through walls, without requiring the Killer to physically travel to that part of the map.

    My concern is not simply that one Killer is stronger than another. Different Killers are obviously allowed to have different power levels and playstyles. The issue is the direction of the balancing decisions.

    If Behaviour is comfortable allowing a Killer to have this level of global pressure and lethality, I do not understand why The Knight needs additional counterplay added to a power that already has several limitations and Survivor responses.

    I would suggest either reverting the recent Guard pallet-pathing change, or at least reassessing whether The Knight actually needs further counterplay in this area.

    More broadly, I think Killer balance would benefit from a more consistent standard when deciding how much counterplay a power needs relative to its actual strength, reliability, and ability to secure downs.

  • What I find difficult to understand is the inconsistency in how different Killers are being balanced.

    The Judgment was just released with an extremely powerful form of global pressure. She can remotely guide Divine Light across the map, through walls, scout distant areas, and potentially injure or down Survivors without even needing to physically be near them. From a central position on the map, she can threaten Survivors and objectives at very long distances, giving her a level of map-wide presence that very few Killers have.

    Meanwhile, The Knight — a Killer who is generally considered around B-tier by much of the community and whose power already has clear Survivor counterplay — receives yet another change that makes his Guards easier to deal with around pallets. He does not have anything remotely comparable to The Judgment's ability to directly threaten Survivors across the map.

    That is the part I find difficult to reconcile. How does it make sense from a balance perspective to introduce a Killer with this level of global lethality and pressure, while at the same time continuing to add more counterplay to an already mid-tier Killer whose power already has multiple ways for Survivors to play around it?

    I would genuinely like to understand the balancing philosophy behind these two decisions, because side by side, they seem remarkably inconsistent.

  • @HexSlugged said:

    i have not played enough matches yet to tell for sure but initial thoughts are i prefer them going around the tile instead of through. going through the pallet slows them down and keeps open all possible loop directoins the surv has which makes it harder for you to zone them. when the hunt goes around the loop the surv either has 1 direction blocked off and you can hit the other side of the loop or they run and risk the hit from the hunt. No doubt there are situations where its inferior but so far i have noticed a few hunts where a down occurred much quicker because of the guard not going through the pallet

    I think that can definitely happen in some loops, especially if Knight is positioned to capitalize on the Guard taking one side.
    My concern is that this benefit seems much more situational than the downside for remote Hunts. If Knight is pressuring somewhere else, there may be nobody to capitalize on the Guard’s reroute, so the Survivor can gain distance while the Hunt timer is being consumed.
    So I can see rerouting being better for some close-range zoning situations, but I’m not convinced yet that it’s a net positive overall for Guard pressure.

  • Lol looks like behavior would add/ remove buffs/ counter play as a kind of testing without informing the community.

  • Maybe oneday he will get a rework since in the community he is considered a low/ mid tier killer and with a low pick rate.

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113870#Comment_4113870

    The pallet drop counterplay already existed before, they removed it a few months ago and have now added it back.

    The Knight is one of the most hated killers so anything to make it more than hold W away from a screaming AI is a plus.

    Lol why would u hate him, what would you do if he is a top tier killer or has a high pick rate, i feel sorry for him.

  • @NotJared said:

    This behavior existed before and in MANY scenarios, rerouting the guards has been the ONLY way to counterplay against The Knight.

    I say this as a P100 Knight main - but it is very important to consider fair counterplay to Killers.

    The reroute tech isn't something that renders Knight useless, you can successfully call it out and play around it. But it is necessary to prevent uncounterable scenarios for Survivors, such as when they are in a map corner with no connecting resources.

    I truly don't understand what the point in having guards abandon Hunts that are rerouted to longer than 48m… while no, they weren't likely to reach anyone, it doesn't really add any meaningful gameplay to remove it.

    I actually agree that Survivors need meaningful counterplay, especially in situations where they could otherwise be trapped with no reasonable option.
    My concern is less about removing pallet counterplay entirely and more about how much pressure repeated reroutes can take away from the Guard. Even when the path is nowhere near 48m, shorter detours can still consume a significant part of the Hunt timer and give the Survivor a lot of distance.
    So I think the real question is whether the current rerouting gives fair counterplay without making Guard pressure too unreliable.

  • @MrRetsej said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113691#Comment_4113691

    But the Knight still has access to his power; He can switch to one of his other two guards and send a new hunt out which automatically cancels any hunts in progress, putting the guard that was previously in chase on cooldown.

    The argument of "being locked out from his power" does not make any logical sense with how the Knight has played since his rework.

    I agree that Knight isn’t literally locked out of his power, since he can cancel the Hunt by deploying another Guard.
    My concern is the pressure lost before that point. Having the option to abandon a bad Hunt is useful, but it doesn’t make the time already consumed by a long pallet reroute irrelevant.

  • @Wezqu said:

    I feel like this is one the fixes that people have once again blown out of proportion.

    If people are expecting the lone guard to get consistent hits on survivors they are expecting quite much. Yes you can get hits with it but the main point to send a guard to chase someone is to tie them to the chase with the guard so they are not sitting on a gen gaining gen progress. Knight's powers two main usage has always been either use it to waste survivors time or do pincer movements to hit them. You getting hits with guards are basically a bonus and do matter but in the end if the guard already is not going to anymore really pressure the survivor in my opinion its better than the guard gets despawned so you can get to use it faster as it starts the cooldown faster. Not to mention 48 meters in this game is like half a map distanse in most cases you are not going to run to pallet areas in many maps that cause that huge distanse to go around. That is like only possible in The Game or some other indoor map.

    Also is it not good that the survivors might waste really good pallets to avoid a guard that is beneficial to Knight as now they can be broken and removed from the match?

    I agree that a Guard doesn’t need to get a hit every Hunt for it to have value, and forcing pallets is definitely useful.
    My concern is more about the efficiency of the trade. If a Survivor can use a weak or filler pallet to force a significant detour, they gain distance while a large part of the Hunt timer is consumed. Burning a strong pallet can absolutely favor Knight, but trading Guard pressure for a low-value pallet may not.
    That’s also why I think the shorter reroutes matter more than the 48m cancellation itself. The question is how often those detours reduce meaningful pressure in actual matches.

  • @Kedasa said:

    I can't imagine it affecting any chases, because i don't know what they changed compared to before. I am running towards weak pallets and drop them for many months against guards, because they run around the loop if you do so, except the distance between me and the guard is to small. I never experienced something different. For me it feels like it is written into the patchnotes, so Bhvr can say "we mentioned it being like this in patch 10.1.1!"

    That may be exactly the question. If Guards were already doing this consistently before 10.1.1, then the practical impact of the change could be small.
    What I’m trying to figure out is whether the patch changed how consistently or under what conditions Guards reroute around pallets, especially on indoor or pallet-heavy maps, and whether the new 48m cancellation creates additional failed Hunts.
    So I’m not assuming every chase is worse now — I’m mainly interested in whether Knight players are actually noticing a difference before vs after the patch.

  • @pidgeon said:

    Knight is still in a good spot even after adding back counterplay.

    • Survivors waste more pallets
    • You break pallets remotely
    • Guards waste tons of time (Especially with Ruin)
    • Decent chase potential
    • Great map pressure

    Also in case any Knight players didn't know this a little bonus tip being that as long as you aren't within 8 meters of your guard their 3x chase multiplier won't go up, so you can bodyblock doors and windows to force either you or your guard to get a free hit. Also remember to cancel your power if you don't hear any survivors.

    Even if The Knight still has strong macro pressure although forcing Survivors to spend pallets is definitely value. My concern is that this change can make the trade too favorable for the Survivor.
    Even without the 48m cancellation, a shorter pallet detour can burn a meaningful part of the Hunt timer while the Survivor gains distance. Then breaking that pallet afterward is another use of your power rather than converting the original Hunt into pressure.
    So for me the bigger concern isn’t the 48m rule — it’s repeated short detours on pallet-heavy or indoor maps making Guards less reliable at actually pressuring Survivors.

  • @sizzlingmario4 said:

    This was a bugfix, it already worked like this in the past and stopped working recently, they've just added it back. The only part that's new is the hunt cancellation beyond 48 meters, which really doesn't matter that much because at that point the guard probably wasn't catching up anyway and it also starts recharging the cooldown for that guard sooner

    Thanks for the context. I understand that this behavior existed before and may be considered a restoration or bugfix rather than an entirely new mechanic.
    My concern is more about its practical impact in the current version of the game. The 48m cancellation itself may indeed be relatively uncommon, but even much shorter pallet detours can consume a meaningful part of a Guard's Hunt timer, especially on indoor or pallet-heavy maps. That can reduce the Guard's ability to maintain pressure even when the Hunt does not get cancelled.
    I only started seriously learning The Knight relatively recently, so I had been adapting to how his current power worked before this change. From my perspective, bringing this counterplay back makes one of his core pressure tools noticeably less reliable.
    I'm not saying Survivors shouldn't have counterplay, and I understand why this behavior might exist. I just hope Behaviour watches the actual match impact and adjusts it if the pallet routing ends up weakening Guard pressure more than intended.