zarr
zarr
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Any second a survivor spends on hook is good for the killer, unless they are looking to camp and tunnel that survivor.
If the killer is not camping and if they aren't going to tunnel the unhooked survivor, it would always be objectively optimal to unhook as soon as possible. Any second that survivor spends on hook is wasted time they could be spending contributing to the round in countless ways instead. It's only if the killer is camping and tunnelling that this changes, because then the survivor's hook time also wastes time of the killer, and even if they aren't hardcamping they will periodically be returning to hook so as to be there once the survivor gets unhooked for the tunnel. So the longer you can delay the unhooks in those cases, the more of the killer's time you waste, the longer you can delay that survivor being taken out of the round and the killer's focus shifting to other things. The more likely you can also make it that the killer will grow antsy and venture out to pressure other survivors and the unhook then happening without the killer right around the hook, potentially losing the unhooked survivor or at least giving them a headstart, time to heal, hide, or such.
If you aren't camping or tunnelling, survivors leaving others on hooks for longer periods of time is actually beneficial for you. You will build more pressure on the survivors that can actually contribute to the round, have a survivor less to worry about that is not contributing, and the survivors can actually end up losing due to "greeding" unhooks, getting snowballed.
Now, camping and tunnelling is often necessary to win against strong survivor teams, at least on the relatively less strong killers. But if you're a competent killer player, around 90% of groups you'll meet won't constitute a "strong team", and you won't have big issues winning regardless, not even having to camp or tunnel to begin with. That goes up to 99+% if you're a really good killer player. And for the rest, well, it's not like the up to 16% more hook time makes things all the more challenging, particularly given that this only comes into play if the survivors actually only unhook past the 60 seconds.
I think overall this is a slight change to make camping and tunnelling a little less attractive, but it won't have too much of an impact on most matches. That it makes the anti-facecamp mechanic a little more relevant is not a bad thing, because unless the killer is literally facecamping, that mechanic is irrelevant. You can stand a certain distance away from the hook to prevent it from triggering while still being able to intercept unhook attempts, if another survivor is around the hook it pauses altogether (ridiculously enough even if that survivor is slugged), and other survivors don't see the progress bar so they can't know whether it would be better not to be around the hook or whether they need to get the unhook.
A little thought experiment: Imagine if they simply removed hook timers completely. I'm not saying this would be a good change - much as it may often feel bad, I think camping and the urgency and risks and dangers and snowball potential it yields are integral to the gameplay experience, the excitement, the frustration, the relief, all of that gets people hooked emotionally on the game. But still, if we imagine a scenario where hook timers are removed, survivors would certainly not leave people on hook indefinitely. But camping as we know it would stop existing. Maybe something to try in a modifier.
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I think OP is simply struggling a lot with playing Blight, and instead of doing the minimum of looking at players that aren't is concluding that it must be because it's impossible to land hits with and easy to dodge him. When in reality it is often of course impossible to dodge and incredibly easy to get hits.
Rather than wasting time trying to explain how to use Blight's power in a way that doesn't make it seem impossible to land hits with and easy to dodge, something I'm perplexed is even a question, I'll link this:
https://www.twitch.tv/videos/2225369552MomoSeventh (the guy with the almost-2000-match winstreak on Blight) is streaking on Blight again. I'd suggest OP watch some of the Blight matches in this most recent VOD of his and go from there.
A small and basic but perhaps also not entirely obvious piece of advice, on the assumption that OP is getting "spun" a lot: Don't lunge at survivors out of rushes if you don't have to. If you're rushing straight at a survivor, wait until your model is basically touching theirs and only then press M1. This makes it essentially impossible to dodge.
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Either that or make Unbreakable basekit before reaching the final cage stage (which is incredibly silly anyway: why would a killer slug you if they can just get you out of the match?). This would allow killers to still temporarily slug if so deemed opportune, but prevent them from doing something like slugging all 8 survivors for 70+ matches in a row.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771353#Comment_3771353
That's just your belief, without any real logic to back it up
I'll just guarantee these players would have much higher streaks than nurse already if they were using any other killers, then
Nurse has existed in the game since 2016, I won't explain all the ways in which she is beyond other killers and does things few if any other killers could ever even dream of. Anybody that knows game logic will understand why Nurse can snowball like this consistently and, say, Wraith can't.
Streaks like this do prove and go to show things. Being able to consistently slug eight survivors without them often even getting more than a gen or two done is ridiculous, and there are reasons for it.
Of course they get bad to mediocre players much of the time. But that is simply the reality of the game, we all do. For the reality of the game, Nurse is overpowered (she wins most of the time even against the best teams in the world, mind you). And she got buffed significantly on top of that for this mode. It's just strange.
To note: I have not met a single great Nurse as survivor in this mode yet, the best I've faced were merely decent. I don't have a big issue with Nurse in my personal experience of this mode because most killer players are of course bad to mediocre too. I just don't think things like this should be possible, and trust me when I say that they wouldn't be without Nurse. Hell, if they at least didn't give her the buffs they did it would already be better. The lunge range particularly is ridiculous. She would still be plenty problematic without that, not least because of the (shared) Nowhere To Hide basekit giving her easy hits left and right.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771300#Comment_3771300
Not nurse, it's a good player
Those kind of videos prove nothing so stop trying to use it as an evidence of some kind
I guarantee these players would have lost their "8-slug" streak before even reaching 10 matches were it not for Nurse. That insane amount of pressure is reserved for insanely overtuned killers.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771295#Comment_3771295
Pub stomping uncoordinated randos with no mmr doesn't really say much
It's a pub mode, Nurse stomping it says everything that needs to be said. The fact that you can 8k at 7-8 left thanks to Nurse 50+ times in a row is evidence enough of the (already obvious) fact that she's overpowered and overtuned. Who cares about what would happen in the one-in-a-thousand match where you have 8 coordinated survivors that are also high-hour, high-skill players? Just doesn't happen (and I suspect they would still lose against a strong Nurse + Wraith/Billy/Huntress duo).
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They're now at over 50 matches of their 8-slug 8k streak:
https://www.twitch.tv/videos/2211673088I stopped checking matches, but last I did they were averaging 1 gen done per match.
Yes, it is mindbogglingly ridiculous that Nurse is not only in this mode, but got significantly buffed on top. She is the strongest killer in the game to begin with, she is affected the least by the increased amount of pallets (that is: almost unaffected) as well as benefits the most from the constant aura reveals, which are basically free hits for her. The 3% Haste also don't faze her much. And yet she can get 3 blinks and up to 90% increased lunge runge, for two absurd things among the various other buffs. Meanwhile Trapper who is terrible in this mode sets traps a couple hundred milliseconds faster and gets to walk faster for (up to) 3 seconds after doing so. That's just silly.
Nurse shouldn't have been in this mode, and the killers that are should have gained significantly better power-ups. Trapper needs Bloody Coil or Iridescent Stone basekit. And Honing Stone. The Haste after setting or arming a trap should last for 6 seconds. The other killer should be able to arm his traps too. Billy not having the instadown is needed I think, but he should have had Lopro to compensate for it. Huntress should not have to reload at all. Wraith could have had an increased Haste duration after coming out of cloak - omega lunge was always great fun, and this mode would be a good time to bring it back. I'm not sure which killer should replace Nurse, but it could have been much of anyone. Blight for one would be much more engaging while still endowing the killer players with the ability to completely dominate.
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Meanwhile there are people going for killer streaks where in 10+ matches only 1 gen got finished at most per match:
https://www.twitch.tv/videos/2207351589No mode in which Nurse is available will ever be survivor-sided. It's crazy that Nurse, who was always going to be the strongest killer for obvious reasons, gets a long list of buffs for this mode, while also both benefitting the most from the constant aura reveals and being affected the least by the increased number of pallets.
Without Nurse in the mode I would agree that its basic format favours survivors, although even then two competent/good killer players teaming up would handedly win most of their matches against the chaotic survivor groups consisting of mostly mediocre-at-best players that 90+% of lobbies always are with this game's player pool and matchmaking.
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It is puzzling. They said that his power was "recharging much faster than intended":
Currently, The Good Guy's Power incorrectly starts to recharge as soon as the Slice & Dice attack is started rather than after it finishes, making his Power recharge much faster than intended. This will be corrected in the near future.
But now they've reduced the cooldown further, making Chucky's power recharge even faster. Note: The cooldown used to start as soon as you dashed for a Slice & Dice, whereas now the cooldown starts when you swing for the S&D. But the time between the start of a dash and swing is less than the 2 seconds they've further reduced the cooldown by, and can obviously also be much shorter still if Chucky swings earlier. So the power recharge is even faster now than the "much-faster-than-intended" recharge prior to this "bug fix".
Puzzling. At least they didn't revert the (5% and 2%) nerfs on the cooldown add-ons, I suppose?
I thought "the end of a S&D" would mean the cooldown would only start after he fully went through post-swing fatigue, and that they were generally looking to harmonize the point of when power cooldowns start to after these fatigues as they had done for Blight recently. Nurse certainly could do with that change, for another killer.
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Meanwhile Nurse still starts recharging tokens as soon as fatigue begins… No idea why they wisened up to it having being ridiculous that Blight started recharging rush tokens during fatigue, and find the time to do this for Chucky, but not Nurse.
That said, Chucky's cooldown really is ridiculously short right now, and believe it or not, for good Chucky players the recent changes were actually more so a buff. With good timings and mechanics, it is rare not to convert a Slice & Dice into a hit. That on top of the stealth that can regularly net you surprise hits results in people getting "two-tapped" left and right. The adjustment to not have the cooldown timer start during the attack is more than reasonable.
The changes I would want for Chucky are reworking Rat Poison which makes things much too easy, and bringing back 180° flicks, if with the use of a "turn rate" add-on or two.
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Well, first of all, it appears you are mistaken about how Bardic works: it doesn't really matter whether survivors are around you during the performance, they don't keep the effect once they leave your vicinity at any point. So the important thing more so is to be around other survivors during the 90-second active window. I guess survivors around you while you perform already experience the benefits of the perk? But that's negligible, during a mere 15 seconds they may not even get a skill check, and they obviously have to be on a gen or healing next to you to begin with. It's then certainly optimal to already be next to others while you play to get the most value you possibly can from the perk (and perhaps have something like Prove Thyself while you're at it), but that really doesn't change much.
In general I have to go with Beaburd here and say that the perk is barely worth using, and if you roll anything but 11+ it just downright isn't. As he pointed out, 15 seconds spent performing (with the risk of being interrupted and thus having spent that time for naught) will not usually be worth it given the amount of skill checks you are expected to get, as it does not even break even, and what he did not factor in I don't think is the fact that the more skill checks you get, the faster the gen will be done, meaning you obviously can't get more skill checks on that gen, which introduces a cap to the maximum at all likely amount of skill checks you can get lower even than the generous numbers he had used.
The perk gets better if you repair gens with others, but doing that is inherently time-inefficient and also comes with various other downsides or risks. Doesn't mean there aren't times where it's opportune or even optimal to stack up on gens, but it's just not something consistent enough to make this lackluster perk that already relies on RNG much more attractive.
There are some things to be said about it being possible to spend time performing that you would otherwise spend doing nothing much productive (such as waiting out Deadlock or something), essentially getting the benefits "for free", as well as the idea that you can perform in the safety of some hiding place and then pressure a gen with an increased repair speed, which can be relevant in a 3-gen scenario for instance. And there is the fact that the perk shows your aura to others, which isn't without benefit either. But Bardic alone is still really hard to justify spending a perk slot on. All the more so given that the performance being prematurely cancelled incurs the entire 90-second cooldown, for no effect whatsoever.
Bardic isn't bad if you use it alongside Hyperfocus. It (un)fortunately does not affect the latter's progress boost (Hyperfocus still only adds 30/60/90/etc. % of 1%, not of 2-4%), but it causes there to be more skill checks, increasing the likeliness to get decent value out of Bardic. What can also be noted is that while a gen being done faster does naturally decrease the possible amount of skill checks you can get during its repair, Bardic lasts for 90 seconds, which means you can get a gen done and then transition its effect to another one, so the first one being done faster is not necessarily a "bad" thing in terms of getting value out of the perk. But even then, if you roll anything below 11 it's not really worth going through with the performance (unless you have nothing better to do anyway).
I will say that Bardic is better than Prove Thyself, so if you want to use these perks (because you like stacking up on gens for Bloodpoints or some other reason), either use Bardic alone or Prove Thyself alongside Bardic, but not Prove over Bardic.
My suggestions for improvements for the perk would be these:
Make it so Bardic increases the skill check progression value Hyperfocus looks at for its effect. This is already the case for Stake Out, and it would instantly make this combo much more attractive. While the gen speed with this combo could get to be really impressive, I think it would be fine because the vast majority of people simply cannot consistently hit great skill checks under Hyperfocus. Not only that, but in trying to hit increasingly more difficult great skill checks, people regularly miss skill checks altogether, blowing up the gen, incurring 10% regression, a 3-second progress freeze, and announcing their position and the gen they are doing to the killer. That's a huge downside that can even all but nullify any gen speed reduction the perks made for, and lose entire matches.
Or make it so that the perk does not go on cooldown if you cancel the performance early. I think if people just stand around rolling until they get a good result they will still waste more time than the perk makes up for. But if that's not in the spirit of D&D or silly altogether, at least decrease the cooldown if the performance is cancelled, to 30 seconds or so.
Alternatively, make it so that if the performance is cancelled prematurely, the perk's effect is still granted, albeit for a reduced duration. If 15 seconds of performing give you 90 seconds of effect, 10 seconds of performing could give you 60, 5 30, and so on, any second of performing simply translating to 6 seconds of effect.
Another approach entirely would be to make the perk what people thought it would be: If another survivor is within 16 meters of you while you perform (and stay there until the end of the performance), they get to keep the benefit for the 90 seconds too, even if they leave your vicinity afterwards.
A different but obvious way to improve the perk would be to simply buff its numbers. 1 still being the scream (which could even reveal your location to the killer, as compensation for the number buffs), 2-5 being 1%, 6-10 2%, 11-15 3%, 16-19 4% and 20 5%. This would also remedy the "issue" that currently there is barely a difference in the results, where it feels pretty lackluster that rolling an 11 is the same as rolling a 19.
I also like Beaburd's idea to adjust the performance duration to the dice result, with lower results having a shorter duration.
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It's 9 seconds per proc, and you can theoretically proc it on up to 7 gens, meaning 63 seconds worth of regression from a singular proc. Obviously it's almost never going to be that, but even 18-27 seconds of regression per instance is great value. What also has to be factored in is that if a survivor is on a gen when it procs, there is a progress freeze for another 3 seconds. And you get the aura of course. And the gen starts regressing, which can be especially nice if nobody is on the gen to stop the regression or if you slug to prevent them from being able to stop the regression.
I will say that the aura effect is often lackluster and seems tacked-on pretty lazily. It can be good if you slug after the Eruption proc and play a killer with high mobility (e. g. Oni with Nowhere To Hide, Lethal Pursuer and Eruption), but it isn't often all that impactful outside of that.
I also agree that the regression event limit has hit Eruption a little unjustly hard. I think it would be good if instead of a 10% regression, it would cause the respective gens to become blocked for 10 seconds, or incur a 50% repair speed reduction on them for 20 seconds.
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I wouldn't say killed it, Pop wasn't a dead perk back when it was 20% of current progress either, and they've doubled the base progress loss on kicks since then as well as implemented the "5% until passive regression stops" mechanic, both of which makes kicking gens more attractive than it had been then.
13.5 seconds lost in an instant whenever you kick a gen that has 50% progress is not at all bad, and it only goes up from there. As opposed to many other slowdown perks, it's also very "targeted" regression: you can keep harassing a specific gen or set of gens of your choosing over and over again, especially if they are around the hook.
I think that it's good to shake up the meta every couple of months (unfortunately BHVR only vanishingly rare does), and Pop plus Pain Res were just too decidedly the most popular slowdown perks of choice. Ruin plus Pentimento for instance is a really good combo, all the more so now that you only very rarely have to worry about people booning your Hexes. Ruin was not only buffed to not disable itself anymore, but it has also collaterally gotten a higher standing since it can apply a ton of regression without incurring a singular "regression event". It also has the "healthy" aspect of encouraging the killer to spread the pressure to really get the most out of it. And Pentimento has always been a bit of an undervalued slowdown perk, in part I suspect because people don't really understand that it slowing down repair speed by 30% is more impactful than it increasing the repair time by 30%. This was true when gens were 80 seconds base and it is even more true now that they're 90: Pentimento does not cause a gen to take 30% of 90s longer to repair (which would be 27 seconds), it causes survivors to repair them 30% more slowly, increasing repair time by 38.5 seconds, totalling more than two minutes per gen. This can be downright debilitating to the survivors' ability to keep up a favourable pace of play, usually scrambling to try and get that Penti out of the match. So particularly if you are playing a killer that can protect the totem, you can leverage it to put yourself into a winning position off of that alone.
I will say that Pop is a bit lackluster now and especially so on lower-tier killers that can have issues getting many hooks and have to play off of those hooks more, and therefore could have done with some compensating buff, such as at least highlighting the gen with the most progress in the trial for as long as it as active. And I will further say that ideally, BHVR would buff slowdown perks to be a lot more impactful yet encourage more dynamic playstyles that don't revolve around camping and tunnelling. In the case of Pop, they could have made it so that it grants 30% regression on fresh hooks, 20% on second hooks, and 0% on death hooks. Or make it highlight the gen furthest from the hook that has progress, enabling the killer to apply 50% regression on that gen. Pain Res could also apply 20% on fresh hooks, 10% on second hooks, 0% on last hook. Or they could just pump up the numbers on them significantly, but disable them entirely once any survivor is sacrificed. A Pain Res that removes 50% of progress from the most-progressed gen in the trial could actually be perfectly fine if it did nothing once someone dies. Hell, they could even make that 50% of total rather than current progress in that case, meaning -45 seconds per proc. Ruin could be at 200% base regression again, albeit disabling itself once someone dies. Thanatophobia encourages spreading out the pressure and could do with notable number buffs, or making its numbers also apply to vaulting speeds, making sure that it is not overtuned on killers like Plague without however being undertuned on most others. Grim Embrace to encourage spreading out hook stages right off the bat could block gens for longer the earlier you get fresh hooks, such as 5 seconds per gen left at the time of the hooking (so 35 seconds if you hook someone at 7 gens left/0 gens repaired, 20 seconds at 4 gens left/3 gens repaired , and so on, down to 15 seconds if only 3 gens remain; in turn, it would not cause 40 seconds of blockage on the last fresh hook, but simply still 5 seconds per gen left standing). And so on.
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Just pick the item back up? And if you're currently in chase around it, you know they have wallhacks on you, don't try anything fancy, play safe and use checkspots, leave the loop, pick the item up once you aren't being chased anymore (or call for your friend(s) to pick it up).
You can even deposit the item at the edge of the map where it won't give the killer much of any value. You can drop your item at the beginning of a match and pick it back up to check whether Attunement is in play, and then already place it down at the edge of the map, only going there if you need a heal. If it's a toolbox just deplete it before dropping it.
The killer player is spending two perk slots on this, it's dependent on survivors having items, it has basic counterplay, it is far from reliable since the places items end up at even if survivors don't intentionally drop them may not be very beneficial, and even if it comes into effect it's not like it's impossible for survivors to play around being seen, especially considering that this combo is really only at all worthwhile on M1 killers because Franklin's needs you to want to hit people with basic attacks. Things like Distortion and Object Of Obsession can also directly counter the perk.
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@MrT1412 said:
I think you're underestimating the strength of Weave Attunement. Sure, you need Franklins with it, but with the combo, survivors won't have items, and you'll get wallhacks at loops and across the map. I've found it to very strong, and on multi-floor maps it seems there's nothing survivors can do to prevent the aura reading.
Obviously Franklin's makes the perk at all usable, but two perk slots is a huge investment for something that is so unreliable and depends on the survivors having items to begin with. Also, it is trivial for survivors to realize that Attunement is in play, by simply dropping their item and picking it back up at any point during a match. There is no reason why they would not pick their Franklin's'd items back up, or even drop them on the edge of maps to ensure you won't be getting much of any value anymore.
I do believe that in practice, with the combo you will get some neat value out of the perk. But it's just not enough, certainly not for my personal sensibilities when it comes to perk strength (in my mind most of every perk should be strong enough to be a serious contender for slots).
@Mazoobi said:
Picking/Dropping survivors with Dark Arrogance is a good idea but increasing the vault speed to 50% is way too busted considering killers like T3 Myers and Crawling Mode Xeno have already seen value with Bam + Superior A. + Dark A.
Fair ideas on Languid Touch but Weave A. is not TOO bad of a perk. I've seen killers run it with Franklins and it's quite scary on indoor maps when you can't find the item to look for. Increasing the range of it just a bit and maybe adding a lingering effect could suffice. The expose implication when picking a survivor up is acceptable.
I like the idea for Bardic Inspiration and Mirrored Illusion. Great QoL touch.
I'm not sure 50% vault speed would be busted. Superior Anatomy already is 40%, and could be combined with Bamboozle or Fire Up to go well beyond 50%, and even "vault builds" that combined all three on Myers were never a big problem, whatsoever. It's a huge investment of perk slots for something that won't all too reliably or frequently give you all too much value, which would still be true when adding this into the mix. I think Arrogance has to be able to stand on its own, too. And of course, the downside is amplified as well, to compensate.
Although I will say that I'm also more of a fan of the pick-up/drop speed version. More counters against flashlight and even more so pallet saves are welcome.
I don't like that Franklin's is mandatory to be able to get use out of Attunement with any reliability, but like I pointed out above, I do see some of the merit in the combo. I would still like improvements for Attunement, in order for it to be able to stand on its own too, and just because even alongside Franklin's it is still not amazing given the perk slot investment, the reliance on survivors having items to being with, their ability to counter this by continually picking their items back up or even dropping them at the edges of the map, the randomness of where items end up at, the fact that Franklin's only procs on basic attacks and therefore makes it less attractive on quite a chunk of the cast... The Exposed instead (or even on top) of Oblivious change as well as blocking survivors from being able to pick items back up at least for some time after dropping them (even if they are dropped by Franklin's) at least could go through.
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@mangomilkshake said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733704#Comment_3733704
It is a nerf. If you read my initial post, only the passive phase duration from DCB was transferred over to JB. They missed transferring the -1s cd over. Since, as much as I can recall at the moment, it was not stated as such in the patch notes, I'm guessing this is more of an error on their part than a flat-out decision to nerf. Which is why I'm hoping one of the devs responds to this thread. Please.
Not transitioning the full strength two add-ons combined used to yield into a single add-on when one of the two gets reworked (into a much stronger add-on, at that) is not a nerf. Bonsai got buffed, Dried Cherry Blossom got reworked into something else entirely. That "passive phasing" de-facto got nerfed due to now no second add-on existing that could be used to stack with Bonsai to have the old passive phasing frequency and duration is unfortunate. I for one wouldn't mind if they were to buff Bonsai even more to equal the numbers Bonsai + Cherry Blossom used to make for.
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I mean, that's not really a nerf, just the obvious result of reworking one of the two passive phasing add-ons. And new Cherry Blossom is a very strong add-on that makes Spirit even easier to play. It's pretty mindless and borderline broken.
Although yes, I would not be opposed to having a secondary passive phasing add-on to stack with Bonsai. I would even suggest that the killer player should be able to see when the passive phasing happens, so as to more proactively be able to make use of it. Certainly, I would gladly take them reverting Cherry Blossom. 😋
What is more disappointing to me from these comparison clips is that Spirit nowadays doesn't appear to have her unique animations anymore while running, only when standing still. Boring.
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I think the issue in this case more than anything else was facing a Ghostface on an indoor map, all the more so as a solo group. Ghostface is actually incredibly strong on indoor maps, even highly-coordinated tournament teams with precise call-outs that practice indoor vs. Ghostface regularly have trouble against it and get 4k'd. Him slugging with Knock Out just added to the issue, it does not itself constitute the issue. Him supposedly choosing to bleed you out after having downed all of you, well, there is something to be said about the possibility of people unhooking themselves, or having things such as Flip-Flop and/or Power Struggle. But I agree that it is pretty obnoxious and something the devs should long have addressed, such as at the very least with the option to let the Entity end your suffering and surrender.
As for Knock Out (and Third Seal) specifically and the slugging playstyle at large. Well, first of all, while it isn't actually nearly as "useless" against SWF teams as it is sometimes made out to, it does have to be noted that it is certainly much less potent in those scenarios, and that keeps the build and playstyle in check because killers will rarely employ it given the ever-looming threat that the people they are facing are on external means of communication. Even in general, slugging-oriented playstyles (with and without Knock Out/Third Seal) are incredibly rare to encounter. It really does not pose a big problem. I play quite a bit of DbD, and I almost never encounter this on survivor. Neither do the people I know and watch. The one time in a blue moon this happens, you could even just refuse to play, go next (disconnecting if need be) and be on your merry way to dozens if not hundreds of matches without encountering it.
But I will even go further and say slugging strategies are a welcome change of pace and gameflow and make for very engaging and exciting matches, for both roles. There is very little downtime of just going through the motions of picking up and hooking people/being carried and twiddling thumbs on hook, no boring camping of hooks, no tunnelling someone out that can make the match a foregone conclusion early on, constant chases and pressure, unique gameplay interactions and decisions revolving around finding and playing around slugs, when to leave them and when to aggressively try to help them and how and so on, and the game is never over until it is because the survivors can recover fully even from a full slug, and this constant tension and possibility for the match to turn around is very exciting, as opposed to the many stale, foregone conclusions that can be present in normal matches where people are on death hook or dead with barely 2 gens done, someone is getting camped in basement or otherwise impossible to be saved, et cetera. Plus I have never understood why people dislike being on the floor to begin with, as opposed to being on a hook - you have more agency and things to do while slugged than you do hooked.
I for one would wish to encounter this playstyle more often. For anyone here looking for a fun way to employ slugging, here's a basic go-to build I like to use (on M1 killers, of course): Knock Out, Infectious Fright, Barbecue and then 1 slowdown perk, such as Corrupt, Ruin, Surge, Sloppy or the like. What you do is fairly simple: You down someone, and if you get an Infectious proc, you slug to chase them; if you don't get a proc, you hook them and let Barbecue lead you to your next targets instead. Obviously over the course of the match situations will arise where your decision-making will be a bit less simplistic than this and can stray from it, but this basic play paradigm will get you far and it will be fun and viable. Ultimate Weapon can also be used in Infectious' place. You can also of course go for a slugging playstyle without Knock Out. I don't think it's viable on M1 killers to do so ("viable" in the sense of allowing you to consistently win, if winning means to kill as many survivors as possible), but "winning" isn't everything - the low-downtime, constant-chase playstyle is very fun, and if you don't care so much that some survivors escape sometimes, it's an enjoyable way of playing and a good way to maximize your chase time and practice chasing. And on stronger, snowball-ier killers, it's a viable strategy even without Knock Out or Third Seal, just using chase and slowdown perks.
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Multiple things.
First, FOTD is more so a zoning tool in chases. Survivors cannot crouch during chase interactions (pallet pulls and pallet and window vaults), so the ability can be used to prevent them from vaulting, then getting an M1 hit. Depending on the positioning and timing of it it will also happen that the survivor simply doesn't see them coming or is already queued into the vault when they launch and will get hit.
Then there is a way to instantly hit a survivor the moment you spawn the skeletons, basically before they even launch. That requires being close to the survivor and placing it well.
If survivors are on an elevation or you are below their level, they won't be able to crouch the skellies.
Also of note: Any interaction during which survivors cannot crouch can net you a free hit, or at least an interruption of the interaction. This is really strong at a hook, where they can't even let go and crouch quickly enough, so it's essentially a guaranteed down on the unhooker even from afar.
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732896#Comment_3732896
Part of it simply that Aestri doesn't really line up with how elves are usually portrayed in D&D thanks to sharing the male skeleton and its associated animation set.
I would think there are a plethora of possible depictions of elves in D&D, including some "warrioress" types that are taller, broader and such. But I really don't know whether that's the case. 😁
I do think she doesn't really look or feel "elfish", there isn't that aura of an "ethereal beauty and grace" in her model or animations. Which is obvious at least in the case of the animations I suppose, since she doesn't really have unique base animations and is just another regularly rigged survivor. It would definitely have been cool to have something much more unique, someone that looks and moves distinctly differently (which simply having female movesets on her of course also wouldn't have achieved however). But I would never expect that from this game, I mean, the very reason why having a tall female character is a new thing after all these years precisely is that BHVR doesn't want to stray from their established skeletal meshes and associated animations. But yeah, she could have at least looked much more "otherworldly".
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Mage Hand is really rather strong, although I'm not sure it is too strong. I will say that people misconstrue it if they make it out to be a "50/50" akin to Huntress at an active pallet: Vecna can simply lift a pallet after you vault it, so they don't need to gamble on pre-charging their ability in the hopes that you drop it right beforehand. They can also hold a "god pallet", which doesn't allow you to make it back around. I think what may be problematic is that it's hard to tell which spell Vecna is casting, so you don't even know whether you have to play around Mage Hand at a given time (unless he had already used it recently, of course). This makes the interaction at pallets rather awkward. But I'm sure there is a way to reliably enough tell which spell he is using, I just haven't experimented much yet.
It has to also be kept in mind that Magic Items exist for a reason. Vecna's spells are supposed to be strong, such that using these items to be able to better deal with them is encouraged. Interloper makes it clearer that Mage Hand is being used, and gives you Haste with which you will more often be able to play around it. I do think the Interloper items (apart from the Hand and Eye of course) are the by far most helpful ones, so I'd say make sure you get them whenever you can.
In general I would say Vecna is difficult enough to play with juggling your powers and their fairly hefty cooldowns and having to have good timings with the powers in chase (and having to worry about Magic and Vecna Items) that Mage Hand seems to be in an alright spot. If they do nerf it, Fly and/or Flight Of The Damned should get some buffs to compensate. Fly specifically I think should not have collision during the flight, only re-establishing collision at the start of its end. That would make using it to bodyblock survivors (as well as getting around bodyblocking survivors) much more reliable. FOTD could do with an adjustment where it doesn't spread out quite as dramatically, making it so that to dodge it a survivor if you place it well will have to crouch, which is not always easy or possible if they also have to play around you at a window, pallet or chokepoint.
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I for one am glad that we finally have a tall female character, breaking with the dichotomy that all women must be short and all men tall (waiting for a short male character now).
That said, I can understand why having male rigging on a female "frame" can be a little odd. I personally don't mind, she feels nice to play to me even if I'm not visually a big fan.
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Repair toolboxes now being a bit better at sabotaging won't make much of any difference because they are used to repair, they will only rarely have charges since they burn through them instantly on a repair. Plus even the toolbox that saw the biggest buff to its sabo speed (Commodious) is now only equal to what the Alex's Toolbox has always been, so for people actually looking to sabo, it is really only the Alex's Toolbox that has become better. It's neat that other toolboxes can now sometimes be used for an opportunistic attempt at rescuing someone in a pinch, but this will really only be a rare occurrence.
Whether the Alex's Toolbox (plus sabo speed add-ons) is overtuned now. Well, multiple things. First of all, sabo has been an underused and undertuned mechanic in this game for years and years. Ways to proactively engage the killer make for fun and exciting gameplay, and rather than improving and introducing more of these things, they have basically only been nerfed and removed throughout the years. Especially in terms of items, with unique flashlight interactions having been removed, no new items having been introduced, nor existing ones improved. It's high time some of these tools get to be more relevant (although I honestly don't expect saboing will truly become all that relevant now either, this is BHVR's nth attempt at making that happen).
These "proactive engagements" also always come with huge risks for the survivors, who are throwing themselves at the killer and can get injured and downed in the process and simultaneously fail to pull off the play. But even if they do succeed, not only is it not a "free" save as it is often being made out to, but even then it can be detrimental. To pull off a sabo play, if you don't perfectly predict which hook the killer will carry to and can position yourself there and sabo at the perfect time such that the killer notices too late and can't just carry to a different hook instead, you need to be around the killer as they pick up, try to stay in front of them and path to the hook as they carry there without letting them hit or overtake you, take a hit right under the hook, sabo during hit cooldown, and then get away. To begin with, the saboing survivor here is spending a lot of time not being on a gen, and I guarantee a lot of people would be surprised fierce with how much more decisively they could lose in such matches if survivors instead of trying to save others (even in cases where they succeed at it) would just let them get hooked and do gens. It very much isn't "free" even from a time efficiency perspective. But the next thing of course is that the saboing survivor loses a health state to prevent the hook. And the carried survivor may not even wiggle, but simply get dropped and become a slug that now needs to be healed up, requiring time too, and creating snowball potential. And of course, there is the item investment for the sabobox, as well as any perks a survivor may have brought to help with this, such as Breakout, all of which could have instead been put to other uses. There's also quite a few killers that can quickly down a rescued survivor again, making the time/health state/perk/item investment and risk factor be even less worthwhile. And then there's perks that can undermine or completely negate the ability of players to sabo in this way, most notably STBFL, Thanatophobia, Mad Grit, Agitation, Iron Grasp, Starstruck.
It should also be noted that this offensive yet more consistent way of getting sabo saves doesn't work well with other toolboxes: if you use any toolbox but the Alex's, you regularly cannot get away after taking a hit and saboing during hit cooldown, and will at most trade their hook state for your own (with them, again, potentially not even wiggling free but simply getting slugged). You would need to also add sabospeed add-ons as well as Resilience and Breakout or Overcome to try and get away without going down yourself.
I think saboing can be frustrating for killer gameplay, as picking up, carrying and hooking a survivor are part of the gameplay loop where a killer player can relax and breathe a bit, having a break from the high-focus, high-intensity aspects of the general gameplay. To have survivors be able to interfere with this gets rid of some of the downtime where you can think about the game (and the world at large) a bit, similar to survivors sitting on gens. So I do agree that things like flashlight and sabo saves should never be so overtuned that they become ubiquitous, they should be on the rarer end of things to deal with in the grand scheme of things. But I really don't think this update changes anything about that. You could just keep track and take note of how often people actually attempt (and succeed) in sabo saves against you during the next couple of weeks. I would not hesitate to wager that it will still be less than 5% of the time that you carry someone.
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I'm really enjoying the new map, and the killer is challenging to play as (and against) but enjoyably so, too. Quite a bit of effort went into this, there must be some real D&D fans at BHVR because this chapter more so than many others feels like a "passion project". Doesn't mean there aren't still a fair few things that could be improved upon (such as most of all of the perks, as most of always), but I was happier to buy this chapter than a fair few others.
I don't really play Chucky, and I only have this patch note to go off of "Fixed an issue that caused The Good Guy to be able to Scamper window vaults while in Hidey-Ho Mode", so I have to ask: Can Chucky not quickly vault windows at all anymore, or can he still do so during Slice & Dice? I'm pretty sure it's the latter, so I don't think this is as bad of a nerf as it is being made out to. I have heard some more experienced Chucky players even argue that it's a buff to good Chucky players that didn't rely on just scampering + M1 but actually use S&D in mechanically skillful ways. Because they just have his ability available noticeably more frequently now. On that note however, I think with this change, some of the S&D mechanics they have removed in the past could return. First and foremost, the flicking beyond 90°.
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60 seconds spent in basement (plus any time spent traversing to and from basement) for a reduction of 50 seconds in generator time is still not worth it. That you become perma-Broken for what is already an objectively inefficient use of your time is just crazy. Add on top of this that the perk gets even worse with any gen already having been repaired prior to its activation (or repaired to 81+ charges), as well as the fact that getting interrupted during it will still most of the time result in you having wasted all that time down there, and the fact that you are toast if the killer is even just anywhere near basement when the perk activates (they see you randomly become Broken), and it should be clear that it is still firmly in the "killer perk" category.
Maybe with future Invocation perks that have the same downside of becoming Broken it could eventually be worthwhile when using multiple of them, although I highly doubt even that. Spiders is still the most terrible perk they have released, with No Mither they at least didn't pretend that it's anything but a meme perk to use if you want to intentionally handicap yourself. The very least it should have is no regression upon interrupting the invoking interaction as well as only becoming Broken the next time you are injured (if not already injured at the time of activating it). Even then it would still be far from meta-viable, but at least you wouldn't be throwing quite as hard.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731904#Comment_3731904
That is as per usual most likely a matchmaking issue… Players of a certain skill level just cannot find opponents of equal skill.
Whereas in the comp matches it does not matter so much, because the way singularity is played in comp is just territorial and holding a 3 or 4 gen.
I did not agree with the EMP change either but I think it would be nice to improve his chase power so it can be put to better use instead of relying on the 3 gen, where he is really good. I don't think he is that opressive even with Family Photo, you just need to time it properly when to drop the pallet and don't get scared into dropping it early.
Matchmaking being what it is is simply the reality of the game though. Everybody discussing things on this forum talks about pub matches, OP certainly isn't competing against tournament teams. Unless they change matchmaking in major ways, it's simply true that Singularity is already strong enough to decisively demolish most of your matches if you get good enough at him. Or to be essentially unbeatable - I guarantee KnightLight could go on an indefinite winstreak with him. So I for one don't think he needs buffs. And buffs like Soma Photo basekit to "improve his chase" won't make his 3-genning any less oppressive, it will in fact make it even more so. If there were to be some such buffs to make him more accessible or attractive to the average player, it would have to go alongside actual nerfs to his 3-genning potency (which there should be anyway).
But the point of my posting wasn't necessarily to say he could not do with the one or other adjustment or even straightforward improvement, even if I do believe that if Singularity needs anything done at this time it's remedying the 3-gen issue (maybe as a trade-off for Soma basekit). It was more so to counter the narrative popular around here that Singularity is a mid or weak killer that EMPs completely rid of an ability ("isn’t as strong in normal situations", "a power that is borderline not rewarding", "EMP’s are downright OP", "low on a lot of stats", "make him a more viable killer", etc.). Couldn't be further from the truth.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731794#Comment_3731794
I remember watching Knightlights stream when he played him for a tournament and saying that the killer feels terrible without family photo and got really frustrated about some hits he did not get because he did not have the addon in that specific game, because it was banned I guess…
And he probably still did not lose that match either despite not having Photo, against a highly-coordinated tournament team trying their hardest to win, i. e. something you will never see anything even just close to in pubs. Of course Soma Photo is a great add-on, and there is a very tangible difference between using it and not, and again, I would like for them to mediate that. But people make it out to be something akin to a requirement for the killer to be "playable", which is nonsense. Watch that harrybotterr guy, for just one random example. Survivors are still usually hopeless when he doesn't use Photo either. Just from the last two days:
4k at 2 gens: https://www.twitch.tv/videos/2160295599?t=5h20m6s
4k at 2 gens: https://www.twitch.tv/videos/2160295599?t=8h6m47s
4k at 2 gens: https://www.twitch.tv/videos/2161184323?t=2h45m58s
4k at 3 gens: https://www.twitch.tv/videos/2161184323?t=4h1m27s
I'm not saying Singularity is the strongest killer in the game, but KnightLight himself has said that he's basically unbeatable in the hands of a good player in pubs (and in tournaments it depends on the map, it's not like he has never lost, but he still 4ks most of his tournament matches too). He definitely does not need no-strings-attached buffs to his entire kit like OP is suggesting. The EMP change particularly would be horrible, there would be little respite against the constant onslaught of Singularity being able to teleport around and get free hits and downs out of it. It would completely wreck any but the most coordinated of 4-player groups, and even those would not be able to beat a good Singularity.
Like I said, I can entertain the idea of mediating a basekit Overclock Haste with a nerf to Soma Photo, as well as making Singularity more accessible for the average player but at the same time less oppressive around a generator cluster. If there would be a larger rework with the goal to make him less frustrating to play for the average casual player in order to up his pick rate, it could definitely revolve around removing EMPs entirely: they could make it so that whenever Singularity teleports to someone, they lose Slipstream, and any pod Singularity uses to tag and/or teleport from destroys itself.
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Singularity is already a powerful killer that 4ks most of the time in the hands of a good player, including in tournaments. Watch KnightLight's Singularity and you will understand that he is much more oppressive than EMPs are to him.
https://www.twitch.tv/videos/2160253423?t=0h41m43s
https://www.twitch.tv/videos/2149025395?t=0h47m54s
https://www.twitch.tv/videos/2149841644?t=1h59m9s
https://www.twitch.tv/videos/2142352855?t=2h24m58s
If you don't like tournament DbD, watch some pub player like https://www.twitch.tv/harrybotterr win most of his matches with ease.
I could agree with making Singularity more accessible for players that don't like to learn and challenge themselves too much since he does require a lot of awareness, multi-tasking and decision-making, with an average casual player already often being overwhelmed with the mere mechanics of setting up a pod, switching into it, tagging someone, switching out again, then shooting to teleport to them, and doing all of this swiftly. But it would definitely not be straightforward buffs, and anything they do to him would absolutely have to go in hand with making him less oppressive in 3-gen scenarios in my opinion, which is a major problem of his design.
I don't think he is dependent on Soma Photo in the way some people make it out, it's just that Soma Photo is an incredibly good add-on that that makes it so almost any teleport will result in a hit, or at worst a pallet gone instantly. I do however agree that it would be neat to have a bit of Photo basekit, with a nerf to the add-on itself to compensate.
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From some of the posts on the forums you'd think they want 120-second gens and buffs for all slowdown perks. And they would still be calling the game "incredibly survivor-sided" and "basically unplayable".
Anyway, I would take it, from both roles' perspective. It's not at all rare that slowdown perks can make for more than a total of 150 seconds of stall, but not only would this be much more consistent of course, but most slowdown perks only come into play after downing and hooking survivors or otherwise applying pressure, whereas with longer base gens, even lesser killers could more reliably have a better early game and less often lose gens for their first hook. And they would of course have those slots for chase perks and such then. Although I would probably want to see some adjustments to camping and tunnelling to go with this, since they would be even more effective with longer base gens.
I think rather than increasing the time to repair however, a good way to slow the game down would be to hide generators better (more randomized spawns, perhaps removing the headlights), as well as revisit the "early game collapse" idea, where you either block all gens for a minute (ending if a chase begins before that minute has passed), or simply have Corrupt Intervention basekit.
Another approach would be to rework slowdown perks such that they are at their strongest if a killer does not camp or tunnel. Examples would be Weasel granting 30% regression on fresh hooks, 20% on second hooks, but none on death hooks. Or yet, granting 50% regression on the gen furthest from the hook that has progress, highlighted for the killer. Pain Resonance granting 30% regression on every fresh hook, but this being reduced to 0% if a survivor is sacrificed. Ruin again regressing gens at 200% base passive rate, but also again disabling itself once a survivor is sacrificed. Grim Embrace blocking gens for 10 seconds for every gen left to repair at the point of it activating, incentivizing the killer to go for fresh hooks as early as possible. And so on. And then other perks that also encourage spreading the pressure like Thanatophobia and Barbecue could be buffed, with Thana perhaps also slowing down vaulting speeds, and Barbecue granting a continual movement speed boost for every fresh hook on a token system, losing a token whenever a survivor is hooked for the second time. There's a plethora of simple and obvious ideas to create very potent and impactful slowdown perks that however are contingent upon not camping and tunnelling.
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I would really like to see the match because there are obvious gaps in your description here where minutes upon minutes flew by without it really being apparent what you and they did. I would also like to point out that despite all of what you are describing here (break-neck gen efficiency, coordinated plays, bad perks, challenging map), you almost still got a tie, and most likely could have gotten it because if your hook is close to an unopened gate and they made it all the way to the other, as Slinger chances are there was something you could have done to get someone. Tunnelling and camping can allow even a perkless, low-tier killer to get at least 2 kills in most scenarios, and while that may not feel like a draw to the killer player, it simply is, and as long as this is possible they simply cannot change gen times. It would have to go along with nerfs to camping and tunnelling, otherwise they would be sure-fire ways to 4k every match (which they already are in most matches as it is).
I will say that I think one great way to go about prolonging matches would be to randomize gen spawns more and to perhaps even remove the headlights from them, such that they are more difficult to find. Indoor maps are consistently the most killer-sided in the game statistically, for which there are various reasons but major part is absolutely the decreased gen efficiency because it is difficult for survivors to figure out where gens are - they spend a lot more time looking for gens, identifying gen spreads, don't know which gens other survivors are doing, hell, have trouble finding their gens again after leaving them, all of which also makes regression stronger.
On a more general note, I wonder what your winrate as a 4000-hour killer main is, and whether given your general experience with the game you really think it would be necessary to nerf gen speeds because this one time a (chaos mode) match ended quickly and you barely didn't manage to get two kills. My wager is that you win 80-90% of your matches as it is, or certainly that you could if you simply wanted to (i. e. were to camp, tunnel, slug, etc. with a vengeance). You could probably even go on winstreaks of dozens of matches. While big part of the reason for that is the matchmaking system, that simply is the reality of the game, as long as they are not reconsidering on the matchmaking and make it more strict, I cannot help but feel complaints like this are always tinged with entitlement of wanting to win the lost/tied matches too that experienced killers get once in a blue moon. If people were actually looking for fair, balanced, competitive gameplay, the thing they would first and foremost be complaining about is the matchmaking that most of the time creates lopsided matches, so much so that good killer players barely or actually never lose, can go on winstreaks of hundreds if not thousands of matches in a row, have winrates of 99.X%, do challenges where they go on winstreaks while going perkless and add-onless, being AFK for some time at the start of the match, refrain from camping and tunnelling, 4k at 3+ gens left, and the like. It's all been done various times.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728879#Comment_3728879
The problem is that bhvr is just not very good in balancing thoses ways to fight back.
Xenos turrets are no threat to a good xeno player while singularitys emps often feel like you are not allowed to use the cams at all.
In the end there where plety of games that did what op askes for and they all withered away and thats probably a sign
Perhaps so. I do think turrets don't do enough (although a little tip for the unaware: you need to place at least two turrets within close proximity such that both fire while one is being destroyed, this will actually give you a chance to pull Xeno out of power). I don't think EMPs are nearly as debilitating to Singularity as it is often made out to, at all. Good Singularity players are oppressively strong (not even only in pubs, in tournament settings too). It's just that Singularity is not easy to play.
I also think most of the flashlight burn mechanics were perfectly fine. It really was only Wraith that it was too punishing against, and they could have simply reduced the lightburn stun time on him, and/or given him add-ons against lightburn again. Many more killers could have had unique lightburn mechanics too. Now they're all gone.
Whether more means of fighting back would ultimately be bad for the game's popularity. Well, I'd also say "perhaps so". I do think survivors fighting back can be a frustrating experience even regardless of how "balanced" it is or not, simply because it makes the already fairly stressful killer experience more so (for the average player anyway), and unfortunately means of "fighting back" also often breed "toxicity". The average player will already find it fairly frustrating just getting pallet stunned, even though that is not much more than a minor nuisance. Flashlight saves, sabo saves, all of these things can be a source of great frustration for killer players, getting intercepted in their basic gameplay loop and the parts of this loop that should give them some time to unwind and relax just going through the motions.
Of course, on the flipside they can be really fun, funny and engaging on the survivor side, but yeah, maybe part of DbD's success has also been how relatively untouchable the killer is. But there are degrees to this, and again, the flashlight burn mechanic for one thing had existed for years without killing the game. I for one would take the risk of implementing more of this type of gameplay, and I think the devs' route of tying this innately to certain killers is not the worst of ways to go about it. Like I said, I would have wished for Nemesis to be much more of a menace that has to be kept in check with weapons. That could have been great fun.
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I have noticed on both killer and survivor that the stun range of pallets seems to have decreased ever since the engine update, or at least that it is inconsistent. Pallets have at times physically pushed be back without stunning me. Definitely something to look into. Stuff for a bug report submission.
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Some recent killers have brought with them innate means of "fighting back" to an extent, and I think it is a completely worthwhile gameplay dynamic. Obviously it is, anything that promotes interactiveness and proactive gameplay is welcome game design. That doesn't mean you should be able to kill the killer or stun-lock them or something silly like that, but means of engaging the killer offensively in smaller ways are good, healthy and we should long have gotten more of them. Might sound funny, but I had even hoped that survivors would be able to wield guns against Nemesis, who would be stronger or faster than other killers but slowed down or otherwise kept in check by these weapons.
Alas, with the devs having removed unique flashlight interactions (when flashlights are already among the very few means of "fighting back"), it doesn't seem to be on their agenda. Well, at least they are buffing saboboxes.
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Survivors: Not really, apart from very specific things. SWF: Yes. Loadout restrictions where between the members of a group, any perk, item, add-on and offering can only be present at most once. Leads to more loadout diversity, gets rid of ridiculously stacked SWFs, opens up design space for future perk/item/add-on/offering releases and adjustments because they won't be limited anymore by concerns of a group stacking and abusing these things in coordinated manners.
As for matchmaking needing to be more strict, that is something I agree with even independent of "balance" or SWF, and it in fact is all the more so relevant on killer because once you pass a certain skill/experience/knowledge threshold, the current (and past) matchmaking will consistently fail to give you competitive opposition as killer.
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@Reinami said:
People forget that haste is better on survivors that it is killers. Yes, 5% haste TECHNICALLY gives the killer more movement speed than 5% haste on a survivor, but what is important in DBD is not the absolute movement speeds of either side, but the differences in the movement speeds between either side.
For example, imagine this scenario where there is just an infinite straight line, and the survivor and killer start 20 meters apart. The survivor runs in an infinite straight line for both hits. How long does it take the killer to down this survivor in these different scenarios? Lets do the basic math:
With a 4.6 m/s killer and a 4.0 m/s survivor, the math works as follows.
- The killer closes the gap at a rate of 0.6 meters per second.
- The attack hitbox of a killer extends out about 2 meters.
- A lunge, increases the killers movement speed to 6.9 m/s for 0.8 seconds, and during this time the survivor is able to move 3.2 meters. So a killer can max range lunge a survivor at 4.32 meters away.
- Post-hit speed boost lasts 1.8 seconds at 6.0 m/s for the survivor
- Post hit attack animation is 2.7 seconds for killer, in which they can move 0.46 m/s
Knowing those, it takes the killer:
1st hit: to close a gap of 20 meters (with the 4.32 lunge factored in) takes 26.1 seconds.
2nd hit: survivor gains 13.158 meters of distance, to close that gap takes 14.73 seconds.
Total: 26.1 + 14.73 = 40.83 seconds.
Now lets do the same math, with the killer moving 5% faster:
So a 4.83 (which is 0.23 m/s more) m/s killer against a 4 m/s survivor.
1st hit: to close a gap of 20 meters takes 18.89 seconds
2nd hit: to close a gap of 13.158 meters of distance it takes 10.65 seconds
Total: 18.89 seconds + 10.65 seconds = 29.54 seconds
Now lets do the same math, with the SURVIVOR moving 5% faster:
So a 4.6 m/s killer against a 4.2 m/s (0.2 m/s more) survivor.
1st hit: to close a gap of 20 meters takes 39.2 seconds
2nd hit: survivor gains a bit more distance of 15.12 meters, to close that gap takes 27 seconds exactly
Total: 39.2 seconds + 27 seconds = 66.2 seconds.
So you can see that:
Base: 40.83 seconds
5% faster killer: 29.54 seconds
5% faster survivor: 66.2 seconds.
- So a killer moving 5% faster, reduces the length of the chase by 11.29 seconds, or 27.6% faster chase
- A survivor moving 5% faster, increases the length of a chase by 25.37 seconds, or 62.1% longer chase.
So a survivor moving 5% faster, is much more significant, than a killer moving 5% faster. This might not make much sense, but its because the thing that is important is not that a killer gains 0.23 m/s movement speed and the survivor gains 0.2. It is about the DIFFERENCE in the movement speeds between both sides. So a killer moving at 4.83, is gaining 0.83 m/s of distance on the survivor, which is only a 27% increase. But a survivor moving at 4.2 against a 4.6 killer, has a difference of 0.4 m/s which is a much higher increase in movement speed. This is compounded by the survivor gaining this movement speed during their speed boost, which increases their speed boost even more, whereas the killer gains it during that post hit attack, which is basically nothing already.
This is why killer haste effects feel so underwhelming and why perks like MFT for example were SO much more powerful than people realized.
Huh, I used to think Haste on killers is more impactful not only because it scales from their greater base movement speed, but because every % of Haste is more impactful than the % that came before it. Which is to say, if you go from 100% to 101% movement speed, that 1% difference will be less impactful in terms of catch-up time increase than the 1% if you go from 105% to 106%. And so seeing as how killers already have 10-15% on survivors, I assumed further %s would also mean relatively more for them.
That's interesting actually, and obvious really now that I think about it: You can increase the killer's movement speed even up to lightspeed and the time to catch up to the survivor would still be non-0; whereas if you increase the survivor's movement speed even by just a couple % such that they match the killer's speed, the time to catch up grows to infinity. So any speed increase on the survivor side will weigh much more. Thanks for making me think about this.
As for the topic, I do think the Haste perks are really rather lackluster and could do with buffs, but then again, the same is true for the majority of perks in this game. Rapid Brutality is fairly potent on a select few killers (such as Singularity and Clown), and can get to be rather ridiculous alongside STBFL. But I still really don't think it needs to disable Bloodlust - BL deactivates upon hitting a survivor anyway, so what gives. Maybe they could even remove the basic attack stipulation. Batteries Included while fun for what it is is a bit too much of a gimmick, they could at least increase its range a bit. Game Afoot simply does not need the Obsession stipulation, that kills the perk outside of using it for fun synergies with stuff like Rancor. Unbound I haven't really had opportunity to test out much, I do think it might be fairly underrated because you will regularly be closer to a survivor after vaulting a window than you would be after breaking a pallet or hitting them, especially if you use something like Bamboozle or Superior Anatomy alongside it of course. Yet at the same time its activation condition and time window can be a bit too limiting. Ridiculously enough, even after all this time PWYF is still the strongest Haste killer perk, and in my opinion it is overtuned. 15% Haste is just silly, it removes the concept of "chase" from the game nearly entirely and it is also extremely boring for the extent of interaction between the survivor that ends up being the Obsession and the killer to often be an awkward dance of trying to farm stacks and trying to deny the killer from doing so. Not to mention the synergy with things like Myers' Tombstone add-ons, Pinkie Finger, Iridescent Head. I think they should have long reworked the perk to gain tokens on ending chase state on any survivor, not only the Obsession, and make it possible to gain more tokens but with a lesser overall Haste %.
On the flipside, I think Made For This was overnerfed. While it was clearly an impressively strong perk, it broke with the "Exhaustion perk on every survivor basically every time" paradigm, and I think it could have been balanced at 2% Haste. At the very least now that it has such a limiting activation condition that also opens up fairly easy counterplay for the killer, I think it should be 5%. Dark Theory on the other hand should be 3%. Blood Pact and even much more so Teamwork: Power Of Two are awful and awfully gimmicky perks that could also do with a buff or two.
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Nah, this is one of the few things that make Nemesis fun to play and at all engaging to play as and against, yields skill expression.
Nemesis already is the most mid of killers, that if anything could do with buffs (such as removing or shortening the sprint on tentacle hits that inflict infection) and certainly with zombie improvements and an add-on pass.
What they should definitely do though is fix bugs with the tentacle strike animation where winding up, whipping and unleashing can all fail to be properly displayed. And yes, they should show the blue stuff in the air for as long as the hurtbox of the tentacle lingers, which would also make this lingering/strafing aspect much more intuitive to use and play around.
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I think people often forget that killer "tiers" are comparing the killers among one another, they are not a measure of how viable they are in their own right. The "weakest" killer in the game could be strong enough to 4k every single time and yet they could still be in F tier because there are other killers that are comparatively more potent at 4k-ing. And believe it or not (well, there is plenty of evidence for this, so it isn't really a matter of belief…), in DbD it is actually true that the killers regularly seen as the weakest (such as Freddy or Legion) can 4k most of any match in the hands of a good player.
A killer being B/C tier doesn't mean anything in terms of whether you can win with them, how "viable" they are, and whether or not I agree with Unknown being mid to low B or even C tier (I don't, people 4k on Unknown even in tournaments), they are perfectly viable enough to be able to win most of any match you will get in this game (meaning public matchmaking). Evidenced by long winstreaks and high winrates good players have on this killer, demolishing most groups they face fairly handedly.
I will say Unknown isn't the easiest killer to do well with, which factors in majorly to how well average players will perform because average players are not great at the game. And I do find that add-on choices matter quite a bit. But as with most of any killer, if you are struggling to do well the first thing to look at is your own gameplay (even if there definitely are quite a few killers that could do with buffs, albeit Unknown in my mind is not one of them, at most they could make them a bit easier to play such as by having a trajectory and bounce indicator for the UVX, and compensate for that with more means of losing Weakened).
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When I'm on killer myself, I almost never do it. Searching for a last survivor that is only trying to hide is much more boring than racing them for the hatch/playing for gates after closing it. There is at least some tension and excitement in the latter scenario, and it usually ends faster. And I regularly give the last survivor hatch anyway. Exceptions exist however, such as when the survivors were going out of their way to try and be annoying, BMing or hiding all match or the like. Then I sometimes if still rarely will try everything in my power to make sure the last person dies as well.
On survivor, instead of hiding when the killer is slugging the second-to-last survivor, I will often simply reveal my position and go for a chase or play aggressively to pick up the other survivor. I might still survive until the other person bleeds out, then having a chance to get hatch regardless. Or we might actually get gens done. Both of those scenarios are unlikely, but in either case, I just do it because having a chase is more engaging than trying to hide. Exceptions being things like a killer that went out of their way to be obnoxious, so as to not give them the satisfaction or knowing that they would hump me for 4 minutes if I gave them the opportunity to.
I do think unless challenges are in effect, it takes a particularly boring or petty person to slug for the 4k, especially in matches where they won decisively against what was clearly lesser opposition. I feel the same way about the last survivor hiding, but to a lesser extent because they have less agency over the situation, and they are in a lost spot hoping for a lucky escape and not playing to "win more" when already in a winning position.
The 2v1 and 1v1 endgame scenarios could still be tangibly improved upon such that they don't yield these unfortunate situations that lead to slugging, hiding, stalling, hatch stand-offs, unwinnable positions, and so on.
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I don't get why people want a fairly balanced solo experience. The great thing is that the game already has multiple game modes, with the polar opposites that are solo and 4-player SWF scenarios, and the gradient experiences inbetween (duos, double-duos, trios).
The killer player is supposed to have an edge in the scenario of an uncoordinated group without communication to create a suspenseful, stressful horror-type experience for the survivor players. A lot of things are unknown and the survivors have to figure out what things are in play, how their fellow survivors play, work around them, rely on intuition and experience. You don't expect to have a fair shot at surviving here, you embrace the chaotic and unfair nature of the game as an experience of "horror".
And then there's the scenario of a full coordinated group with communication, making it a much more strategic, competitive game, where tactics, harmonic loadouts and call-outs can be used to optimize gameplay. The appeal here is seeing how good and consistent you possibly can get, how well you can navigate situations, which builds you can make work, how good the killer players you can beat are, even going into custom matches.
Duo scenarios can generally be said to fall more so on the side of "horror" but navigating this chaotic environment with a friend, with more of an expectation that you can at least pull off some plays somewhat reliably and not find yourself in a total crapshoot of a game to try and somehow escape from, and at the very least with the possibility of making fun of all the weird and bad stuff that can happen with random players. Trios then are more on the "competitive" side, only you give yourselves a sort of handicap and liability, the appeal being the challenge of trying to play around the wildcard random player to the best of your ability, "carrying" them.
I wouldn't want them to make solo more SWF-like, it would lose major part of its appeal. The chaos is the point.
Now that of course is not to say there aren't still things they could improve on for the different scenarios, there are a plethora. There are for instance camping and tunnelling that can be too potent against solo groups while also not necessarily always creating tense and suspenseful gameplay, and more so frustration and boredom than "dread" or the excitement thereof. They can also yield some of the latter, they do have their place in the game, but I believe they should be rebalanced in certain regards and to certain extents. There are also simply unwell-designed gameplay aspects that affect solo groups disproportionally and that should be addressed, such as various endgame situations. SWF on the other hand can be a little too coordinated and make the game be a little too tilted in the survivors' favour (against quite a chunk of the killer roster anyway), and this balancing gap does warrant adjustments. My preferred remedy for this would be to restrict perks, items, add-ons and offerings in SWF groups, such that each can only be present at most once between the players of a group.
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I second this suggestion. We need separate volume controls for the menu. Apart from the incessant chirping, there's the deafening bloodweb sound effects, too. Having to turn the volume down and up again constantly is not ideal, especially because the slider cannot be set in an instant, it takes some time.
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Good fun, it's an easy and obvious but also completely worthwhile Modifier that I for one would hope will be returning more often or even become a mainstay.
I have often experimented with perks (at least those that are at all worth trying out), but the appeal here is that everyone is using random perks. That means you also get to see the impact some perks may have on fellow and opposing players that you otherwise rarely if ever really get to see, making it easier to gauge their value. It also creates many more unexpected interactions and situations, and trying to figure out which perks are in play becomes much more interesting and challenging. And in general there is the appeal of having to make do with whatever you get, the excitement of getting good stuff, synergetic builds, the fun factor of the comically bad stuff one can get.
What I will say is that add-ons, items and offerings should have either also been random or disabled altogether. Most people will obviously be using the strongest add-ons, items and offerings they possibly can, since they know they are unlikely to be getting the strongest of perks. It would create much more chaotic fun, the reveal on the offering screen and on loading in. Hell, in my suggestion for a Modifier of this sort I even wanted cosmetics to be randomized.
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I assume the reason they decided to do this now is that Vecna can fly through windows and they didn't want Bamboozle to interact with that.
…To which I'd say: As it stands, Vecna's abilities seem pretty underwhelming, and that's without even talking about magical items that can make them even more so. If anything, windows being blocked upon Vecna flying through them should be basekit. Certainly Bamboozle didn't need this nerf whatsoever.
As someone that enjoys playing Legion, I hope this is an unintended change, or if it isn't, that they will reconsider on it. Edit: Oh, it's actually in the patch notes, so it's definitely intended. I guess this is my first bit of PTB feedback, then: This "bug fix" is not needed, not with regards to Vecna or any of the other killers that can vault windows using their abilities. And if this "fix" is intended to bring about "consistency" of killer powers not interacting with perks in unique ways, I implore you to reconsider on this "consistency" philosophy. You are actively taking unique and uniquely engaging/interesting gameplay out of your game, just like you did with, among others, the flashlight burn mechanic or Franklin's/Hoarder not applying to special items. You should if anything be doing more to implement and encourage such unique synergies.
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I wasn't a big fan of this "system" the first time they had experimented with it, and I'm also not a fan of this "iteration" on it which is really just the same thing with most of the accompanying changes removed.
First of all, mori kills could actually become overall more rare now that there won't be offerings for it, and they absolutely will become more rare on an individual player basis (as killer currently we can of course bring the mori offerings and kill vastly more people with them than we will with the finisher mori). This constitutes a nerf too, because mori offerings can be used to play around things such as DS, flashlight, pallet and sabo saves and so on. And secondly, I think the finisher mori mechanic will encourage "slugging for the 4k" even more, because people will want to get that cinematic conclusion to the match, and this refusing to kill the second-to-last survivor is a tiresome, tedious gameplay aspect that should long have been addressed to begin with.
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Absolutely, skipping out on a dark castle map now that we are set to actually finally be getting a vampire chapter in DbD is incredibly disappointing, all the more so because of how integral to Castlevania its environment is and how much of a horror essential castle settings in general are. Then I would have much rather gotten a vampire character that is not associated with a franchise, it will just feel a bit out of place.
And the castle could even have been the first map to have more than two floors, introducing something wholly unique.
I'm still excited however, and hoping the killer itself will be everything people had wished for and more, with regards to a vampire.
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Most people playing this game are pretty mediocre (at best) at it, there is much more skill and depth to it than most people casually assume or give it credit for, most people don't reach their personal skill ceiling (or rather: skill plateau) before thousands of hours of gameplay, and there are a plethora basic, fundamental mistakes you can regularly see even high-hour players make. And most people even upon reaching their plateau do next to nothing to try and improve, such as watching and learning from better players' gameplay and tutorials, thinking practically about and practicing specific things such as mindgames and pathing, experimenting and challenging themselves by trying completely different strategies or tactics or putting restrictions on themselves (e. g. never break a pallet so as to get better at outplaying them, never drop a pallet so as to see how much you can get away with, never use M1 as Billy, don't use perks, or the like) or by looking for scrims and 1v1s to compete against consistently better opponents. Most people simply play pubs and fall into a comfort zone and play patterns beyond the boundaries of which they are not really willing to think and learn about and practice the game, to continually challenge themselves and improve in ways they within that zone cannot even conceive of, plateauing.
And they indeed don't seem to critically analyze and evaluate their own gameplay, they rather blame everything but their own performance for things that go wrong, they don't actively try to improve and are in a sort of denial about how much room to improve there is for them, the amount of mistakes they make. They might be afraid of the rude awakening actually doing stuff like scrims and 1v1s would be, an environment where you cannot blame anything but yourself because other players are competing and outperforming with the same conditions. But this wake-up call is what would start a lot of people on a path of learning and improving in ways that make the game enjoyable and engaging on levels they had previously been more or less completely oblivious to. And a path that can make you become good enough that the game's main gamemode starts to become child's play: pub matches are pretty much a joke for players that have broken through this plateau and casual mode of playing, so much so that it is trivial for them to go on winstreaks of hundreds of matches in them, even without using perks or add-ons. This is all the more so true on the killer side because doing the same on the survivor side obviously requires 4 such players teaming up.
So yes, I am dumbfounded every time people talk about how difficult and unfair the game is for them and how much still it would have to be changed, when it is factually and demonstrably true that good and even just decent players win the vast majority of their matches handedly. The reality is right there for them to see: If you improve at the game, you can leverage your skill, smarts and experience to win more often in DbD than most other popular competitive multiplayer games could allow one to. If there is a problem with the balance and fairness in this game, it's the matchmaking that makes it so players beyond a certain threshold of skill and experience barely ever lose because they are almost never facing anywhere close to competitive opposition. Imagine hearing about a game where someone went on a 2000-match winstreak and at the same time hearing countless complaints about how impossible it is to win. Most of these balance complaints are regarding killer gameplay, which makes it even more puzzling to me, because again, especially as killer where your performance potential is not at the mercy and whim of 3 other players, you can become so good that you can win with a ridiculous consistency, which is more so the actual issue. It is even more mindboggling to me to see mediocre killer players that still win 70-80+% of their matches (already a ridiculous notion in other games even for some of the world's best players in them) and yet incessantly complain about the game's balance and fairness, saying it is skewed against them. So many people in this game don't appear to want to challenge themselves and other equal or better players, they want to win basically every time, even if it's against toddlers, and yet they want to have their "I'm a really good player" cake too, so they pretend or make themselves and others believe they are at a severe disadvantage and beating the odds, and excuse the occasional loss with how it supposedly was "physically impossible" for anyone to ever win in that instance.
DbD due to its matchmaking if anything is a game that more than most other competitive multiplayer games (certainly of comparable popularity) enables one to leverage skill to win the overwhelming majority of one's matches. To a fault. A 2000-match winstreak (1947 to be precise) would be unthinkably scandalous in any such game. The major balance flaw the game in its current (and past) state has is not how difficult it is to win, it's how easy it is to win. Again, all the more so as killer, since as survivor you need 3 other players of your skill/experience level, ideally with voice comms, all being on the same page about strats and how hard to try to win and so on to be able to win with a comparable consistency you can as killer.
I have posted these before but I will gladly again: Here are Discord invites for DbD League (https://discord.gg/JKeBcgSh) and DbD Scrims (https://discord.gg/dbd-scrims-778702011553939490). On these servers, you can challenge people to 1v1s and scrimmages, either friendly or in a ranked ladder. Again, it might be a rude awakening at the beginning, but it will be an awakening all the same, and I promise you after a month or so of doing some scrims and 1v1s with some regularity, you will have grown as a player in ways you never would have in years of pub gameplay.
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To be expected that he would have uploaded a video showcasing only advantages it can give you as survivor, but not killer (making things so bright people can't hide, making their blood, scratchmarks and cosmetics stand out much more, using a crosshair, …). He's biased and wants to spin everything to be "survivor-sided", even things like this where it is clear that playing as killer you can benefit at least equally as much, if not arguably much more.
I also find it funny that the people raving about "unfair advantages" like these are also often the ones that make the game out to be super casual and not competitive. So what is it, do you just play for fun and don't care so much because it's a """party game""", or are you obsessed with winning and "balance", and need excuses every time you lose that take away responsibility from yourself and don't point to skill differences between you and other players? Tru3 factually has a lot of room to improve as a player, but he never really acknowledges this. Nor that despite him not being the best player, he still wins most of his matches. If he actually cared about balance and fairness and all that, he would be ranting instead about wanting a better matchmaking where he actually regularly faces players that can make his games difficult, and does not end up winning 80+% of the time. But that is of course not what he and countless other players actually want - they want to keep winning most of all of their matches, and yet still constantly rave about how difficult and unfair the game is for them and advocate for it to be even easier such that they also win those rare matches they currently don't.
In general it can be said that since you are not playing against other players of the same role, the "advantage" you get over other players of your same role is irrelevant. It is not a direct advantage you gain over your opponent because your opponent is always playing a different role, so it is not a 1:1 upside you have over them. But regardless, yes ReShade/GPU filters objectively give an advantage over not using them, and while I also find it silly and ridiculous when people use filters that look so outlandish and weird and destroy the "aesthetic" of the game such that it is clearly only meant to give an advantage, the filters where you just brighten up the game a bit, sharpen it, and increase colour saturation across the board (so not isolating reds or whatever) are completely fine, make the game more enjoyable and visually appealling, cause less eye strain, and they are also something you will never be able to prevent because these can be achieved on a GPU driver and even monitor-level.
I would not bemoan the blacklisting of ReShade in DbD, but I also know it is by far not the issue some people make it out to be, and as opposed to what they may claim is one of the last reasons why they may have lost to someone. I guarantee that most of the time, they lost because that other player played better, and would still have beat them without filters too.
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I haven't had any issues whatsoever, which is odd. Here are a few ideas for things people can try:
Clear your DirectX shader cache. The game will rebuild it during your next session, might clear up some issues with shaders from the previous build being utilized?
Update your GPU drivers. As the game is now being run on DirectX 12 by default, some old drivers may not be optimized for that API.
Run DbD on DirectX 11 (-DX11 launch parameter). It is said that generally newer hardware should benefit from DX12, but it depends on the game's implementation too, and regardless, doesn't hurt to try.
Run DbD in fullscreen mode (as opposed to windowed fullscreen). Disable VSync. These are the optimal settings for improved performance and low input latency.
Disable TAA and FSR if you use them. FSR might add some latency, and generally DbD's implementation of these techniques might not have translated well into the new engine. Again, doesn't hurt to try.
Cap the game at different framerates. I suspect people on 120fps are experiencing rubberbanding and simulation stutters more often since the update, likely because it exacerbates instances of server-client desync. So for the time being, you could try 60 or 90fps. You can also use external means of limiting your framerate at other values, such as 100fps.
Change the graphics quality setting to something else and back again to whatever you had it at before, just to make sure the new graphics options are set to the same value. If you manually want to make sure these new options are not at fault, head to your GameUserSettings.ini and set sg.GlobalIlluminationQuality=0 sg.ReflectionQuality=0.
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I mean, them having 8 anti-tunnel perks in a match where you decide to go easy (i. e. not tunnel, I would imagine) is good for you. And no, them using these "aggressively" by seeking you out and trying to annoy you is not usually at all good for them - they are wasting a ton of time not doing gens or healing giving you free hits and downs and you can simply leave them on the floor and keep pursuing whoever it was you were chasing, prompting yet other survivors to have to leave objectives to pick them up.
Adrenaline and Resilience are overrated perks in my opinion. They are still really good, of course, but there are better, more consistent choices (such as Exhaustion perks). For Adren, I would hold that having perks that help you get into the endgame are much more important than perks that help you once there (particularly because an endgame with multiple survivors alive is already tilted in the survivors' favour, not seldom making Adren a bit of a "win more" perk), and Adren is only situationally helpful even if it comes to that, and can in fact even be detrimental (robbing you of Exhaustion perks or Resilience or the ability to 99% a heal to bait a hit or whatnot). Resilience for starters is not the "gen rush" perk people often take it for: you have to be injured first so that already means you have to have had killer interaction, in turn meaning it might simply do nothing for gens (and seeking out the killer to take a hit is of course not time efficient, Resi wouldn't make up for that even if it increased gen repair speeds by 20% or whatever). But then even if you are injured (and opt to take the risk to stay injured for it), Resi only shaves off 7.4 seconds of repair time of a gen, and only if you do it solo from 0 to 100%. The actual reason why people use Resi is the window and pallet vault speed increase, which however does little against the killers you actually regularly need help in chase against (such as Nurse, Spirit, Blight, projectile killers), because these ~100 milliseconds of a faster vault often don't mean much of anything against them. Sure it's really nice to have against M1 killers, but unless you have a high ping to compensate for, it's sort of a "win more" perk too, where if you instead just played it safe and well, you are already favoured to have decent-enough chases anyway.
Flashlights are among the worst items in the game in terms of playing efficiently or optimally. Sure you may get a flashlight save every then and again (if the killer isn't playing around it or in rare instances where they can't) which can be rather impactful, but on average you are regularly just wasting a huge amount of time not repairing gens trying to get saves that won't work out, and also risk taking hits and downs for it, creating snowball potential for the killer out of nowhere.
Haddonfield is now a pretty decidedly killer-favoured map (having jumped up from 27th place to 6th place in deadliest maps on Nightlight). For Wesker (and other killers that can deal with windows) I would have said it was killer-favoured even before the rework, because the major thing that made it good for survivors were the windows of course, but if Wesker uses his ability to vault after the survivor they basically never made it to another window.
Whether you actually "went easy" on them is also another question. Laurie has a pretty low bloodpoint count, she can't have been doing too many things throughout the match, so I wouldn't be surprised if among your first 6 hook stages, 3 had been on her.
None of this is to say that this likely wasn't a well-played match by you. It's just not really all that impressive or notable, random average pub players even if they're armed to the teeth are fairly easy to handle for experienced and/or skilled killer players, and if they aren't on voice comms that is exponentially more true. I would also say that going without perks and add-ons, this kind of group should be the precise challenge you are looking for. Personally I tend to go out of my way not to camp or tunnel, but then I do occasionally enjoy going with a blank loadout and then trying my hardest to win, employing every trick in the book. Makes it more of an actual challenge and a thrill to see whether and how often you can still win.
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They said they hoped to address the recall time bug in a hotfix, but that unfortunately hasn't happened yet.
Just for the curious: The Arkade did a showcase of a pub Twins player without any comp experience (as far as I know) against X9, one of the best teams in the world right now. 5 matches, 5 4ks - https://www.twitch.tv/thearkade_/video/2133917069.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711165#Comment_3711165
Like I said, I despise stealthy survivors, but in general, not just when they are losing and want to get hatch, I don't find it more or less annoying during specific parts of the game.
Hiding in general in a match however has various strategical/tactical benefits and can be done with the express intention of getting gens done and escaping. Don't get me wrong, as killer I still much prefer to be in chases all match long (and particularly dislike when survivors hide despite me going out of my way to not camp or tunnel), but stealth is an integral part of the game. It's just that in these endgame scenarios, it is not done with any goal of progressing the game in mind, let alone winning, just with the idea of hiding indefinitely in the hopes that the other player gets found, that the killer grows bored, or just to be a petty or the like. Players hiding for the sake of it is just much more common here, and the reasons are clear.