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mightymaltim

mightymaltim

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mightymaltim
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  • The added variety is a breath of fresh air. I would really like to see a class for each side that uses totems; boons for survivors and hexes for killer.

  • @Mandy said:

    Hello!

    Quickly diving in to say thank you to all for this discussion, this is something that's been investigated by the team and we hope to have a resolve for the release of the next Chapter (so yes, next week!). We thank you all for such a thorough discussion!

    Thank you very much for the heads up, we appreciate it!

  • It's worth saying that this also makes certain killers stronger because survivors need access to their props as a form of counter play: Singularity's EMPs, Freddy's clocks, Pig's Jigsaw boxes, etc. So this is not an exclusively killer-sided issue.

  • Just wanted to say that I would also really like to see this change. I know you guys have been working very hard towards this release and it seems like a simple fix that would go a long way towards improving the general reception of Springtrap's debut. It would be a shame if the most interesting and interactive part of his power was diminished due to the effect of an event offering.

    If it's not as simple of a fix as it seems, could you tell us why that's not the case? You guys have been much better with communicating us as of late and I think an official statement on this matter would be greatly appreciated!

  • I would also appreciate this change. This isn't only a negative effect on certain killers. It makes others stronger because survivors are the ones who want access to killer props as their form of counter play. Singularity and Freddy come to mind. Survivors are the ones who need to collect EMPs or grab alarm clocks. The fact that something as innocuous as extra chests from offerings can buff certain killers while nerfing others just doesn't feel right from a gameplay perspective.

    I periodically play Sadako and I am looking forward to playing Springtrap, but if the Anniversary offering is going to add chests like last year's offering did, it's going to severely downgrade the most interactive element of Springtrap's power making him much less interesting to play as or against. I know you have been working very hard up to this release but this feels like a simple fix that could drastically improve the reception of his debut.

    If it's not as simple of a fix as it seems, could we please hear why? You guys have been much better about communicating with the player base lately and I think an official statement on this issue before the next update would be greatly appreciated.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874924#Comment_3874924

    I think it's better for killer objects to take priority even if it nerfs killers like Pig. The reason being that making killer object spawns more consistent between maps would make it easier to buff weaker killers who can be oppressive under very specific situations.

    Yes, that's what I was saying, apologies if I was not clear. This wouldn't be a change that would only buff a few killers. More killers would actually be nerfed by it but this would lead to a more consistent experience within the game and leave a few less things up to chance, which I think is a good thing.

  • It's also worth mentioning that this has a varying effect depending on the killer. It negatively impacts Alien, Onryo and Plague as their belongings give them access to their powers, while making the powers of certain other killers MORE oppressive. Freddy, Pig, Nemesis, Wesker, and Singularity benefit from these offerings because they have interactable elements that survivors need to access in order to counter their powers. Shoving them towards the edges of the map makes them less accessible, especially on larger maps.

    The most egregious example are Pig's Jigsaw boxes. If a lot of extra chests are added from perks and offerings, it increases the likelyhood of the boxes getting shoved to the edges of the map. Add in a large map and a screaming perk or two and you have a recipe for easy RBT kills. Is this an intended synergy? If it isn't, then the spawning order for killer belongings and chests should have their priority order addressed. And I say this as someone who enjoys playing Pig.

    There's a lot power disparity between all the different killers on the roster. It's unlikely that this game will ever be truly 'balanced' but consistency is a worthwhile goal, and it feels like this particular issue should be easy to address.

  • @HolyDarky said:

    Ture. I've noticed these clipping issues too and it is kinda disappointing because this Cosmetic looks amazing and I really love it but the clipping issues make it look rather cheap. Even if you don't see them in the match, you see them in your menu and it feels so sad. It is understandable when you have little clipping issues when pairing it with a different cosmetic - the alternativ would be a linked set and this would be even more sad. But having clipping issues on the full set is sad :/

    The cosmetic team always do an amazing job with the cosmetic and this cosmetic looks good so I hope they will fix at least the biggest clipping issues.

    Yeah, some of the other cosmetics have clipping issues with other sets but it's usually not as bad as this. Even if they only fixed the hoof going through the face I'd be happy. That's the main issue for me.

  • I think the vacuum thing could be solved with another line of code telling it to not spawn within X meters of another interactable object. The increased number of obstacles blocking Huntress's and Trickster's shots isn't something I considered. From what I've seen of this game's hit boxes it might not be big enough to pose an issue but that'd be something to think about.

  • @HexHuntressThighs said:

    The main issue is that the two killers in the game that have to drop chase and go refill their power are abysmally slow and have nothing to fall back on. On TOP of having maps with bad locker spawns. At least they made Trickster 115 so he can wrap up a chase if he runs out of ammo. Nothing can be done to solve Huntress's issues without completely reworking half of the maps in this game because there is so much random garbage everywhere. Dredge's issues could be solved by more lockers though. Your idea might be the best way to implement it honestly.

    I wonder if it would be possible to increase Huntress's speed to 115 once she's out of hatchets. Could be chalked up to her no longer being burdened by all that extra weight? And then once she reloads she drops back down to 110. This would at the very least make her a standard M1 killer when she's out of hatchets. But I don't know if that might be too disorienting for both the Huntress player or the survivors trying to loop her.

  • @HolyDarky said:

    They could use the spawn locations for Sadako's TVs and Xenomorph's Controlstrations and say "if you play Huntress, Trickster, or Dredge" a an extra locker will spawn nearby a Generator to avoid locker deadzones. They could give these lockers a blue print so survivors understand that it's a killer only locker and not a normal one. It would be a simple but very helpful solution because locker placements is unreliable and makes these killers, especially Dredge, extremely map depented. Of cause, these spawn logic is not always reliable but still better than nothing. It feels so bad when you play Dredge and can't use your mobility due to bas map design

    They COULD do this, but that would add yet another killer that is able to teleport directly towards an object next to gens (or 4 if you count Freddy teleporting directly towards gens themselves) and I would worry that this would result to all the teleporting killers being too similar? It's nice when lockers ARE next to a gen, but I don't feel that's something I necessarily need as Dredge 100% of the time. This would certainly solve the problem but I guess I'm just hoping for a more elegant solution than that.