mischiefmanaged
mischiefmanaged
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@Equus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765331#Comment_3765331
I have linked my Switch to steam and the auric cells from the Switch were added. I had 650 on Steam and 50 on Switch and now I have 700 auric cells. 😁
I think those might be Auric Cells from the Rift. I synced the accounts and checked and the Switch version has a different number than my PC version.
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@OmegaRejectz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765321#Comment_3765321
how did you purchase them? Via Auric Cells? Via platform Store? Which platform?
Out of curiosity, do you know if purchases made with Auric Cells for characters on the Switch will get shared in cross-progression? Not the Switch DLC but the in-game store.
I switched from the Switch to PC a few years ago. When I loaded up the Switch version, I forgot I had abandoned Auric Cells there that I never spent because cross progression didn't exist. Trying to figure out if I should use the remaining Auric Cells to purchase a cosmetic or if I can purchase some of the newer characters.
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I don't know why you all are acting like it's dead. The only thing that's going to change is the first chase and maybe second then they'll tunnel that survivor since they're the only one who can't have dead hard.
If you go for the unhooker, they might have dead hard which is now active. Then killer mains will come back to the forums and say "dead hard is op and forces me to tunnel" which won't even be wrong.
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What are you talking about? Bots are only in custom games and only bring exactly what you give them.
Unless this is a mobile thing?
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It was intentional. They said in that update they wanted to encourage killers to kick generators as it would create a game where you interacted more with the killer.
Right after the change, some killers would start holding a 3 gen from the start of the match and never leave. They'd eventually lose if the survivors realized and just started always playing safe, but it took forever.
I also think the base kit 2.5% is stronger than people give credit to. The reason this used to not work is kicking was a waste of time that did nothing. Now it removes 2.25 seconds and stacks with Call of Brine to remove more.
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If dead hard is a guaranteed third health state against you, it's unlikely you're high mmr. It's a good perk but it's nowhere near that effective.
If you find tunneling helps you win more and you enjoy it, then do whatever. You don't have to announce it on the forum. Don't really be surprised when survivors don't enjoy playing against you though and don't be surprised when you start playing against survivors much better than you to the point where you can't get a hit. It's because instead of gradually getting better at chases, you won matches through macro play. So you'll keep getting matched against harder and harder survivors and the only way to win is to never give you a hook.
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My hot take is that OTR isn't even very good most of the time and it's definitely worse than previous DS.
With basekit BT, the most common situations are either getting hit before 10 seconds to force you into deep wound or stop body blocking, or waiting 10 seconds. OTR helps with waiting the 10 seconds, but you still have haste and 10 seconds is a lot of time to get to somewhere safe and force them to hit you before the endurance is up.
If you run current BT, that's 20 seconds and you get haste during that 20 seconds. OTR doesn't give any haste.
The thing that made BT/DS combination powerful was that DS stacked with BT. You could get hit into deep wound with BT, then go down, and have immunity from being picked up at all. If the killer picked you up, it instant revived you and you had enough time to get somewhere safe. That meant that the only options were to wait out DS or slug you. If they slugged you, someone else would come to pick you up or you might have unbreakable. The killer also didn't know if you had DS before the pickup. In the old meta, I'd run Unbreakable without DS to save a perk slot and it worked a decent number of times.
With OTR, you get more endurance, aura blocking is kind of nice, and old IW. But, when you're actually being tunneled, you're usually just hit directly off the hook and the endurance goes away. The IW tells the killer in advance that you have OTR because there's no other perk that makes you silent when you're injured. You now don't have BT or Dead Hard and have to mend for ~10-ish seconds if the killer does stop chasing you. It's also genuinely harder to see stuff while in deep wound. If you use it to offensively body block, you open yourself up to being tunneled and thrown on the hook again. Old DS you could use offensively and have no consequences.
I'm not saying it's weak. It's just nowhere close to the power of old BT and old DS in the old meta. And I personally think BT is still stronger in the new meta.
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If you play with no macro strategy and only chases (micro) you won't consistently win.
That's kind of the case with any game. You don't have to camp or tunnel, but sometimes that's the appropriate macro strategy.
If you camp and tunnel every game, you'll also lose because, while strong, it's sometimes the wrong macro strategy. If tunneling takes 2 minutes but you can get a down on another survivor faster, that may be a better macro strategy. If you tunnel, the other three survivors are glued to gens. If you don't, then one survivor spends time healing another survivor and one survivor is getting chased and they're not doing gens. If you camp, the other survivors give up on unhooking and stick to generators.
Being good at killer is knowing when to employ which strategy.
For what it's worth, I generally don't camp or tunnel much and pretty rarely get teabagged at the gate even when survivors escape. It's not even a big deal when they do since I had fun playing how I wanted to play.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341271#Comment_3341271
They are pretty much the same thing though.
My point is that BHVR have, since the 6.1.0 PTB, deliberately junked almost all the viable regression perks.
Thana? Worse than pre 6.1.0.
Ruin? Lol.
Pop? Meh.
Overcharge? Didn't even make it off the PTB, now worse than an empty slot a lot of the time (12 seconds is absurd).
Eruption? Bye bye.
So now it's going to be Pain Resonance all day, every day. Probably with DMS. Not because PR is fun, but because it's the only real game left in town.
So...what next?
Well.
Within a month, it's going to be wall to wall 'PR+DMS is unfair to solos and boring to face, nerf please'. And, once again, the word of the day is 'precedent'.
Yeah, I'm actually pretty salty about this one, because for a long while it looked like the developers were finally going to be a little more even-handed and considerate when it came to the killer experience.
The 6.1 update listed "make regression perks less powerful" as a primary goal. Of course it was deliberate. That was the reason gen times were increased.
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They seem to have also replaced the name chimera points with cells. Although, the help descriptions still say things like "costs cells".
I will say the prices seem more reasonable to me and using resources other than chimera points means I'll probably use them more.
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I personally think it's more taken as a criticism of the game and sometimes map design. Midwich is probably my least favorite map in the game as both killer and survivor because of it. The hook spawns are annoying to be sure, but the map is generally killer sided because it's so hostile to survivors. But, it's also ridiculously boring to play as certain killers because the only option for survivors is just to hold W through the hallways and it's boring and uninteractive to chase someone down an empty hallway.
In the game you mentioned, it sounds like more of a salty player and also someone who can't really differentiate between holding W and strategic looping and connecting tiles. It can sometimes be difficult as killer to realize just what the survivor is doing to outplay you so much and it can be difficult to see your own mistakes in the moment. With Nemesis in particular, there's not really a whole lot survivors can do in chase against him except for break line of sight and then try to make some distance. It's unclear to me what some killer players expect when they play a killer whose primary counter is running to a new loop and making some distance.
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You got Matchbox and Torn Bookmark backwards. I'm also pretty sure the add-ons to decrease blink charge times would both be too good and never run at the same time since it would untrain every Nurse player's muscle memory.
I quite like the reworked add-ons and I don't think there should be any that modify the range or recharge. Although I suspect the one that makes you move faster during the chain blink was bugged on the PTB. I couldn't feel a difference.
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You might want to recreate this topic in the PTB Bug Reporting section so it doesn't get lost.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310413#Comment_3310413
They go by data. Eyrie had a lower kill rate than average. If Midwich and Dead Dawg had a higher kill rate than average, maybe they would.
Midwich could be killer sided if there were ever any hooks within range.
Probably the biggest issue with Midwich is the door placements when it comes to balance. I'd consider Midwich a boring and frustrating map (most loops are pretty safe, few of them so the best strategy is to hold W, long corridors so it's just hold forwards since you can't break LoS, hooks are inconsistently placed, generators can be hard to find and hallway generators are very difficult to complete), but the actual level itself may be reasonably balanced when you consider loop potential and killer presence if not slightly killer sided. If hook placements were better, it would be solidly killer sided just on those alone.
The gates are really what make Midwich one of the most killer sided maps in my opinion. If the killer plays ruthlessly, the endgame is basically +1 kill on Midwich due to how close the gates are.
But the gate placements are there because of the structure of the map and can't really be changed at all without changing the entirety of a licensed map.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301531#Comment_3301531
What to much info do we get in your eyes?
We can see items and names wich can be blocked
I think items is too much and names, while they can be blocked, I don't really see why the killer should see them.
I can imagine that seeing the survivors and their cosmetics could be useful for just getting an understanding of the other team is useful just because it's 4v1 and it helps build a mental model of the other team, but I don't really get why the killer should see items as it seems similar to the killer being perks and I personally find it strange that the killer can creep on player profiles before the match starts.
I guess what is the affirmative case for why the killer should see these things?
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I generally agree. I don't personally dodge or change my playstyle (well maybe a little since I'll assume basic mindgames don't work on them and skip those), but I know others do.
The killer already gets too much information in the pre-game lobby. They don't need the prestige level too. Save that for post-game.
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Just run the Iri matchbox and the gray plaid flannel. Stick to short simple blinks when the survivor is close to you. You can replace the plaid flannel with the green one that disables your blinks on a hit.
Otherwise just practice blinks against bots. It doesn't take that long to learn the timing.
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@Sycamore said:
People haven't figured out that when the Killer starts carrying a survivor you can body block the Killer twice - yet. It's alright till that becomes all you see.
The survivor loses collision when they're hit so you can just walk straight through them and hook so there's really no circumstance where you can body block the killer twice with a single person.
For Dead Hard, the perk still feels too good and is still incredibly annoying. It's definitely much better than it previously was, but I'm not sure if it's in a good spot. I'm not sure how else you could change it though without effectively making the perk useless or just deleting it so, if this is its final form, I think it's in a reasonably good spot.
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I think there's mostly two reasons.
First, no survivor perk should be game defining. There are 4 survivors. It would be too hard to balance an already hard to balance game. The best survivor perks (Dead Hard, BT, Deliverance, etc) can be game defining from a single individual. It's really hard to make another perk that beats those without it being off the charts busted.
Second, I think a lot of the better perks from survivor really only show themselves as good in situational circumstances. The two best perks from the most recent chapters, Potential Energy and Reassurance, only come up if the killer is playing very sweaty and, despite what people on here act like, most players just play chill. I don't get a lot of value from Reassurance if the killer is just going to let me unhook easily because they're being polite and that happens much more often than the hard camping killers.
I also think there's been some real gems recently. I don't think Wiretap is meta defining, but it's pretty good itself. Fogwise is good although I think it's too situational. I think I also prefer most of the meta defining perks being older ones that are on free characters to avoid pay to play locks on the meta. I'm a bit disappointed the killer meta is so heavily favored towards licensed killers at the moment.
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Gonna have to disagree. Survivor meta is at its best place in years. Lots of different perks and viable builds and most of survivor gameplay comes from interacting with the killer anyway so new killers are also new gameplay for survivor.
Killer meta could use a little tune up, but I'm having fun with most matches.
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There are certain levels and it goes down one level every 24 hours. If you're at 6 hours, wait 24 hours, then DC again it'll go back to 6 hours.
It should clear itself within a week.
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@Mandy said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3291252#Comment_3291252
something the team is looking into right now!
It's working now. I'm signed up.
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I seem to be having difficulty logging into my bhvr account to sign up for the playtest. I'm not sure if it's just me or if it got overloaded.
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I think Call of Brine is the bigger problem personally. Eruption does nothing if you never get a down and it's one of the only perks that allows you to safely get a hook after a down before the generator gets completed anyway.
I also don't like how it's infinitely more counterable by SWF than solo queue players. I'd either like it to be harder to dodge for SWF or easier to dodge for solo queue with my preference on the first one.
One thing to also remember with Eruption is that, unlike the pre-6.1.0 gen regression perks, you don't get regression passively. You have to actively spend time applying Eruption to a generator and, if you don't because you need to chase a survivor, you get a dead perk. In the current meta, Eruption is one of the only perks that allows me to go for a chase without having 2 generators pop before I get a hook.
Call of Brine, Overcharge, and the default 2.5% regression for kicking generators are what are making the 3 gen kick meta. Eruption's ironically probably the healthiest of the combination since it's the only one of those perks that encourages you to actually go for a chase rather than camp next to the generator the entire match.
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She's a 110 killer that requires headphones and paying close attention to sounds to consistently get hits. Before they added the phasing sound, you could just stand still and survivors would vault into you and give you free hits because they couldn't tell if you were phasing or not. Or they would camp the pallet because they didn't know if it was safe to walk away while she was phasing.
Side note: After not seeing a Spirit for over a month, I have gotten Spirit as the killer in like 4 of the last 4 matches I've played on two different days with 4 different players running different builds from each other.
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I don't necessarily agree that Slinger is as rough as this thread makes him out to be.
One thing he is though is he is VERY punishing if you miss a shot. It's why the reload addons are basically needed. He's like Billy levels of punishment when you miss a shot and maybe worse.
When you're good at getting shots or zoning for shots, he's got one of the strongest chases. But he does lack a bit of map pressure though because he's 110 and his projectile has range (unlike Huntress).
For the adept, you might want to just use his power in the safe way rather than go for crazy shots. You can use his power similar to PH where you just aim to zone them away from a pallet and then hit them normally. If they don't try to dodge, you just shoot them. It's mostly a lose-lose for the survivor. If you want to get more advanced, Slinger can get some pretty strange shots through small cracks in structures and he can also shoot the top of the survivor's hitbox over certain obstacles. Survivor hitboxes extend above where their head is some amount especially the female survivors (all survivors are the same hitbox, female survivors are generally shorter, hence female survivors have an invisible hitbox above their head). Survivors don't try to dodge these shots as frequently because they don't really expect them.
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For me, the important thing was remembering that, as killer, you literally can't do anything that causes yourself to die or become otherwise unable to play the game.
You can play against survivors with a combined 32k hours and they still can't kill you in the game.
So, just don't worry about the results. If matchmaking puts you up against others who just started the game, enjoy it and maybe try some silly things to see if they work. If matchmaking puts you up against god survivors, then do the same thing. Spend the entire match chasing the clicky Nea who is obviously the best. Matchmaking will make your next match easier AND you'll get the experience of chasing a good survivor so you can catch her in the future. The worst thing survivors can do is say "gg ez" and maybe crouch at the gate, but it's a video game and who cares?
Also, if you're a person who responds to toxicity, make sure to pay extra attention to all of the wholesome survivors. Our brains have a way of concentrating primarily on negative things (threats) rather than positive things. You'll generally find most survivors are pretty wholesome and will recognize a killer who is learning and getting used to the game.
Just while you're starting out, I'd also avoid NOED and camping/tunneling. These are absolutely essential parts of the game and things you'll want to understand and use, but they're kind of newbie traps. Because they're so effective especially at lower levels, you'll rise more quickly to levels where you might spend the entire map frustrated that you can't catch anyone. Since you're challenging yourself more, you'll potentially lose games where you could have one if you had been more ruthless. I'd recommend just keeping things casual when starting out and not worrying about the result.
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Something else is, previous to this patch, the chase music would start if you were using your power and the survivor was running. This made it a lot easier to know if your guard was being placed in the right space. It seems this is no longer working as chase music doesn't start while placing a guard.
This behavior might have been a bug. Not sure if the two are related. That chase music when placing a guard was VERY helpful for placing a guard properly and it's now considerably harder without it.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3282886#Comment_3282886
yeah that is my experience. I think knight is way superior clown and your reasons perfectly summarize it. knight's ability to shutdown loops makes maps like Garden of Joy and Gideon's meat packing plant look like a balanced looping map. I have only two issues with knight for why I think he is not strong enough. The first is lack of agency to counter shift-W between loops which extends my chases without any ability to -counter it- leading to slow time of down and all the add-on being too situational in terms of effectiveness.
https://forum.deadbydaylight.com/en/discussion/comment/3282366#Comment_3282366
clown's anti-loop is probably biggest placebo anti-loop in the game. First of all, When it comes pallet loops, pre-dropping pallets is really strong at safe pallet loops because clown is not very good pallet eater-type killer. Most of the pallets that are safe, clown still has to break them. The purpose of anti-loop for killers is to shorten chases but the clown fails to shorten chases because the survivor can out-skill the clown's anti-loop in many situations. For example, if a survivor pre-drop a pallet and the clown throws a tonic at a pallet, breaks the pallet and the survivor gets 13 meters of distance, the survivor can account for the distance loss of clown's pink bottle. Suppose you have a pallet 12 meters away and a pallet 8 meters away, If you throw a pink bottle, the pink bottle allows you to catch-up 2 meters extra so now the survivor can only put forward for 11 meters which means that you can hit the survivor before he reaches Y pallet, but extra 2 meters of distance does not matter because the survivor can re-route to a closer a pallet(8 meter pallet) and still be safe. The summary of the problem is that clown cannot cut strong looping survivors off because distance gain per pink bottle is too insignificant if the survivors routing for pallet looping is high-level.
In term of rotating pallet loops/windows vs clown, If you are 180 degree adjacent to clown, clown has to walk around the long-side of loops which means he wastes bottle ammo for the "chance" that he possibly gets a 50/50 panic pallet slide from the survivors. If your guess is wrong, you will run out of bottles mid-chase which add's extra reloading time in chase where survivors can tactically leave loops and re-route back to same loop. Overall, my experience with clown playing pallet loops is that pallets that are long and somewhat safe have little variance in terms of time to down compare to another m1 killer simply because bloodlust is generally a safer option than using clown bottles even though it takes longer to acquire bloodlust 1 and bloodlust 2 because at least when you get it, your nearly 100% certain to get a hit where as Clown is just doing optional guessing with clown bottles where a single bad chase as killer can be a total loss for clown due to the gen speed of the game. Another thing to keep in mind is that clown is not very good user of generator defence perks because he has no mobility to kick generators and no tracking tools to make informed decisions(his entire macro game is blind).
Even when you are smashing survivors consecutively at loops, your map pressure still sucks and generator still fly even if your using RPF.
One of Knight's best maps is probably Gideon. The guards ignore pallets and that makes the god loops completely unsafe. Since the map is small, it's also really easy to get a hunt started and survivors accidentally run into dead ends constantly.
When I first started playing him, I thought breaking pallets quickly with guards would be more common. I've been finding that using the sounds to locate survivors, place a guard, then start a hunt just make it to pallets don't exist in a way that's only replicated by Nurse.
I don't think he's as good as Nurse by any means. The hunts and damage states are too slow for that and his miss cooldown is much higher than Nurse. I'm mostly just saying people are underestimating just how strong he is when a hunt gets started and his ability to ignore pallets entirely is mostly unmatched outside of Nurse.
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So I played another match and I was able to break pallets in this one. Whatever was causing the guards to automatically break pallets before might now be preventing pallets from being broken when the same thing triggers.
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I think Knight is stronger, but Clown can end chases faster. To be fair, Clown can end chases faster than a lot of killers.
I think Knight deals with macro play more easily and I think he gets hits more consistently. You can either choose to use his power to harass or you can use it in chases. The guards take awhile to be useful for getting a hit, but once you understand their hunt path and how to track the survivor using the guard's aura, you can position yourself to make full use of the guard before the hunt ends.
Knight is also less susceptible to god loops and elevation which is pretty unique. For Clown, Dead Dawg's main building can be hell. For Knight, once the hunt starts, he can pretty easily cut off a survivor at the other end of the god loop since the survivor can't run backwards. Knight's guards can also start hunts from different floors which allows him to be similar to the ranged characters in that regard which is VERY rare for a 115 killer. Is there a single 115 killer that can start a chase from the bottom of Dead Dawg's main building when the survivor is on the generator at the top? The more I play him, the more I generally don't feel the need to break pallets during chases. You can break the pallet with the guard, but why bother when you can start a hunt and the pallet becomes useless?
Both of them are weak to hold W into the comp corner. Most killers are weak to that. Even Nurse and Blight. And his power is harder to use and more punishing. If you can't consistently start hunts, you get penalized A LOT.
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I do think more icons and information is needed for solo queue and there's a difference between when you're playing with friends, but you can also just use your eyes and the HUD to identify what's going on in solo queue most of the time.
If I see someone is on the hook and someone else lost a health state, I might guess that either I or the other person have to go for the unhook. If I see someone getting tunneled, I might recognize that I need to take some aggro. If I see another survivor get chased off of a generator and the killer kicks it, I may just sneak over there and try to finish it while the killer doesn't think anyone is there. If I see someone randomly Quick and Quiet into a locker when the killer approaches, I might guess they have Head On and want me to run the killer past the locker.
A lot of this game is being observant and inferring what is happening in areas where you might not directly be. It's certainly easier in solo queue but it's not literally impossible.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3281800#Comment_3281800
Cross Progression is only for Stadia to PC I believe. I do not think it is there for other platforms yet.
It's basically all of the PC platforms. Steam, Epic, and Stadia. Although Windows Store doesn't seem to be included.
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@Mondhirsch said:
Do they despawn when you touch the Survivor or when you unhook them?
Because you can't unhook them when his Guard AND he himself facecamp you. He'll grab you if you try to unhook.
Just when you touch them. You can tap it and the hunt is over.
Although the Knight can lay a path right at the hook, hear the unhook animation, then spawn the guard on top of you immediately to start a hunt. It's very inconsistent though since it's hard to get it to choose the right survivor and it's not much different from facecamping with any other pseudo ranged killer. Huntress is better at it since she'll just immediately get a hit rather than just a hunt starting.
It's fun and has uses but I wouldn't call it overpowered compared to other killers.
The MYC/Devour bug though? That one needs to go.
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@Adjatha said:
Well, got another bullet point for my list of Knight power weaknesses.
It seems to me like all of the perks that work with the Knight's power are the same as the ones that with with Huntress. Why would you expect something different?
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I'm a bit surprised myself. I wonder if it's a bit late today or if it will be on Wednesday instead because of Thanksgiving in the US last week. I know they're Canadian (so Thanksgiving wasn't last week for them), but they also need to get approval for patches on the consoles so that could have been delayed by the holiday.
I'd still guess this week but that could also mean next week.
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@daniel_owenz said:
https://forum.deadbydaylight.com/en/discussion/comment/3280440#Comment_3280440
No I hold it down at least 2-3 seconds before I vault. It works sometimes and other times it doesn't.
The area where the vault prompt appears is pretty generous and can be quite far away from the window/pallet. You might be pressing the button in that fairly generous area sometimes and other times you're pushing it from too far away.
As others have mentioned, holding the button doesn't do anything. You can also push the button much later than you would logically believe. You can tell when you can push the button because the prompt "Vault" will appear at the bottom of the screen with the button. If this prompt exists, you can vault. For when you are learning about fast vaults, you'll be able to tell if it's a fast vault before actually vaulting because it will say "Running Vault" instead of "Vault".
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3280514#Comment_3280514
Yeah,its a skill issue from the killer from not being in a chase,downing survivors,protect gens at the same time,my bad.
And survivors are very skilled for holding m1 on a gen all game and hiding in bushes,its the killer fault for not being able to do everything at once.
/s
That person may have been a bit overly sarcastic, but they're also probably right. Your chases probably aren't as fast as you think they are.
In general, the way the game is designed, you need to be putting pressure on all 4 survivors to prevent generators from progressing. A survivor getting chased, being on a hook/slugged, getting the unhook, healing, side objective, or traveling in some regard.
The killer is weakest at the beginning of the game. They have pressure on zero survivors (not 4), they don't know where the survivors are, and the survivors have all of the pallets in the world to use.
As the game goes on, the map becomes smaller because there are fewer generators to complete. There are fewer pallets and there are fewer pallets near the generators because that's where the chases have been happening. The killer overall gets stronger. The core of the game is when the killer has 2 generators left. Losing 2-3 generators at the beginning isn't good but it's also not a disaster if those 2-3 generators were not part of a 3 gen that can be defended.
If you really think survivor is incredibly easy and doesn't involve any skill, feel free to play survivor. Anyone who has played both sides knows that they both take skill. I'm not entirely sure what you expect survivors to do other than hold M1 on generators, run away (looping/holding W/chaining tiles), or hide considering these are the only things they can do in the game.
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Enjoying him. Finding a lot of depth in guard placement, patrols, and hunts. Finding that he plays tiles much differently than other killers.
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Guards need line of sight, but the LoS is really wonky sometimes. Basically, if you can stalk through it, the guards can see through it.
I'm also not sure how LoS works when it comes to elevation. You obviously can't get LoS from another floor, but I'm not sure of the exact angle where the line is being drawn (probably from the head to anywhere on the survivor hitbox?).
Short answer: Yes, your guards need LoS to start the hunt.
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This is a well thought out and helpful post. The things mentioned here are also the same things I've been finding effective with a few extras. Although I will say that I've found the responses in this thread to be mostly disappointing. A person takes the time to write out a long post about what they've found works and doesn't work with the new killer and the first thing someone does is, instead of reading it, just say "Knight sucks trash killer."
There's also this insistence that the only way to use Knight's power is to just drop a guard on a tile to zone and then chase as an M1 killer and the insistence that's the only way to play him but also it's not very effective and sucks. Similar to OP, I've found this is commonly the least efficient way to use his power except in certain circumstances (also it can be pretty effective with the Jailer).
While you can't necessarily choose which specific guard for a specific circumstance, having a realistic understanding of what they can do is pretty helpful. I have found that they are different enough that it matters which one I use and how I use it.
Carnifex: While he's unlikely to get hit during a hunt, he's pretty good at harassing a survivor. Due to the long amount of time it takes to grab the standard and how long his hunts are, you can send him to harass a survivor while you take care of business somewhere else. They'll usually just be forced to waste at least 10 seconds of time and possibly 24 seconds if they don't come back for the standard. If they come back for the standard, that usually means that they stayed in the same area and you can flank them to get a hit.
Assassin: The only guard that can do solo chases. His detection range and hunt duration are a bit weak (fixed by the addons OP used), but he'll be the most efficient in chases. The other guards require the Knight to usually be the one to get the hit but the extra speed does help. I thought he was the weakest at first, but have changed my mind to believe he's the strongest for chase oriented playstyles.
Jailer: The trickiest guard. When using this one, you MUST be certain a hunt will start or use him to break a pallet. He patrols for too long of a time and you won't have a power during that entire time. It's tempting to use him as a detector for those on the hook, but I generally find that to be not very useful. He can be useful to hold a 3 gen with the longer patrol radius. At the same time, his larger detection radius makes him the easiest guard to use by just dropping at a pallet.
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None of the guards are intended to get hits on their own.
I do think Dried Horsemeat should be basekit, but I get plenty of hits with Assassin and he's certainly the most deadly in chase.
Part of this is because I'll follow up by zoning with the Knight himself. If they loop they're dead and if they hold W Assassin will catch them.
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That is definitely a bug.
It's the standard. When a hunt starts, the guard places it at the location it saw the survivor. After 5 (Assassin and Jailer)/10 (Carnifex) seconds, the horn blasts and the person who is being hunted (and only them) can pick up the standard to end the hunt and get endurance/haste for a brief period of time.
In your picture, there is no hunt going on. That flag shouldn't exist.
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Some tips I'd give that I haven't seen mentioned very frequently.
First tip, run Map of the Realm and Dried Horsemeat. You can replace Map of the Realm but Dried Horsemeat is kind of required right now to get any value from the guards during chase.
For placing your power, you should understand that your power, for the most part, cannot be used long range. You'll lose too much distance, your guards can't really chase solo, and you won't be able to zone them.
For the most part, his power isn't really that effective at being dropped without any kind of path. That's how everyone keeps saying to play him, but the moment a survivor sees you do that they can just run and they'll escape the detection radius. You're then an M1 killer and have a very punishing cooldown. But, you also don't want to draw any kind of complex path as it takes too long and isn't really worth it. Just draw some squiggles both in your current tile and in the tile you don't want the survivor to go. They'll either have to run towards the stronger tile where there's a guard or a weaker tile where you can M1.
Use sound to also help place paths. He requires a lot of map knowledge so that you can place effective paths. And if you mess up placing a path, it is very punishing.
Understanding how the hunt starts is important and is probably the thing I've seen people do wrong the most. Once a guard spots a survivor, they will always go to EXACTLY where that survivor is in 2.5 seconds and cannot harm or body block a survivor until that time. If you see your guard moving left at the start of the hunt, don't just assume this means you can go left to flank the survivor. They may run through the guard. Wait until the hunt actually starts. You want to force the survivor to choose a direction before you start to flank.
Your guards ARE different from each other and you actually do need to use them for different purposes to get the full value.
Carnifex's differentiator is the longer hunts. He won't get a hit during it, but you can use it to harass a survivor on top of just the normal usage. It takes so long for the flag to spawn most survivors will just run forwards blindly. He breaks things faster but this practically doesn't really matter.
Assassin is faster in chase. The other two you can hold W and just run away and never get caught. Assassin will catch you if you hold W but he won't really catch you if you loop due to his larger hitbox.
Jailer has a larger detection radius which makes him more useful for just dropping quickly at a loop. Be careful with Jailer. His longer patrol path is very punishing.
If you want to cycle guards, breaking pallets and generators is a good way to cycle through them. Although you should prefer kicking generators as your guards don't get to use any perks or even get the 2.5% regression from kicking.
Understand you'll get most of your hits with the Knight himself. That's fine!
Also, don't be afraid of sticking to a 3 gen. He's not very mobile and he can defend areas very well.
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@Xendritch said:
It's too early to tell but I'd be interested to see killer stats again around New Years. It'll be interesting to see if we're in an onryo situation where knight is okay but just insanely complicated or a trickster situation where they really do need buffs.
Onryo is probably the opposite of knight. Really simple power so easy to master with great mobility. Knight is probably more like Trickster. Difficult power that can be strong but also lacks mobility.
I don't think he's as weak as people are making him out to be. He's definitely not in the A tier and could use some QoL improvements to make his power easier to use effectively.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3274778#Comment_3274778
The exact opposite, actually. It's so they don't waste the majority of their chase time trying to get where they saw the Survivor. Say you're on the second floor of a building (Garden of Joy, for example) and a guard on ground level see you. If they immediately started chasing, their chase time would be nearly up by the time they can run through the house to get to you. It can also help in level areas with long obstacles too (long Ormond rocks, car stacks in Gas Heaven, etc.) where the guards would normally have to run all the way around.
The Jailer also benefits from this the most. Since he has the largest detection radius, that phase helps him close the distance with the Survivor quickly before starting his chase. Detecting Survivors from so far away would be a huge downside if he started his chase immediately; most of it would be gone by the time he gets to them.
Is there anyway we can get a killer instinct notification when a guard spots a survivor? It can be very disorienting to follow up after a guard spots a survivor when you don't know exactly where they are or where they're running in response. I've found that it would help me a lot in matches to position myself to flank the chased survivor.
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@Sonzaishinai said:
Instead of going where they originally saw the survivor the guards should go to the actual location of the survivor.
Makes it easier to balance cause the distance the survivor is able to make will always be the same, unlike now where the survivor can run through the ghost and make massive distance while the ghost is going away from the survivor for a bit
Tbf the reason why they go to the place they saw the survivor is so the distance is constant. It seems strange but moving to where they saw the survivor means the survivor makes the same distance no matter where they run.
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I would definitely not say he's worse than Trapper or Sadako and people really need to relax a bit. He's definitely not straightforward and his chase isn't as fast, but people need to chill a bit and try out different things for more than a day.
I'd probably say the number 1 thing that could be done to improve him is make dried horsemeat basekit in some amount. Maybe only for assassin/jailer. The chases feel slightly too short to make use of them.
I'd also like to see killer instinct for a bit when a survivor is spotted. There's so many times when I use my power, the guard aggros onto the survivor, and I just lose them because I lose all vision and the guard doesn't really clearly tell you where they currently are and so I run the wrong direction. If you could see where the survivor aggroed the guard earlier I think it would be easier to follow up with the power.
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He really does seem to need gen regression pretty badly. He can defend gens pretty well and every killer just benefits from CoB/Eruption but matches are definitely a lot easier with it.
I've been really enjoying him but he definitely seems to be very map dependent. Some maps just feel impossible while some feel like easy mode. I also think using the guards correctly is a big part of him. Here's the ones I've found.
Carnifex: Useful for harassing a survivor since the hunt is so long. Can also be used to break pallets pretty quickly which cycles well to the assassin.
Assassin: Seems to be the best in chase. The others just can't catch up when someone holds W but Assassin seems to be able to handle this better.
Jailer: Still haven't really figured out this one. Generally seems better to just use him to zone or just break a pallet to cycle back. The greater detection range is pretty good, but the longer patrol time really hurts when he doesn't aggro on to anything.
He definitely feels a lot better than the PTB. Although I kind of think the dried horsemeat addon (slightly longer hunts) should be basekit for assassin and jailer only.
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It's very big, very open, has tons of random junk to get caught on, and has more pallets than the game.
So not really digging it. I suspect it has to be a bug in map generation, but just generally assuming that the match is going to be a loss and just trying to have fun with chases rather than worrying about winning.