MeyersEnthusiast
MeyersEnthusiast
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Any plans to increase the gen kick regression values on Knight's guards since he would be kicking gens for the same 5% as them?
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@adaw0ng said:
I'm afraid they might not tweak him much because of how controversial of a character he will be again if he excels in something. Being an AI killer has always made people dislike him, feel boring to play against and most people don't find him interesting to play as either. At this point I'd expect him to get the Skull Merchant rework treatment at any point in the near future since his design is too flawed and how the AI works in general in this game is pretty questionable (they should have stopped once they released Nemesis and the zombies to this day don't work properly).
I think maybe a minor rework might be in order, but I'd hate to see the ai guards be removed from knight’s power since that's a big reason I love him so much in the first place. I think the small tweaks I proposed would do a lot for making him less controversial by making him better at doing things that are more interesting to play against so knight isn't punished for not playing in a way people find unfun
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@adaw0ng said:
I'm afraid they might not tweak him much because of how controversial of a character he will be again if he excels in something. Being an AI killer has always made people dislike him, feel boring to play against and most people don't find him interesting to play as either. At this point I'd expect him to get the Skull Merchant rework treatment at any point in the near future since his design is too flawed and how the AI works in general in this game is pretty questionable (they should have stopped once they released Nemesis and the zombies to this day don't work properly).
I personally don't think knight’s design is actually fundamentally flawed, just held back by a couple of bad balancing decisions. I have ideas for a minor rework, but I wanted to suggest some smaller tweaks for the time being since I doubt knight is at the front of the rework list. (The main rework idea I had was that the standards could be grabbed by any survivor, and grabbing the standard would end the hunt as well as reward the survivor with a magic sheild that could block guard attacks for when they find themselves in a 2v1 chase with no backup.)
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497687#Comment_3497687
The perk description is incorrect then. The meta perk shakeup changed the perk to only work in line of sight, and it got the "visual terror radius" portion added due to accessibility concerns. The perk should have gone back to the original meta perk shakeup version.
And you can read that version at https://forums.bhvr.com/dead-by-daylight/kb/articles/337-developer-update-june-2022
"Spine Chill will now only activate if the Killer has a clear line of sight to the Survivor. This will remove the awkward counterplay where the Killer must look away to ensure a stealthy approach."
"Well it doesn't say what I want it to say so it must be wrong 🤷🏻♀️"
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496637#Comment_3496637
You're reading the wrong description.... the current description is
"If the Killer is within 36 metres of your location and looking at you with a clear line of sight, Spine Chill activates"
No it doesn't like actually just read it.
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@rororoxor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495982#Comment_3495982
After the update it should only light up when the killer is within LoS, previous spine chill was pretty unfair for stealth killers as a survivor with the perk can just run to a pallet anytime the perk icon lights up, with no room for counterplay from the killer. I think it could use a buff elsewhere though
If you read the perk description and the patch notes, it pretty clearly says it "Get notified when the killer is within a 36 meter range." It's supposed to do that, and that ability of the perk never changed, it's just broken right now
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Yeah, I tried using it on a stealth build to know if the killer is nearby, which it's supposed to help with, but it just doesn't light up in the 36 meter range like the perk says it's supposed to. And if it's somehow supposed to not light up, then the devs have made spine chill completely worthless.
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It's worth noting that if the killer misses a basic attack near you when you use the current version of dead hard it still counts, but this scenario is far too difficult to get to happen on pupose (I didn't get it to happen myself, a friend of mine had it happen by accident)
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I noticed it happening while I was playing co-op, but the bug is persistent. Right now my ironside suit is entirely useless unless I find a way to swap gap closer for an ability I actually want. The same thing happened to my starter gun. I upgraded it to having 3 shots, but it would only have 2 on co-op raids. Thankfully that bug didn't persist, but it's still annoying to have things just not working after grinding to get them

