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God loop at Ironworks is now an infinite.
Credit to Marth from Twitch and Toasty for uploading it:
https://www.youtube.com/watch?v=PONvZcNRPZw&feature=youtu.be
Pretty good job so far.
Comments
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Hadn't realized @Toastyy uploaded it, but still needs to be be addressed by BHVR.
(Sorry to Toastyy, didn't realize you posted it.)
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Is there a reason why they started it where they did? Seems like getting a hit in that exact spot is worst case scenario for killer
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I'm assuming it has to do with the speed boost from the hit being a representation of the various distances there could be between the killer and the survivor at the start of the chase, and also to avoid things like window hits throwing off the distance gained/lost from just normal running. If distance was lost, it would mean that the distance between the killer and survivor when the loop starts would matter. Since it didn't, it doesn't.
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Distance between the two when the loop starts definitely matters? You won’t lose chase as easily bc you’ll maintain line of sight on them as they round each corner
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You shouldn't be able to lose chase in any loop at any distance while actively chasing someone. You'll see that in the other direction, even without a fast vault, the killer never gains ground, only gets to eventually block the window.
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I mean if it is an infinte, that can happen, they made a lot of map changes, I'm sure they'll work on that loop.
Though I still feel like there could be mindgame potential since the survivor can't see the killer and the loop isn't as long anymore. So when the survivor loses line of sight from you, you can just turn around and loop the other way around, catching the survivor off guard. If the survivor predicts that, well then you still have the possiblity to bluff the turn around and continue to loop the same way you were looping the survivor before after gaining distance on them.
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Its still too long for that, and the doorway positioning can give the survivor a reaction "safe area" to watch for things like hiding the red stain.
The reason why things like double vaulting the killer shack work is because of the angle and distances involved, the distance is short and the angle is sharp. The survivor can only fast vault in one direction, so any ground they lose brings them closer to needing to use the pallet to not get hit. With the loop in question, if they lose sight of the killer, they can easily just run to the doorway and look at both directions of approach to look for movement, then react without losing time with a medium window vault. If they lose sight of the killer on the other end of the loop, they just abandon it and reach another before the killer can catch up to them.
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No, the worst place to hit the survivor would definitely be at the window. At that point they get all the time in the world to move while you're just stuck in place. They probly just chose a place that's incredibly easy to meet up with using voice chat. But do you honestly think if they had started at the exact opposite point from the window, it would have made any difference at all? Or do you somehow believe it would have been possible to chase to the point where you could hit them before the half way point?
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The only reason why he lost chase is because he wasn't looking in the direction of the survivor most of the time , you can keep chase through walls , an example is chasing around the wreched shop
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Thats distance based, IIRC LoS and TR are both factored into maintaining a chase. You can test it in a KYF by having the killer stay still and running into their red glow, then going different distances and directions to see how long it takes to break chase.
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Deam, Devs are only joking with us, it will be so great to be true
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