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Why is the default terror radius for killers only 32 and 24 meters?
I feel like only 32 or 24 meters is a bit restrictive in terms of creativity.
For example, i would try giving Oni a 28 meter TR and see how it goes. It would nerf his snowball with Infectious a little bit, but since Infectious + Monitor is a popular combo on him, you would be sneakier and being able to M1 people easier in return, which is the most boring and frustrating part about playing him; also he's a big ass dude.
28 meter TR would also be cool on Ghostface and Pig because you could use something like Whispers and as soon as it triggers, become undetectable before the survivors hear you. That would be something to make them more fun to play and their stealth better especially against SWF. I've heard it really used to be like that with Pig but i have no idea why they changed it.
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"Consistency" pig used to have a abnormal tr but they changed it for her as well. Myers is the only weird one because hes sacrificing more for the extra stealth.
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"Consistency". A poor excuse, if you ask me. Pig used to have a 28 metres TR, Old Freddy had a 16 metres TR, Myers had a 6 metres TR before Undetectable became a thing. Those were very nice, added a little bit of variety.
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Makes the game (and characters) easier to balance if the killers' "core characteristics" are similar.
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Probably better to have more consistency in the game, having to remember loads of varying stats for each killer is difficult even for experienced players.
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His TR was only 16 m in order to make his aura-reading more effective.
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That was Old Freddy, if it makes you feel better.
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So everyone has brought up consistency, but I'd like to share a thought on this from a dev PoV:
More than likely, several common aspects of Killer and Survivor gameplay are chunks of modular code. Basically, there are chunks of code that define gameplay mechanics that are loaded into a trial for the Killer or Survivors and makes up what we see as common gameplay mechanics. The fewer unique mechanics, the less of these modular codes that need to be in the game, and the less that the game needs to run down the list of mechanics to fetch the ones needed for a trial. Essentially, "consistency" is really just the devs reducing the amount of needed code so that the game reads and applies the needed functions faster. This reduces bloat.
I'm not saying this is the only reason they changed TRs to be more standardized, but I doubt this benefit was lost on them either. To the devs, reducing the amount of TR types in the list so that the list was simply smaller was likely an added benefit in the very least, though I wouldn't be surprised if that was actually the motivating factor to the decision.
Also, while it may seem like TR is just one thing, it all adds up. Oblivious was turned into a standardized mechanic as well, which greatly affected Killers with stealth mechanics. Exposed did the same thing. Instead of needing a bunch of different mechanic profiles that did something similar but with small differences, it all became a single mechanic that has a variable or two that can be easily set with a float number. All of these added up to likely clean up the list of applicable mechanics immensely.
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That's how the killers are created. Either they move at 4.6 m/s and have a 32m TR, or they move at 4.4 m/s and have a 24m TR.
The only exceptions to this rule are Nurse and Myers, because Nurse had unique movement and Myers has a semi-unique TR. Both of them are relics from the old game.
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He's also the only killer to move 105%. At tier 1 obviously.
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Oni is not a stealth killer. He's huge, loud and incredibly visible by design.
Pig and Ghost Face can completely remove their TR so why do they need a slightly smaller one? You can still use Whispers on them quite effectively. When you turn off their TR it slowly fades as if they are moving away from you so survivors won't know if you're coming or not. You could also argue it benefits the killer for them to briefly hear the TR because many survivors will chicken out and stop working on gens.
I'm cool with the devs occasionally designing a unique power around a different terror radius but none of your examples really need it and would make only very slight differences in the killers for not a good enough reason.
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Dev here, 20+ years experience... if the code has been written like that, then its really really poorly written (which, given the rate at which BHVR introduce bugs into the game, it's quite possible).
The correct way to write the code would be to separate the business and functional logic, and make the terror radius a parameter. The basic mechanics of knowing whether someone is in/out of the TR is the same, it's only the calculation which differs, and even then the only various is the radius itself. Pi is a constant, and the other calculations are standard.
It would be extremely poor to reproduce chunks of code to do the exact same thing over and over when the only thing that changes is a single parameter.
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