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EMP question

SweetTerror
SweetTerror Member Posts: 2,695

Hey guys, it's been a while since I've played the game. I've been watching videos of the new chapter, and needless to say I have some questions. Probably the biggest one has to do with the EMPs. How is it that in order to obtain any other item in the game: flashbangs, infection spray, health spray, etc, you have to put down the item you're currently carrying, but with EMPs you don't? Not just that, but you can grab them multiple times while in a chase without having to worry about losing the item you currently have. That seems a tad OP, especially against survivors that know what they're doing.

Maybe it wouldn't be so bad if you had to open the case just like any other chest, but the cases will continuously open on their own. Is this as bad as it seems to be, or is this not much of an issue at all? I'm interested in picking the game back up again, but it seems that tackling this new killer could prove to be a big headache against well coordinated survivors. I personally stopped playing the game because playing killer was too much of a sweat fest, and I really don't want more of that. Thanks.

Comments

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,005

    They changed all the other special items so you never have to drop your regular item now.

  • Akumakaji
    Akumakaji Member Posts: 5,489

    This is a very good assessment. The second glaring problem to me is the time that a pod gets deactivated. It used to be 60s and that will be reduced to 45s, which is a 25% reduction, but is that actually changing anything? 45s is like an eternity during the gen repair and chase part of the trial; be it 45s or 60s or 180s, that pod is dead to you and you either got to walk over there and manually decomission it and plant a new one, or move on, forget about it and probably cycle through anough new pods that it gets replaced.

    Remember when we had the Eruption meta and survivor players were rightfully claiming, that 25s of incapacitated was way too much? How is this here any different? Because of the abundance of pods, I would say that 25s are a pretty good number: its long enough to be meaningful, but not so long that the pod becomes basically dead meat. The main effect of EMPs should always be to cleanse a survivor of the infection, with the shutting down of the killers power in a radius a weaker, secondary effect. But right now that stuff is so oppressive, that both effects are like main effects, with no secondary power, but two main powers.

  • SweetTerror
    SweetTerror Member Posts: 2,695

    Wow, really? That's quite the game changer! I personally thought it was a great risk/reward scenario. But having that removed probably makes playing killer a tad more difficult.

  • SweetTerror
    SweetTerror Member Posts: 2,695

    That sounds perfectly reasonable. Have it print the EMP to a point, and then have survivors complete it in the same amount of time that it would take to open a chest.

  • SweetTerror
    SweetTerror Member Posts: 2,695

    Having a pod deactivated for over half the length of time that is required to repair a generator seems a bit much. All the more reason for EMPs to either go on a longer cooldown each time they're used, or have to be forced open by survivors to obtain.

  • Davenport916
    Davenport916 Member Posts: 169

    They're trying to make as much money as possible so that means making survivor gameplay as braindead as possible. That means survivors have every tool in their toolbox without having to make any hard decisions. Meanwhile the new killer has to micromanage more than just hooks and generators. Extremely stressful with little payoff against decent survivors. Not playing him until they buff him

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,928

    you say that yet they just announced buffs to make singularity better. Next week it’s going to take now 100 seconds for emps to spawn, there will only be 4 cases, pods will be disabled for 45 seconds instead of 60 and when survivors use the emps there slowed down by 10%.

    Also don’t claim they care about survivors when they just buffed PGTW and Ghostface in the same update.

  • edgarpoop
    edgarpoop Member Posts: 8,442
    edited June 2023

    I think the issue with EMPs is largely that the killer has nothing else power-wise other than Overclock mode. The EMP disables the Biopods AND Slipstream effect AND the only way the killer has of applying the Slipstream effect. It's fine if they want to reduce the number of crates, adjust the timer, etc., but none of that changes the core issue of the EMPs, which is the effect of the EMP itself. It's mainly what the EMP does that is causing the issues, with the number of them being secondary.

    Making the EMPs harder to obtain will just lead to smart survivors being more cautious and slow while they wait on EMPs, and slow paced trials without interaction are never a good thing.

    I'm all for plentiful EMPs and letting both sides be aggressive. The EMP just shouldn't screw over the killer's entire kit. Let him harvest damaged Biopods for direct Slipstream application shots, or make it so the EMP only disables the Biopods, something like that.

  • SweetTerror
    SweetTerror Member Posts: 2,695

    I didn't realize that the EMP also disables the slip stream effect. That's rough. That's like the exposed effect being removed when breaking Ghost Face out of his cloak ability. No item on the survivor side should ever completely disable the Killer's entire kit. I swear the more I hear about this killer, the less I'm inclined to start playing again.

  • HugTechLover
    HugTechLover Member Posts: 2,482

    Yea EMP is dumb OP right now. A half decent team turns this killer into a straight M1’er with no power. It’s quite miserable.

  • edgarpoop
    edgarpoop Member Posts: 8,442

    Yeah, so if you tag a survivor with the Slipstream, they can EMP to disable the pod and remove the effect from their body at the same time. You basically hold the EMP as a survivor until the killer has spent the time using their power and then take it out in an AOE all at once. The devs seem convinced the issue is with the number of EMPs though.

  • HugTechLover
    HugTechLover Member Posts: 2,482

    Yea I honestly don’t think the change is going to improve anything.