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There are too many first aid sparys

typervader
typervader Member, Alpha Surveyor Posts: 513

This is something i havent seen anyone talk about, there is enough first aid sparys for survivors to use them 3 times EACH. That is way too many as its bascailly immpossible to get full infection on anyone.

Yet another status effect that is too easy to clense. Just like Sadako.

Comments

  • Biscuits
    Biscuits Member Posts: 1,097

    I think at the very least, if you drop a spray can it shouldn't have an aura. Punish people who choose to leave the can on the ground instead of carrying it around.

  • Araphex
    Araphex Member Posts: 696

    I really think they need to set it to one charge, not 2. Or at least increase the speed of the ouroboros infection.

  • typervader
    typervader Member, Alpha Surveyor Posts: 513

    The problem is..they DONT waste time because they aren't ever a problem. Like Sadako for instance. People barely interact with TVs since it builds way too slowly to be a threat.

    The ifection from weasker isnt even a threat until its full and it builds so slowly as well

  • typervader
    typervader Member, Alpha Surveyor Posts: 513

    The problem is its not a good slowdown at all. Its about as good of a slowdown as Nemesis Vaccine are..which barely exists. It adds like 10 seconds max. Its not very good at slowdown

  • SgtMittens
    SgtMittens Member Posts: 249

    Terrible, terrible idea. There's no way of knowing who the killer is going to be before the match starts. Some bring in items and each spray can be used twice. It makes sense for anyone, regardless if they brought an item in, to use it once and then leave it for the next person.

    "We should punish people who are conserving resources" Man, just an awful suggestion.

  • CookieBaws
    CookieBaws Member Posts: 619
    edited August 2022

    There is too much, because Virulent Bound is not that free right now, i do land 3 bounds tops.

  • CrypticGirl
    CrypticGirl Member Posts: 709

    No no no, leave it as is. The infection doesn't take that long to get maxed out (maybe 30-45 seconds?) so using the sprays is absolutely necessary. As one person pointed out, the permanent hinderance would be too crippling, and taking away half of the sprays would be too nasty overall.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    The First Aid Sprays aren't the problem, almost everything about his Bounds are the problem

  • SkeletalElite
    SkeletalElite Member Posts: 2,713

    The frist aid sprays are fine. If you use a spray focused play style you can use them to your advatnage quite well.

    Use the addon that makes the survivors all start infected, granting some early game slowdown and removing 4 of 12 spray uses from the game.

    Then combine with either the aura reveals on full infection, extra time to use spray, or an add-on that increases infection gain and use more of a hit and run play style on him. Survivors needing to heal up in addition to spray will turn into a noticeable amount of game delay, and once they run out of sprays they'll be put into a position where you can get quick downs.

  • JustQerq
    JustQerq Member Posts: 4

    I haven't had a single game so far where the survivors would run out of sprays before the gens got done, even when I was using iri addon for infection and were playing "hit and run".

    I think that the number of overall uses needs to be decreased from 12 to 8 so that survivors actually have to choose between staying infected or using up limited resource.

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,030

    tbh there should be a lot, not only because of the instadown potential but the huge hinder it applies. i think there are the perfect amount on the map

  • Devil_hit11
    Devil_hit11 Member Posts: 9,073

    this is one aspect of wesker's power that is properly balanced. it does not need changes, everything else related to his bounds need changes.

  • Nazzzak
    Nazzzak Member Posts: 5,843
    edited September 2022

    I'd agree, but only if they take away the hindered affect (which in effect would make it useless). Those who know how to pressure well with Wesker already make the sprays a hard to find resource by the end of the game. He's only been out a day and a half. Once people have learned to use him and his power more efficiently, then sprays will have to be used more carefully.

  • typervader
    typervader Member, Alpha Surveyor Posts: 513

    Well it wouldnt be useless since he still gets the instagrab, but i see your point

  • mizark3
    mizark3 Member Posts: 2,253

    I think we need to see Wesker's power fixed and far less janky before we mess with the amount of Sprays. If hit and run Wesker becomes possible then I think 12 may be fine. Although maybe an add-on to make them 1 charge per chest instead of 2 wouldn't be too bad of a change. It could even be 9 total, with random values or 3 chests with 3 charge Sprays.

  • Crowman
    Crowman Member Posts: 9,561

    I think the core issue isn't that there is too many sprays. Having survivors permanently hindered is a lot meaner than Nemesis' infection so it's fine there's more for survivors to cleanse it.

    I think it's a bit too easy for survivors to remove it though. They don't even need to be fully infected which means you often get no value from survivors being fully infected since that never happens. If a change were to happen, I think it would be better to make it so survivors can't use the spray unless the target is fully infected.

  • blue4zion
    blue4zion Member Posts: 2,773

    I'd say it's fair, due to how deadly his infection is. Its hindered and insta down, but maybe 1 less chest wouldn't hurt.

    I was surprised to not see an add-on to remove one at the least tbh.