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Unnecessary limitations in the powers of some killers

kin
kin Member Posts: 552
edited November 2023 in General Discussions

Every killer has some limitations in his ability, sometimes they are appropriate, but sometimes they are not, and one could safely do without them (for example, I will call Michael with his limited evil).


What do you think without which limitations / elements restraining the mechanic (for example, the fact that the protection from re-sleeping that a survivor receives after using an alarm clock protects survivors not only from passive falling asleep, but also falling asleep through a hit) in the abilities of which killers could be safely dispensed with?

Comments

  • Seraphor
    Seraphor Member Posts: 9,381
    edited November 2023

    For Myer's stalk:

    Stalking a survivor should replenish spent stalk on other survivors at a rate of 33%. e.g. if you fully stalk someone, then fully stalk a second survivor, that first survivor will then have 33% left to stalk from, and if you stalk all survivors in succession (without eliminating any) then the first survivor will be fully replenished, and so on.

    This would still keep a level of survivor-by-survivor micromanagement, but it would be less needlessly punishing, and grant you a significant reward (unlimited stalk) if you do happen to keep all survivors around as long as possible, and thus don't tunnel.

  • Grigerbest
    Grigerbest Member Posts: 1,698

    Poor Singularity even after a facecamp nerf still can't use his power correctly. xD

  • Xernoton
    Xernoton Member Posts: 5,822
    edited November 2023

    Happy to be of service.

    Actually, I forgot something. How is it that Freddy and Dredge start the trial without their powers? I guess it might be kind of strong to immediately get into a chase but Xeno, Billy and Blight can do it. Why not allow 2 killers that aren't all that incredibly strong to do the same?

  • radiantHero23
    radiantHero23 Member Posts: 4,194

    Some of the limitations that killers have (that @Xernoton already mentioned above) are absolutely unnecessary and hinder the flow of gameplay for these killers / hinder them in an unjustified way.

    They should be adjusted accordingly.

    Some limitations however are well incorporated.

    Examples are:

    Cages change position in case of PH camping

    Singularity takes longer to tag survivors after an unhook

    Xenomorph exits a station slower when someone is unhook happened nearby.

    After the last Gen is completed, no reverse beartraps will activate themselves (I still think that touching the gate should activate them but well...)

    Sadako has to wait a bit to use her power.

    Lockers nearby hooked survivors are blocked for the dredge to Teleport to.

  • biggybiggybiggens
    biggybiggybiggens Member Posts: 662
    edited November 2023

    Trapper should be automatically immune to stepping in his own traps.. The fact that they haven't addressed this, yet he is one of the Killers that most new people will play is just unacceptable.. Feels terrible when it happens to you "THE KILLER"...but also seeing newer Trappers run into that issue is disheartening and you know they're all saying the same thing we did when we first found out: "Wait...you can step in your own traps...?!"

  • egg_
    egg_ Member Posts: 1,933

    Wraith still cannot pick up survivors while cloaked

  • TotemSeeker91
    TotemSeeker91 Member Posts: 2,358

    That limit for Micky is only because of afk survivors and Micky farming off them


    I don't agree with the limitation, I just know there's a cap there for a reason


    If they could find a better solution to get unlimited evil, that'd be great!

  • BlightedDolphin
    BlightedDolphin Member Posts: 1,872

    Singularity has a mechanic where his power doesn't work on AFK survivors. They could just give a similar thing to Myers where you can't stalk someone who has AFK crows.

  • Malkhrim
    Malkhrim Member Posts: 985


    Back when Freddy got reworked, one of the devs (I believe it was Mathieu himself, but I could be wrong, it was years ago) stated that Adrenaline would still wake up survivors because they saw no need to change it (to be fair, Freddy was significantly stronger than he is now, and the advantage gained by waking up was being reduced because now Freddy could finally HIT survivors who weren't in the dream world) and it made sense with the lore.

    While something making sense with the lore is usually nice, I think this Freddy-specific downside is inconsistent with the way other perks and itens were balanced through the years. For example, Slippery Meat had an effect that was specific against Trapper, as not only it increased your chance of escaping from hooks, but from bear traps too. Needless to say, that feature got removed. If you think about it, the same argument about making sense with the lore could be used then (as the name suggested, someone could more easily escape from blades piercing their flesh, so it applied to both hooks and bear traps), and Adrenaline's feature against Freddy could potentially be considered MORE problematic, as Slippery Meat was a potentially fun but weak perk that was rarely ever seen, while Adrenaline has been in the meta for years and only become more common recently.

    Also, devs took that "no killer-specific effects" thing further recently by removing the lightburn mechanic, even from the Nurse, as it made flashlights overly effective against some killers while weaker against others. Even the ability to burn the Hag's traps got removed. Still, Adrenaline keeps an effect that only affects Freddy's power.

  • Malkhrim
    Malkhrim Member Posts: 985
    edited November 2023

    A downside that I understand why it exists but I think it should be at least reduced is that permanent directional noise the Dredge makes. I still think it's one of the best designed killers, but that noise limits its normal "m1 killer" mindgames a bit too much.

    I mean, I get it, the Dredge's power can be used to make lots of mindgames too, and its abilities can easily throw off less experienced players, specially during Nightfall. It's a really strong killer against the average DbD player and a tremendous noob stomper, some of the reasons why it has such a high kill rate. However, it's not that strong against really skilled survivors who know how to counter its power. Because the noise is directional, it also makes harder to make mindgames as an m1 killer and limits the Dredge's tools against these survivors, so I think it would be nice if the noise was not so loud, with a smaller radius and not directional when Nightfall isn't active, so it wasn't so detrimental to the more ordinary "m1" side of the killer's gameplay. During Nightfall it should probably stay as it is today, because less experienced survivors would get stomped even harder if the Dredge didn't make noise while the map was dark (I'm taking into consideration that the devs balance over kill rates and the Dredge's were really high in the lattest stats).