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High Mobility and Lethal Pursuer

Kai6864
Kai6864 Member Posts: 377

I love the concept of Lethal Pursuer. It’s a great way to immediately start your match and start putting pressure on survivors, without none of the walking around and hoping to luck into a survivor or 2. However, I can’t help but feel like high mobility killers have a huge edge whilst using the perk, to the point where it can be insufferable, or encourage you to run Distortion to specifically counter it.

I’ve played a few matches today where I’ve just about loaded in, and I’m immediately hearing a terror radius, then in about 10 seconds I’m in a chase (as you can probably guess, all Blights). The problem lies in not being able to counter this in any way shape or form other than Distortion. The aura activates as soon as you load in, which can put you in hands of map generation and spawns whether you’re in any position to do anything. Twice this situation has occurred on Coldwind, where all I’ve had is the fields around me, and once I was on Nostromo, right in the corner with just the Z wall vault behind me.


I don’t think there needs to be any massive reworks of the perk but I do think a small wind-up timer could be useful before the aura reading takes effect to allow for a little more preparation. The killer would still get value out of an almost immediate chase, but it wouldn’t be nearly as weighted depending on bad map spawn RNG. This may also be advantageous to killers who may have a slower load-in experiences from previous gen consoles/low spec PCs.

Comments

  • C3Tooth
    C3Tooth Member Posts: 8,266

    I really think some aura perks should stop when chase starts. Then the aura timer can be higher to help with low mobility killers.

    • 9sec on Myers is just enough to start a chase.
    • Blight, Nurse, Wesker can starts chase in 3sec then use the rest of aura time as wall hack is not okay.

  • Kai6864
    Kai6864 Member Posts: 377

    That was kind of the whole point of my post? I know it’s a bit of a long one but I do indicate that I was stuck in the boonies based on map gen and I literally was not able to reach anything before Blight arrived.


    That’s a good general tip for aura reading but when your aura is presented during the intro sequence where you can’t move, but the killer can see you, it poses an issue on killers that can immediately get to you.


    I’m absolutely in favour of buffing the perk, I have no other qualms with it, and I conceptually love it, minus cases where it presents situations where it’s just the only way I could have prevented getting immediately injured in a cornfield with no pallets is running Distortion.

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    But why you have to counter being in chase quickly after joining match, chasing is normal gameplay and you are more or less meant to be chased

  • Kai6864
    Kai6864 Member Posts: 377

    Him being locked into place for the same amount of time is a little insignificant here. He’s seeing your aura during that time, and can immediately start bee-lining it to you at 15% your normal speed - which is usually not an issue, until you start getting into killers that can be bee-lining it towards you at around ~6.9m/s - 9.2m/s like Blight, and we won’t get into Nurse of course.


    Killers with teleportation powers like Freddy and Dresge have a starting cool-down to prevent this very issue, so it clearly is a recognised issue in the Dev team, and high mobility killers + lethal pursuer can very well emulate it. I’m not suggestion a full-scale rework of the perk, a 5 second buffer to give a little more time to act against the perk.

  • Kai6864
    Kai6864 Member Posts: 377

    Please read the post before commenting. I don’t have an issue with being in a chase - the issue is the perk exacerbating present map generation issues with high mobility killers. I don’t mind getting into a chase fairly quickly, but when I’m forced to take a health state within 30 seconds of loading in because I spawned in a dead zone with just the corn to keep me company, is where I’m taking issue.

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    But realistically, it's literally just one time perk and taking a health state for one perk slot is hardly a problem in grand scheme

    And that "one health state" doesn't even happen in majority of matches

  • Kai6864
    Kai6864 Member Posts: 377

    The perk’s secondary effect is still active, it’s not like you’re taking a dead perk slot - increase on all aura reading is pretty big (especially since usually if they’re a high mobility killer they’re also taking barbecue).


    If there was a perk that allowed you to immediately stun and flashbang the killer - sure you’re using a perk slot for that but it’s still an inherently unfun start to your match as killer. Uncounterable and unfun.

    This example isn’t even completely comparable because Lethal Pursuer allows you to kickstart pressure on survivors immediately, which has a knock-on effect throughout the game.


    Looking at it as just 1 perk = 1 health state is extremely reductive in the context of how the perk is used, and the effect it can have on different killers. Adding a buffer to the start timer would do very little to the killer’s detriment but would be a good QoL to prevent procedural map generation + botched survivor/killer spawns from taking issues. Hell, buff Lethal Pursuer in compensation, why not?

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    I sincerely don't care if survivor decided to waste their precious perk slot for meaningless stun, so still don't see the any problem in balance here

  • Kai6864
    Kai6864 Member Posts: 377

    It’s difficult coming up with a comparable situation for survivor towards killer.


    I think a better comparison in Brand New Part actually. A survivor can spawn next to a generator and install it, there is literally nothing you can do to prevent that. Yes, I don’t think this is a 1:1 example, Survivors can do this x4 with BNP, but it’s the closest you can get because a survivor cannot run towards you at 9m/s and injure the killer, asymmetrical game and all.


    And people complain about BNP on the forums so can’t example say it’s ‘not a bother’ either.

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    But we still have BNP and it's rather unlikely that will be changed, in addition I haven't really seen people complaining current BNP nowadays, so probably still a "not a bother" too

  • ArkInk
    ArkInk Member Posts: 731

    You ain't looking in the right places. Spend five minutes on DBD Twitter and you'd wish you never heard of BNP.

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    It doesn't matter because literally everything is problem there, I bet there is people bothering with basekit BT or hook grabbing removal

  • ArkInk
    ArkInk Member Posts: 731
    edited April 12

    People are complaining about hook grabs literally everywhere. I've seen three YouTube vids in my recommended in the past two days and I hardly even get DBD content in my feed.