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Why is the Oni Flick Still In

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Comments

  • AssortedSorting
    AssortedSorting Member Posts: 1,348

    That side-step is part of the counter-play of the power which a flick bypasses. Blight's speed/bounce is what should be doing the heavy lifting by cutting survivors off and getting to survivors with good bounces, not also 90 deg flicks to hit over windows you were perpendicular to during a rush. If flicks are a necessity, then the base power needs work.

    Oni's demon dash is a mobility tool used to take advantage of information quickly, cut off survivors, patrol quickly, and it has some use as an insta-down tool should a survivor be unlucky. But Demon Dash becoming a primary chase tool leveraging sliding and camera angles to prevent bumps to increase speed in LT walls while still being an instadown is frankly BS.

    Billy's curve bypasses that linear motion associated with his sprint to get tight curves in areas a survivor might otherwise think that the killer wouldn't be able to hit.

    All three of the above involve manipulation of the base power itself to avoid counterplay revolving around the power. Making the counter-play inconsistent with its presentation, and ultimately more esoteric and annoying to learn.

    Wesker's eurobend may be a bit problematic, but the counterplay to the ability prior is mostly consistent and the throw fits with the theme of "The Mastermind". Frankly it could become basekit with a bit of polish for all I care.

  • SkeletalElite
    SkeletalElite Member Posts: 2,709

    https://streamable.com/2xjiuq

    here's a 1 frame 180 oni flick with no visible vertical movement of the mouse, only horizontal

  • Archol123
    Archol123 Member Posts: 4,634

    Without those mechanics all 3 would be terrible killers because their powers would be super easy to dodge... On Blight the shoulder flick is basically required because side stepping is way to easy to do without it and it completely negates that you basically used bump logic correctly to hit them otherwise.

    If Onis demon dash is not his main power to get a down then he is just like a Myers with mobility and a bigger lunge, which would also make him a terrible killer.

    Curving is what enables Billy's gameplay... You want to have Billy just back revving or what?

    I have to say I don't think it makes sense to remove any of those 3 as those mechanics are what gives depth to the characters and how to play them as well as play against them.

    By consistent you mean that it is not a 100% guaranteed method to avoid the hit? If that was a thing that would be horrible, how are you going to outplay the survivor if they have a guaranteed way to always avoid the hit no matter what you do?

  • Archol123
    Archol123 Member Posts: 4,634

    What do you mean urobend could become basekit? All of those mechanics are basekit... Curving was not intended in the beginning, but at least by now when they increase the curve window and even score events for curving it is obviously an intended mechanic, same goes for flicks and urobend considering they removed it once and brought it back shortly after... Those mechanics are not exploits but intended.

  • AssortedSorting
    AssortedSorting Member Posts: 1,348

    So your solution is to simply be content with the powers as they are now instead of improving them such that they have visual and physical consistency with their animations and basic physical assumptions for players? Like making blight able to cut a rush short without a bounce, giving Oni the ability to adjust turning speed by lowering their sprint speed (by holding the backwards movement key) without having to perform angle stuff, giving billy a short window of high turn freedom before accelerating faster and restricting movement, or making it so that Wesker doesn't dash with survivors once hit and instead immediately decelerates while unrestricting camera movement and following up with a throw?

    When I mean consistency, I mean the power able to standalone perform the kinds of things you'd expect the power to be able to do "naturally". Flicks and curves all ignore momentum and as such are not visually well telegraphed to players and ultimately just makes it feel cheap.

  • Archol123
    Archol123 Member Posts: 4,634

    We could just change the visuals so they match with what is possible, instead of removing the techs because they don't fit the visuals…

    I don't know what you mean with that ideas? Oni can already slowdown by left right strafing…

    I'm always up for fine polishing stuff, but I don't want those techs removed without giving something of equal worth instead, otherwise we just dumb down killers and remove their depth.

  • AssortedSorting
    AssortedSorting Member Posts: 1,348

    Yeah, visuals should match what is possible, though in blight's case not having any kind of movement slowdown prior to a hard flick would need to be a mechanical change, not simply visual.

    In Oni's case, does it make sense to slow down by wiggling your movement? Or is it just accepted because that's what is available? Why can't you slow down/speed up via forwards/backwards input?

    I like depth, but there's a difference between utilizing mechanics together for a better result, and utilizing mechanics to bypass existing mechanics.

  • Archol123
    Archol123 Member Posts: 4,634

    For Oni I would say if it is not broke don't fix it.. The wiggling works for what it is supposed to do and trying to change that in best case will give us the same mechanic on a different key and in the worst case it just won't work…

    I don't see why the movement slowdown would need to be changed? Isn't that like the only "buff" he got out of having his collision butchered?

  • Devil_hit11
    Devil_hit11 Member Posts: 8,887

    For Oni I would say if it is not broke don't fix it..

    Shouldn't this logic be applied for Chucky's flick and Blight hug tech? /shrug

  • Archol123
    Archol123 Member Posts: 4,634

    I was against Hug techs removal, and his new collision is an abomination...

    As for Chucky I don't know... His 180° is fine I guess, his scamper without dash is what mostly bothered me about him.

    My point there however was that we should not remove an existing feature just to swap it for a feature that is supposed to do exactly the same... That does not really apply to those two you mentioned.

  • JPLongstreet
    JPLongstreet Member Posts: 5,895

    I thought part of the reason Chucky's flick got removed was due to it not being possible with a controller? Should we apply that logic to everything?

  • Archol123
    Archol123 Member Posts: 4,634

    Great downgrade playability on PC just because you cannot do it on controller instead of just adjusting what can be done with a controller...

  • Devil_hit11
    Devil_hit11 Member Posts: 8,887

    do you think Oni flicking for 180 is possible on controller? You need extremely high sensitivity to pull it off. Something that controller doesn't have but you can somewhat cheat the exploit by looking up. For a long time, Blight on controller was also unable flick and i want to argue that controller players probably weren't able to hug tech either. they eventually changed sensitivities for blight specifically for controllers to be able to flick. I remember reading this in one of the patch notes.

  • VomitMommy
    VomitMommy Member Posts: 2,257

    I will definetly prefer to let controllers do it instead… even if it is by looking up

    I don't need to look up at PC with at least 2500 DPI, I don't know how much I would need if I set DBD sensitivity to 100%, currently at 50%.
    You don't need that high DPI to do it…

  • JPLongstreet
    JPLongstreet Member Posts: 5,895
  • JPLongstreet
    JPLongstreet Member Posts: 5,895

    If you look up at the frame-perfect time you'll might get to about 140-150° I'd say. Maybe. If the ping gods are in your favor…