I keep seeing streamers saying this and I just think "this is BHVR... 90% of these bugs are coming to live with a few extra new ones when they fix the other 10%"
Vecna was weak on ptb, dracula was weak on ptb I have faith they will give her a few changes to make her stronger on launch. that being said though I do think unlike the previous two a little more than just number tweaks would really be needed to get her to a good place. let's see what they do.
Yeah the NPC AI element of the dog is probably going to make it much more complicated to balance than some of the pure number tweaking fixes for Vecna and Dracula.
The good boy knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, Or where it isn't from where it is (whichever is Greater), it obtains a difference, or deviation. The guidance subsystem uses deviations to generate corrective Commands to drive the missile from a position where it is to a Position where it isn't, And arriving at a position where it wasn't, it now is. Consequently, the position where it is, Is now the position that it wasn't, And it follows that the position that It was, is now the position that it isn't. In the event that the position that it is in is not the position that It wasn't, the system has acquired a variation, The variation being the difference between Where the good boy is, and where it wasn't. If variation is considered to be a Significant factor, it too may be corrected by the GEA. However, the good boy must also know where it was. The good boy guidance computer scenario works as follows. Because a variation has modified some of the information The good boy has obtained, it is not sure just where it is. However, it is sure where it isn't, Within reason, and it knows where it was. It now subtracts where it should be from where it wasn't, Or vice-versa, and by differentiating this from the algebraic sum of Where it shouldn't be, and where it was, It is able to obtain the deviation And its variation, which is called error.
I think it'd be interesting if the Search mode had a "Return" feature so you can cancel the search to get the dog back, as well as when the dog arrives at the location you send it off to, you can take control just like in Chase mode on the redirect for a brief moment to doggrab from that location if you wanted to. That way if the dog's houndsense activates, you can go into "Attack" and doggrab from the search spot instead of waiting for it to return back, wait for the cooldown, and then finally use chase at the survivor
Pretty much: Chase -> Redirect, Search -> Return (Cancel the current Search) as well as, Search -> Attack (when it arrives at Search location or Houndsense activates) where you take control like in redirect
I feel like the dog should be a spectral dog instead, then it would make sense for it to just summon back to you instantly. Also I can’t imagine the dog pathing around will ever look not-janky lol if it was ghosty it could get away with it a little better aesthetically Really cool idea for a killer though, I like it
@ yeah lol I feel like they could’ve easily just been like “uhhh it fuckn goes through everything” and it would’ve been lame. Now we get a straight up dog and that’s some whimsical stuff right there
One thing I think they should add to the killer is that while a Survivor is marked by Houndmaster from Search, landing a chase will *also* injure that Survivor, meaning a combo hit will down them. This would give much more of a reason to use Search.
I would love that the hound sense on survivor applies an ''auto-tracker'' on the dog chase attack during the hound sense period , it would give at least the first hit when the dog detect someone
This makes so much sense, send the dog to track, if it finds someone the next time the dog chases that survivor it gets increased tracking and makes it easier for it to hit
The dog should just run beside or behind the killer until you prep a command, then the dog would shoot in front of you. Also, people tagged with houndsense could allow for the dog to slightly home-in toward that survivor when you perform the chase command. Also maybe when in a certain distance of that survivor you see that survivor with killer instinct.
The fact that the dog follows pathing seems like an opportunity to me. While you control the dog, the killer should just follow the pathing so she keeps moving, but at a slower pace for balance reasons.
Instead of deep wounds, I would have liked the dog to "pick up their scent" and track them for a while. Like their footprints 👣 becoming visible to you, or dropping scent trails similar to the Dracula scent orbs or Oni blood orbs. And I wish anyone the dog grabbed was affected by the hindered debuff. And actually deep wounds would make sense if the Survivor manages to force the dog to stop biting them and thus leaving grievous wounds. It would be as if the dog ripped off a chunk of their flesh when they force it off of them.
I think for the grab on the dog it should keep the circle around it and if the survivor enters the circle during it's "chase" then they get grabbed. That way hiding behind a small object doesn't just immediately negate the power but still leaves options to dodge it.
She looks like a lot of fun, like a cross between deathslinger and knight. I hope they iron out the issues and tone down her tunneling abilities but other than that i can see her being very funt to play even if she isnt that strong.
Hmm, a interesting idea for the dog's charge then redirect charge What if they change it from controlling he dog directly, they made it into the icon for a searching? So, you're able to command the dog through a wall The best way I can explain it is like, wolf form Dracula but instead of directly controlling the wolf, you choose the path to lunge with the power, then you can mark a location for the dog to redirect to creating like a V or L shape charge through a wall. That would be cool and require a lot of prediction on houndmaster's end
@just_tired701 no, not like that More so It's a lunge forward from the dog, then during that lunge you can mark a position and the dog will redirect to that marked position. It's sill all in that split second time frame as normal. But instead of controlling the dog, you mark where you want the dog to go towards, while staying as the killer
So here's a example Say you're at a basic rock loop Survivor runs under a pallet and around the loop You send your dog out towards the survivor, but the dog barely misses and runs past the pallet Instead of a clunky animation of having to possess the dog, turn to wherever the survivor is, then launch another lunge to get the survivor The dog would run past the pallet and the killer would notice the dog didn't hit, she casts her ability to redirect the dog with a marker that goes through walls so. Hound master whistles, the dog stops in place. Then with a quick readjustment she sends the hound around the rock by marking where the dog goes and gets a hit. It feels kinda hard to explain but it works out in my head really well
I think she needs to be able to recall the dog. This would let the devs do two things. First and most obvious it would remove the downtime of search mode. Secondly it would let them add a longer duration to the dogs idle state after you send it to attack instead of the at most 1s it currently has. This would basically let the dog be a turret you can send out and have a single shot with which would give her a real anti loop ability. I think a maximum of 5s would be good and the recall would let you recover the dog faster if it's not possible to get a hit after you send it.
I think the most confusing thing about the houndsense is that you bleed more and grunt louder.. when you're downed? Not when you're injured? Am I misreading that?
It’s supposed to imply that your senses are cranked up, the survivor isn’t actually louder or bleeding more it’s just you are picking up on things better. Making whole new tracking mechanics like a scent line or something is too much work so they just change a few numbers other perks already change so it’s easy to add.
She’s definitely cool and has a lot going on. I wish the dog had an attack if you got to close. I don’t like the idea of survivors ignoring the dog because he’s not threatening.
Whether it's a bug or not you can injur/down survivors if the dog hits them mid vault. Dog will not hit if you vault into the dog when the dog also vaults a pallet (face to face vaulting not dog behind)
I think a lot of her numbers are extremely safe for the PTB, like Vecna, and she'll probably be boosted for live and feel a lot stronger. My main issue is her lack of interesting perk synergy, which is in a kind of backhanded way - her power does all the interesting stuff her perks could do, so I don't think her power gels with many perks. It's a shame because a new Killer coming out and inexplicably pairing well with niche perks is one of my favorite parts of new chapter releases.
I hope she doesn't get the Twins treatment, where she's a really strong killer but everyone ignores her because she came out extremely buggy and then nobody bothered to check her out when the jank is fixed
I was honestly expecting it to be some sort of revamp and immense improvement on Knight's AI and that it would function as if you actually had a hunting dog with you, so this amalgamation of Huntress aiming, Wesker second dash combined with Twins chase power that results in just a worse deathslinger grab, a just bad "search" that does nothing but bark, was both unexpected and I feel just a more complex but also weaker direction for the killer EDIT: Also the dog only being able to injure during a vault is so strange
Blight was bad because people didn't understand how he should be played. The houndmaster is bad because her power is just a worse and clunky version of wesker
I think my big thing with search mode that I want to see is for it to basically get the knight treatment. Give her a 2nd dog, one is search, one is chase, seperate cooldowns. Can adjust chase/search balance wise as needed to accomodate for the seperate cooldowns. Speaking outside of balance, I think it would FEEL a lot better to play, and if a killer doesn't feel good to play that's a problem.
A few things I‘ve found out from testing: -When sending the dog to a gen, he will either bark if the generator has progress or sniff the ground if its regressing / has no progress. -You can send the dog to search exit gate levers. -if the dog catches a survivor during an animation like dropping a pallet or vaulting, the dog can injure / down them -to pet the dog you need to be in search mode and whistle a few times (cancel power mid charge to whistle) and a prompt will show up (spacebar) to pet the dog Search mode definitely needs some buffs / changes, the detection radius seems incredibly small and dogsense is kind of underwhelming especially since its pretty hard to apply it to survivors. Only time it makes sense to send away the dog to a gen is before picking up a survivor.
It would be cool if the dog had some autonomy and just started passively searching nearby while you are not in chase. Maybe the dog could actually chase after detected survivors and try to grab them (no damage tho). Ofc you should have a whistle or something to interrupt and call the dog to your position at any time. Also maybe the dogs search range could be like 20% bigger for injured survivors.
Also can I just mention that her getting released with a Snow map and not a Swamp rework makes 0 sense. The character gives off super strong like deep back swamp Louisiana vibes, the map we're getting matches The Thing, not a big black lady that stomps on Survivor's faces, uses a giant skull pin as a weapon, and has a dog that will rip you to pieces if she tells it to.
The snow map isn't her map and it isn't releasing in her chapter lol check your info before commenting, also you are right this snowy map gives heavy the thing vibes which they may be hinting the next killer we get is the thing along with this map
I will say that I agree with you when it comes to the potential for Houndmaster. This is the very first killer that I have seen come to the game in a long time that I truly wish to learn everything from, with Artist and SM being the closest two, but neither of them compare to how invested I am to learning her. I am just going to mention a few things I have discovered on the PTB from my time playing as her, so everyone here gets to see what either gets adjusted, or ends up being interesting game "techs" Firstly, her dog has the ability to deal a damage state. This may come as a surprise, considering they are made to yank survivors closer to you for the damage state, but there is one situation where the dog will convert into a hit, and that is animations. Window vaults and pallet drops have the chance to deal a damage state to the survivor instead of going for the grab, similar to how Wesker slaps a survivor when using his Dash. Next, her dog will let go faster if placed on an odd elevation. I noticed this a lot when it came to the new map, but if a survivor got grabbed and the dog was placed on a higher or lower elevation point, the dog let go instantly. I suspect to prevent bugs, but its something important to note. Then there is the fact that the dog can slide off of terrain. It can get sticky sometimes, especially near generators, but there are locations where the dog can slide of the terrian and latch onto a survivor. In a sense, the dog has hug tech in their kit, but not as potent as Blight used to be. Then there are add-ons, and I will agree with Scott, the add-ons are pretty mellow in strength, but the Knotted Rope is honestly so potent for a yellow, it may as well be a must pick. Having a 40% recovery from landing a hit, combined with perks like STBFL or Rapid Brutality, is so scary on some maps, its not even a joke to say it is way too oppressive. If they had to nerf anything, Knotted Rope has to get tweaked. I don't have any suggestions at the moment for updates outside of the Rope getting tweaked, but I am sure the developers are invested in trying interesting things with Houndmaster, especially since people actually seem to care about her. Anyways, that is the end of my Ted Talk, I hoped you enjoyed, and I wish Scott a great old time learning the funny lady with the sweetest doge. (Their name is Snug in the lore BTW)
i had this dog hunter idea based on The Most Dangerous Game, its not quite the same (My idea was similar to the artists birds but the hunt and search ideas are the same ish) but even i had in the preliminary designs required 2 dogs so that you can hunt and search at the same time. idk why they only have the one
7:52 what is he talking about only half a second he held that for like a million years also I saw an add on that reduces attack cooldowns by forty percent if the dog is dropping them and if you pair that with basically anything ur a machine gun
To be honest a lot of her stuff is another case of "just like X" but also "with more steps" Her chase command: Like Deathslinger/Wesker but with more steps. Slinger because they get dragged, but more steps cause you can't go over obstacles. Also in a sense of getting deep wound after houndsense. Then the redirect is like wesker, but more steps cause you are stuck in place and also your camera has to travel over there losing precious time. Track command: Like Artist or Clown but with more steps. Like artist cause you commit your power to scout and maybe get a reward later for guessing right, but said reward you have to hit an m1 instead of using power again. The haste is like Clown but with more steps cause you have to stay exactly on the line. The problem with her I feel is how limited not only she is, but she has to be otherwise she'd just be a better version of those killers. Especially Slinger cause if hitting the Chase openly was so easy it'd just be a better slinger in a lot of ways cause of how quicker you close the gap. I think one thing perhaps could houndsense deep wound triggers off the dog hitting you with the Chase command so then at least she has 2 tap potential and she has to set that up beforehand. However otherwise I'm not sure how to go about making her better without stepping over other killers.
What if behavior made it so while you’re controlling the dog the killer walks towards the direction the dog went…not very fast but at least enough to where you don’t lose all your distance
I think step 1 is to fix the dog’s inconsistency (if that’s possible), and then from there make it stronger. I don’t know if 3-4 weeks between now and live is enough time. I’m a little worried.
my favorite part about this killer is playing against bots, trying to do the second dog charge and the fucking bot starts going towards me and blinding my immobile husk THAT ALSO BLINDS THE DOG.
I feel like the ring for search should be about the same size as the knights guards one thing they could also add (maybe in the form of an addon to replace on of the two modes) is you can send the dog to guard an area, like a pallet, window, or generator so that when a survivor interacts/passes through that guarded area, the dog latches on
I think the generator targeting is working as intended. If it were to snap to a gen every time you looked at it, you wouldnt be able to send the dog to a shorter path. It only snaps when you aim under the minimal distance.
Honestly, i like her as she is, the inconsistency you saw were mostly linked to the Ptb and the Ai of the dog that will be probably be fixed, she is like a KnightSlinger. On the search mode, a small buff that she could have is that her dog carries her terror radius for the "search" duration, letting her go undetectable meanwhile. We need more killers like her and less Vecnas or Dracula, combining 3 powers to give a killer all the options of the world. Also, a killer with less lethality and relaying on survivor mistakes and 50/50 more, once in a while, is appreciated.
i hope people at BHVR actually watch scotts content, it seems like alot of the balance suggestions scott suggests end up getting into the game😂 probably just a case of convergent thought / coincidence, but nontheless i like to imagine someone at bhvr takes the time to watch scotts stuff
little thing i have seen literally no one else talk about, the dog can injure and down survivors if it hits them while they're locked animations, specifically vaulting or dropping a pallet. potentially other animations as well, like entering/exiting lockers, but i haven't pulled that off yet. i don't think it increses her strength by much, but it's definitely helped me in chase a decent bit
I feel like it wouldn't be a bad idea to have the dog's chase path gently stick to survivors, so if they try dodge, the dog has an in-built tracking that makes it easier to hit them. Also means survivors have some counterplay - healthy survivors can intercept the path and try guide the dog away from injured ones and such. Maybe Houndscent could add priority/strengthen the tracking effect too?
I would like to disagree on the fact that she's extremely weak, out of about 13-ish games of playing her, I only lost 2 of them. The first one I lost was because I didn't realize the redirect button existed, and the second one was because I was going against SEAL Team Six. Her Search ability needs a massive buff, I'd honestly probably suggest an overall change due to how low the reward is for actually sensing a survivor in the first place is. If they kept the reward for sensing but increased the radius gain, I'd be "fine" with it, but I just don't think it'd be enough to make the search ability worth using much. The main redeemable thing about it is the fact that you can use it to move faster during chase (briefly) or get to the other side a bit faster. In the 13 games, I was using a Scourge Hook Build (Jagged Compass, Hangman's Trick, Floods of Rage, and Gift of Pain), and it was actually really good without completely making it unplayable for the other side. Floods of Rage activates on normal hooks since the hook is Scourged at the same time as the survivor unhooked, which lets FOR activate, which is insane info gain. If you can be consistent with your hooks and downs, you basically got constant aura-reading; and at some point, you eventually get to see people from around the entire map with Hangman's since, if you hook on non-scourge hooks the entire game, you get hooks around the entire map turned into Scourges. I realized by like game 3 that Gift of Pain wasn't exactly going to work for this build since I actively DIDN'T want to hook on Scourge Hooks, but I kept it just for the cases where I have to (probably just wanna run some non-scourge hook until they make another scourge perk like FOR or Hangman's Trick). From what I was playing, it seems that the reason why Snug (dog's name) goes Mach 10 and seems like he's running away from you is because he's going where you originally sent him to chase. I'm pretty sure it's unintended or was just not thought through by the dev's, because it leads to strange/annoying situations like what you were talking about. However, after learning about how it works, I consistently got the hits without struggle because I would maneuver around the objects, thinking the way the AI would, "What's the quickest way to get back to the original location", which is annoyingly through pallets at times; but I do think it's intended that way because it gives the survivors a chance to escape. I think they could maybe make it where survivors hit by the Chase should get the Houndsense put on them, but then that would semi-invalidate the Search ability. They should maybe increase the speed at which Snug vaults pallets and windows, it feels JUST too long and gives the survivors too much time to find a safe spot to make redirecting worth anything. They're most definitely going to nerf the yellow addon that gives 40% faster basic attack recovery speed; because every time I used it, I got the next hit at most 5 seconds after. The map feels really good and has some really cool tiles and structures. There are also random structures that I think could make cool spots for killers like Huntresses to shoot through. I also have a feeling they're going to either leave Houndmaster's healing perk "No Quarter" the same with minor changes, or a complete rework like they did with Sable Ward's perk "Wicked". It's just not a perk that would be worth using on most killers with the exception of Doctor. I guess you could pair it with Nurses Calling and run it on a Stealth Killer, but that's really it from what I can think of at the time. It does hurt people that like to heal mid-chase, which will help; but not every survivor does that, it's basically only 1/4 people sometimes unless it's a squad. This chapter will either be a major flop or a big original chapter for Behaviour, it's completely dependent on if they manage to make the changes they need to by release or not. There's addons that need changes, perks that are either really strange, bad, or great, and the new survivor looks like bald Meg as well as looking like Trickster in the HUD. I'm definitely going to play the new killer either way as even in the state she's in right now, she's still very fun to play for me; and also dog.
Every other non-licensed killer is just a variation on the Knight. Put down an NPC that annoys survivors, sometimes the NPC can be used in chase to make certain loops dead temporarily. BHVR has an obsession with trying to make a scouting killer that isn't toxic. These concepts don't work. The NPC is either too useless, too clunky, or too limited in its programming to be useful, or the NPC is far too brainless and effective at holding a 3-gen because just the threat of the NPC is so high that it basically bans survivors from accessing an area of the map. Right now, Houndmaster falls into the first category. Her dog isn't enough of a threat that sending it to patrol an area will ever result in survivors leaving, the way Skull Merchant's drones or Knight's guards do. She also can't spam the dog the way that SM and Knight can spam their powers. Knight's guard will transition from patrol into chase, meaning that he's not punished for using his power to scout, and SM has multiple drones, meaning that she can use some of them to scout and some of them to chase. HM only has one dog, and it can't transition from patrol to chase, at least not the way that Knight's guards can, so its a total waste to use it for patrol unless the dog can latch onto a survivor if they find one on patrol. Which would actually be a huge buff to HM.
And at the end of the day, this is the exact way PTBs are supposed to function. The devs make their best guess, and then they make changes accordingly after seeing it in action. Everything is working as intended here. And that's a good thing
I feel like this is what twins could have been. They keep doing that where they bring out a new killer that should have been the old one, like knight and legion too. Wonder what the twins update will look like now.
This could had been the best killer ever if they made the dog able to be controlled by a 2nd killer. It can only hold survivors and drag them, no damage. Then if is popular, do this for twins as well.
I feel like for the first time in....well, however long ago Nemesis was released, they're actually trying to do something different and interesting with the midrange zoning formula (and of course it's a nonlicensed chapter they try to innovate in). None of the zoners before this killer had tracking. The closest was Chucky's Undetectable allowing him the drop on people. And the projectile itself interacts with the environment in novel ways, plus since the killer doesn't need to commit to it herself she can threaten the area her dog can see as well as her general vicinity. She's far from perfect, and I agree with every single one of Scott's proposed changes, but there's a really interesting killer inside that block of marble the PTB gave us. Time will only tell, however, if they truly understand what this killer has to offer and lean into it or if the incompetency train will barrel off the tracks and into an orphanage.
Tbh I think that when you start the redirect charge, she should path towards the dog at normal speed. If she gets to the dog or if you cancel the power you regain control of the moving hound master
They should just rework "search" to be like a guard where if it finds someone it hunts them for like 10 sec and if it grabs them it pulls them like chase. And the path still gives boost.
I don’t know... going from designs like Singularity and Unknown to this killer feels like a major downgrade. I wasn’t expecting something quite on par with those two since they’re really fucking solid, but I was at least expecting something average. This killer just seems undercooked in every single way. It’s not even about her being human, it’s more about the entire character not being nearly ready enough for a PTB release.
This feels like a repeat of Skull Merchant tbh. I’d be willing to bet the same people who were responsible for skill merchant and trickster were also responsible for houndmaster. It’s such a shame because the rest of the team is clearly very talented.
Honestly if you could swap to your dogs view if you detected someone during search, I think that'd be a great way to give some map pressure, and feel less like you lost your power.
Wait. Why not simply have it work like: Search Mode: Activate it to sniff out the nearest Survivor, giving you a haste path to them. Chase Mode: *After you hit a survivor*, if dog is on cooldown, have *dog* finish that chase/down that survivor by giving them the survivor's scent. That way you can tag team the survivor with flanking or chase someone else. Dog will only chase until being paletted or flashed somehow and return after downing. Add-On where dog can drag the downed survivor to you, but other survivors can kick them off. Why have a hound master and not have the hound *hunt people with their scent* way ahead of the killer like they're meant to.
I feel like the searching could be good to use before picking up a downed survivor for quick scouts and using it to get cross map faster if you know where you need to go. The add ones also help if they get the dog debuff from being scouted
what i think they should do is when u become the dog have the window be like 5 to 8 seconds of you just moving atp they should make it that yes the dog can grab people but also just attack people like downing them bc even if they fix the power the killer still has such a low threat
One of the Iri addons is literally Obsidian Goblet from Pyramid head and that hurts me Also, houndsense should increase the dog area of effect while lunging for easier hits so you have a reason for using search
Maybe if her power had a charge for search and a charge for projectile. (She has two dogs, wild) you could use the power to search with more consistency
I feel like it just makes sense that survivors afflicted with Houndsense would be easier to track, not sure why it doesn't interact with Search mode. Survivors bleeding out their ass from a dog bite should have a larger detection range, like 2x the base range.
She's pretty great at using stbfl with her 40% cooldown reduction addon upon hitting a survivor that's being held by the dog. With enough stacks you have almost no cooldown on successful hits, so you can almost double tap survivors IF you hit them with the dog.
@@ScottJund Just recorded two clips in a game with bots to make sure and yeah, it does stack. I don't know if it's supposed to or not and there are diminishing returns but there's a visible difference when hitting a survivor with 0 stacks + addon and 7/8 stacks + addon. The measurements from my naked eye are as follows: Just the addon gives a cooldown of roughly 1.6 seconds, while the addon + 8 stacks of stbfl result in a cooldown of app. 1-1.1 seconds. So stbfl seems to apply its reduction to the already reduced cooldown (32% of 1.6 seconds= 0,52 seconds) instead of the base cooldown of 2,7 seconds. Edit: The last part regarding how the reduction works is just my speculation. I don't know what comes first, addon or stbfl or if there's some other math at play.
@@marcusbourchier2245 im not sure how you got different results, i tested this on stream and there was 0 difference in distance gained with 8 stacks of STBFL
@@ScottJund Hm, I'm not sure about distance gained, I only looked at the animation cooldown, but going from there you should be able to close the gap faster. I can send you the two short clips if you'd like.
"She doesn't have any insanely broken addons" She has a yellow addon that gives you 10 stacks of STBFL when you hit someone hindered by the dog. Which is insanely broken.
Her Search Mode tagging is actually the exact same they use for Skull Merchant's Drones. So if you're 1 of the 10 people who player her lie me you already know how to get around that jank.
What if survivors detected by hound sense create a line like the dog crates in search nose that the killer can then follow so it is thematic on the tracking part and makes it better
"PTB jank im sure itll be gone by live.." Scott's Tombstone Epitaph
Just like it was the case with the knight, right?
I keep seeing streamers saying this and I just think "this is BHVR... 90% of these bugs are coming to live with a few extra new ones when they fix the other 10%"
Sounds like my own dog. Doesn't do what I ask and just sits there
Sounds like your a bad owner
@@zzirJesus Sounds like you don't know what a joke is
@@probablywrong3816sounds like you don't know what a joke is
@@AGUYNAMED278sounds like you don’t know what a joke is
@@sadmyspaceuser sounds like you don’t know what a joke is
Dog movement right now feels like it was ripped straight out of GMOD ngl
don’t disrespect gmod modders like that
Give Victor the dog's AI. Let him run around you like a gremlin
the twins whole thing is that they're one body
Give victor the dog, so it's just Victor riding the dog
@@Justhunk let him summon guards too
I like the current gameplay of the twins.
No
2:25 “As long as you know where people RUFF-ly are…” 🐕
i love you
@ and I love you
Well she has a good boy and steps on survivors so immediate S tier killer
indeed
Couldn’t have said it better myself
You can pet the dog too :)
I was getting step on me mommy vibes too
real
9:42 “There’s this awkward PAWS on everything that the dog does…” 🐕
You need to be stopped.
@ sorry but the video had to get DOGged on 🐕
@@TheFreakyVader booooo
@@TheFreakyVaderwhooooooo!
@@TheFreakyVaderencore!!!
the add-ons that deploy the dog for longer are hilarious. why yes bhvr, I do want to be without a power 20% longer a pop. brilliant
Should've titled this Scott doesn't like dog-slinger
Scott doesnt like a lot which he doesnt understand. He acts like hes a dev. Ffin annoying.
@TheR3alBoazB so does every dbd content creator.not just Scott. stop bitching
@TheR3alBoazB why do you keep watching me then
@@ScottJundwell I watch you bc I like your sweater.
@@TheR3alBoazBthan dont watch him 🤦♂️
give her a dog for searching and a dog for throwing
I just imagine she baseball chucks a massive bloodhound at the survivors lol
Yeet!
cupcake and princess
Vecna was weak on ptb, dracula was weak on ptb I have faith they will give her a few changes to make her stronger on launch. that being said though I do think unlike the previous two a little more than just number tweaks would really be needed to get her to a good place. let's see what they do.
Same. BUT I am also scared bc the AI on killer's npc helpers have been kinda bad in the past.
Yeah the NPC AI element of the dog is probably going to make it much more complicated to balance than some of the pure number tweaking fixes for Vecna and Dracula.
Vecna *is* still weak tho lol
Have you seen WOLFE or D3AD Plays play her?? If not I highly recommend you watch their vids.
Dracula was NOT weak on ptb lmao
3:58 "the projectile form of the dog" GOOD BOY IS A MISSLE
The good boy knows where it is at all times.
It knows this because it knows where it isn't.
By subtracting where it is from where it isn't,
Or where it isn't from where it is (whichever is
Greater), it obtains a difference, or deviation.
The guidance subsystem uses deviations to generate corrective
Commands to drive the missile from a position where it is to a
Position where it isn't,
And arriving at a position where it wasn't, it now is.
Consequently, the position where it is,
Is now the position that it wasn't,
And it follows that the position that
It was, is now the position that it isn't.
In the event that the position that it is in is not the position that
It wasn't, the system has acquired a variation,
The variation being the difference between
Where the good boy is, and where it wasn't.
If variation is considered to be a
Significant factor, it too may be corrected by the GEA.
However, the good boy must also know where it was.
The good boy guidance computer scenario works as follows.
Because a variation has modified some of the information
The good boy has obtained, it is not sure just where it is.
However, it is sure where it isn't,
Within reason, and it knows where it was.
It now subtracts where it should be from where it wasn't,
Or vice-versa, and by differentiating this from the algebraic sum of
Where it shouldn't be, and where it was,
It is able to obtain the deviation
And its variation, which is called error.
I think it'd be interesting if the Search mode had a "Return" feature so you can cancel the search to get the dog back, as well as when the dog arrives at the location you send it off to, you can take control just like in Chase mode on the redirect for a brief moment to doggrab from that location if you wanted to. That way if the dog's houndsense activates, you can go into "Attack" and doggrab from the search spot instead of waiting for it to return back, wait for the cooldown, and then finally use chase at the survivor
Pretty much:
Chase -> Redirect,
Search -> Return (Cancel the current Search) as well as,
Search -> Attack (when it arrives at Search location or Houndsense activates) where you take control like in redirect
The dog whisperer
The only whisperers we care about
I feel like the dog should be a spectral dog instead, then it would make sense for it to just summon back to you instantly. Also I can’t imagine the dog pathing around will ever look not-janky lol if it was ghosty it could get away with it a little better aesthetically
Really cool idea for a killer though, I like it
Even if it ends up being janky and dumb I like that they committed to the dog not teleporting and having to path everywhere it's just fun
@ yeah lol I feel like they could’ve easily just been like “uhhh it fuckn goes through everything” and it would’ve been lame. Now we get a straight up dog and that’s some whimsical stuff right there
9:40 kinda obvious there would be pause with the dog I mean he has 4 of them
I don’t even play dbd anymore I just get happy to get to watch Scott and hear about what’s happening with it
same
One thing I think they should add to the killer is that while a Survivor is marked by Houndmaster from Search, landing a chase will *also* injure that Survivor, meaning a combo hit will down them. This would give much more of a reason to use Search.
I would love that the hound sense on survivor applies an ''auto-tracker'' on the dog chase attack during the hound sense period , it would give at least the first hit when the dog detect someone
This makes so much sense, send the dog to track, if it finds someone the next time the dog chases that survivor it gets increased tracking and makes it easier for it to hit
The dog should just run beside or behind the killer until you prep a command, then the dog would shoot in front of you.
Also, people tagged with houndsense could allow for the dog to slightly home-in toward that survivor when you perform the chase command. Also maybe when in a certain distance of that survivor you see that survivor with killer instinct.
The fact that the dog follows pathing seems like an opportunity to me. While you control the dog, the killer should just follow the pathing so she keeps moving, but at a slower pace for balance reasons.
Instead of deep wounds, I would have liked the dog to "pick up their scent" and track them for a while. Like their footprints 👣 becoming visible to you, or dropping scent trails similar to the Dracula scent orbs or Oni blood orbs.
And I wish anyone the dog grabbed was affected by the hindered debuff. And actually deep wounds would make sense if the Survivor manages to force the dog to stop biting them and thus leaving grievous wounds. It would be as if the dog ripped off a chunk of their flesh when they force it off of them.
I think for the grab on the dog it should keep the circle around it and if the survivor enters the circle during it's "chase" then they get grabbed. That way hiding behind a small object doesn't just immediately negate the power but still leaves options to dodge it.
what the dog doing
HES FUCKING MAULING ME HELP
She looks like a lot of fun, like a cross between deathslinger and knight. I hope they iron out the issues and tone down her tunneling abilities but other than that i can see her being very funt to play even if she isnt that strong.
Hmm, a interesting idea for the dog's charge then redirect charge
What if they change it from controlling he dog directly, they made it into the icon for a searching? So, you're able to command the dog through a wall
The best way I can explain it is like, wolf form Dracula but instead of directly controlling the wolf, you choose the path to lunge with the power, then you can mark a location for the dog to redirect to creating like a V or L shape charge through a wall. That would be cool and require a lot of prediction on houndmaster's end
Reminds me of knight’s guard trail.
@just_tired701 no, not like that
More so
It's a lunge forward from the dog, then during that lunge you can mark a position and the dog will redirect to that marked position. It's sill all in that split second time frame as normal. But instead of controlling the dog, you mark where you want the dog to go towards, while staying as the killer
So here's a example
Say you're at a basic rock loop
Survivor runs under a pallet and around the loop
You send your dog out towards the survivor, but the dog barely misses and runs past the pallet
Instead of a clunky animation of having to possess the dog, turn to wherever the survivor is, then launch another lunge to get the survivor
The dog would run past the pallet and the killer would notice the dog didn't hit, she casts her ability to redirect the dog with a marker that goes through walls so. Hound master whistles, the dog stops in place. Then with a quick readjustment she sends the hound around the rock by marking where the dog goes and gets a hit.
It feels kinda hard to explain but it works out in my head really well
@@elijahcurtis1751 thanks for the clarification.
Even if this killer is weak, I'm glad she's at least a bit unique compared to other recent killers.
I think she needs to be able to recall the dog. This would let the devs do two things.
First and most obvious it would remove the downtime of search mode.
Secondly it would let them add a longer duration to the dogs idle state after you send it to attack instead of the at most 1s it currently has. This would basically let the dog be a turret you can send out and have a single shot with which would give her a real anti loop ability. I think a maximum of 5s would be good and the recall would let you recover the dog faster if it's not possible to get a hit after you send it.
I think the most confusing thing about the houndsense is that you bleed more and grunt louder.. when you're downed? Not when you're injured? Am I misreading that?
It’s supposed to imply that your senses are cranked up, the survivor isn’t actually louder or bleeding more it’s just you are picking up on things better.
Making whole new tracking mechanics like a scent line or something is too much work so they just change a few numbers other perks already change so it’s easy to add.
When she jumps from a high place, she sometimes sends her dog flying in the air and I've been laughing so hard
She’s definitely cool and has a lot going on. I wish the dog had an attack if you got to close. I don’t like the idea of survivors ignoring the dog because he’s not threatening.
This killer just feels like death slinger but with extra steps
She is more like a combo of Deathslinger and Wesker
Slinger+Pinhead
Whether it's a bug or not you can injur/down survivors if the dog hits them mid vault. Dog will not hit if you vault into the dog when the dog also vaults a pallet (face to face vaulting not dog behind)
I believe thats intentional like wesker slapping at windows instead
I think a lot of her numbers are extremely safe for the PTB, like Vecna, and she'll probably be boosted for live and feel a lot stronger. My main issue is her lack of interesting perk synergy, which is in a kind of backhanded way - her power does all the interesting stuff her perks could do, so I don't think her power gels with many perks. It's a shame because a new Killer coming out and inexplicably pairing well with niche perks is one of my favorite parts of new chapter releases.
I hope she doesn't get the Twins treatment, where she's a really strong killer but everyone ignores her because she came out extremely buggy and then nobody bothered to check her out when the jank is fixed
I agree but the Twins jank is still there 😢
This sounds like a total shame, a Killer with a Dog companion sounds like a great idea
I was honestly expecting it to be some sort of revamp and immense improvement on Knight's AI and that it would function as if you actually had a hunting dog with you, so this amalgamation of Huntress aiming, Wesker second dash combined with Twins chase power that results in just a worse deathslinger grab, a just bad "search" that does nothing but bark, was both unexpected and I feel just a more complex but also weaker direction for the killer
EDIT: Also the dog only being able to injure during a vault is so strange
The every 3 months a chapter comes out is hitting hard clearly 😂
Surprised they don't have the dog interact with the blood survivors leave on the ground, that would be fun
Ig if I give em a bit more credit, Blight's PTB was infamously horrible (and it's obvious how he's doing rn) so I'd say there's still some hope
Although the concept of the killer still kinda feels like they made a combination of Knight and Twins. Bonus points for dog tho.
I swear BhVr does such fucking amazing visual and sound design like every time, just some other stuff isn't great
Blight was bad because people didn't understand how he should be played. The houndmaster is bad because her power is just a worse and clunky version of wesker
I think my big thing with search mode that I want to see is for it to basically get the knight treatment. Give her a 2nd dog, one is search, one is chase, seperate cooldowns. Can adjust chase/search balance wise as needed to accomodate for the seperate cooldowns. Speaking outside of balance, I think it would FEEL a lot better to play, and if a killer doesn't feel good to play that's a problem.
I think visually it’d be really cool too. One dog on each side
A few things I‘ve found out from testing:
-When sending the dog to a gen, he will either bark if the generator has progress or sniff the ground if its regressing / has no progress.
-You can send the dog to search exit gate levers.
-if the dog catches a survivor during an animation like dropping a pallet or vaulting, the dog can injure / down them
-to pet the dog you need to be in search mode and whistle a few times (cancel power mid charge to whistle) and a prompt will show up (spacebar) to pet the dog
Search mode definitely needs some buffs / changes, the detection radius seems incredibly small and dogsense is kind of underwhelming especially since its pretty hard to apply it to survivors. Only time it makes sense to send away the dog to a gen is before picking up a survivor.
She thicc, that outfit slaps, especially them Thigh Boots, and she has a doggo. S-Tier Killer.
"Gameplay? Never heard of her!" - dbd playerbase
DBD players try not to be horny 24/7 challenge (impossible)
She’s soo mid 😂💀
Confusing thicc with fat
She look like a fan art from r34 😂
It would be cool if the dog had some autonomy and just started passively searching nearby while you are not in chase. Maybe the dog could actually chase after detected survivors and try to grab them (no damage tho). Ofc you should have a whistle or something to interrupt and call the dog to your position at any time. Also maybe the dogs search range could be like 20% bigger for injured survivors.
Also can I just mention that her getting released with a Snow map and not a Swamp rework makes 0 sense. The character gives off super strong like deep back swamp Louisiana vibes, the map we're getting matches The Thing, not a big black lady that stomps on Survivor's faces, uses a giant skull pin as a weapon, and has a dog that will rip you to pieces if she tells it to.
The snow map isn't her map and it isn't releasing in her chapter lol check your info before commenting, also you are right this snowy map gives heavy the thing vibes which they may be hinting the next killer we get is the thing along with this map
She should be able to move and point the dog towards things imo. Would make her very strong
I will say that I agree with you when it comes to the potential for Houndmaster. This is the very first killer that I have seen come to the game in a long time that I truly wish to learn everything from, with Artist and SM being the closest two, but neither of them compare to how invested I am to learning her. I am just going to mention a few things I have discovered on the PTB from my time playing as her, so everyone here gets to see what either gets adjusted, or ends up being interesting game "techs"
Firstly, her dog has the ability to deal a damage state. This may come as a surprise, considering they are made to yank survivors closer to you for the damage state, but there is one situation where the dog will convert into a hit, and that is animations. Window vaults and pallet drops have the chance to deal a damage state to the survivor instead of going for the grab, similar to how Wesker slaps a survivor when using his Dash. Next, her dog will let go faster if placed on an odd elevation. I noticed this a lot when it came to the new map, but if a survivor got grabbed and the dog was placed on a higher or lower elevation point, the dog let go instantly. I suspect to prevent bugs, but its something important to note. Then there is the fact that the dog can slide off of terrain. It can get sticky sometimes, especially near generators, but there are locations where the dog can slide of the terrian and latch onto a survivor. In a sense, the dog has hug tech in their kit, but not as potent as Blight used to be.
Then there are add-ons, and I will agree with Scott, the add-ons are pretty mellow in strength, but the Knotted Rope is honestly so potent for a yellow, it may as well be a must pick. Having a 40% recovery from landing a hit, combined with perks like STBFL or Rapid Brutality, is so scary on some maps, its not even a joke to say it is way too oppressive. If they had to nerf anything, Knotted Rope has to get tweaked.
I don't have any suggestions at the moment for updates outside of the Rope getting tweaked, but I am sure the developers are invested in trying interesting things with Houndmaster, especially since people actually seem to care about her. Anyways, that is the end of my Ted Talk, I hoped you enjoyed, and I wish Scott a great old time learning the funny lady with the sweetest doge. (Their name is Snug in the lore BTW)
i had this dog hunter idea based on The Most Dangerous Game, its not quite the same (My idea was similar to the artists birds but the hunt and search ideas are the same ish) but even i had in the preliminary designs required 2 dogs so that you can hunt and search at the same time. idk why they only have the one
Opinion rejected , you can pet the dog
Hey Scott guys here
Scott hey here guys
7:52 what is he talking about only half a second he held that for like a million years also I saw an add on that reduces attack cooldowns by forty percent if the dog is dropping them and if you pair that with basically anything ur a machine gun
I feel like her dog’s hit box is just a tad too small. You miss survivors by inches at times.
Most the problems I have with the killer would be solved by removing jank and adding another dog.
Agreed
To be honest a lot of her stuff is another case of "just like X" but also "with more steps"
Her chase command: Like Deathslinger/Wesker but with more steps. Slinger because they get dragged, but more steps cause you can't go over obstacles. Also in a sense of getting deep wound after houndsense. Then the redirect is like wesker, but more steps cause you are stuck in place and also your camera has to travel over there losing precious time.
Track command: Like Artist or Clown but with more steps. Like artist cause you commit your power to scout and maybe get a reward later for guessing right, but said reward you have to hit an m1 instead of using power again. The haste is like Clown but with more steps cause you have to stay exactly on the line.
The problem with her I feel is how limited not only she is, but she has to be otherwise she'd just be a better version of those killers. Especially Slinger cause if hitting the Chase openly was so easy it'd just be a better slinger in a lot of ways cause of how quicker you close the gap. I think one thing perhaps could houndsense deep wound triggers off the dog hitting you with the Chase command so then at least she has 2 tap potential and she has to set that up beforehand. However otherwise I'm not sure how to go about making her better without stepping over other killers.
10:40 has me dying LMAO I've missed bs like this though I hope they fix the jank with the dog.
Is this supposed to be a pirate?
What if behavior made it so while you’re controlling the dog the killer walks towards the direction the dog went…not very fast but at least enough to where you don’t lose all your distance
that s exactly my problem with the twins.
I think step 1 is to fix the dog’s inconsistency (if that’s possible), and then from there make it stronger. I don’t know if 3-4 weeks between now and live is enough time. I’m a little worried.
if the dog detects someone in search mode, why dont they get bit?
@@NoppyOwO Or at least longer killer instinct + hindered so you can catch up
my favorite part about this killer is playing against bots, trying to do the second dog charge and the fucking bot starts going towards me and blinding my immobile husk THAT ALSO BLINDS THE DOG.
I feel like the ring for search should be about the same size as the knights guards
one thing they could also add (maybe in the form of an addon to replace on of the two modes) is you can send the dog to guard an area, like a pallet, window, or generator so that when a survivor interacts/passes through that guarded area, the dog latches on
I think the generator targeting is working as intended. If it were to snap to a gen every time you looked at it, you wouldnt be able to send the dog to a shorter path. It only snaps when you aim under the minimal distance.
Honestly, i like her as she is, the inconsistency you saw were mostly linked to the Ptb and the Ai of the dog that will be probably be fixed, she is like a KnightSlinger.
On the search mode, a small buff that she could have is that her dog carries her terror radius for the "search" duration, letting her go undetectable meanwhile.
We need more killers like her and less Vecnas or Dracula, combining 3 powers to give a killer all the options of the world.
Also, a killer with less lethality and relaying on survivor mistakes and 50/50 more, once in a while, is appreciated.
i hope people at BHVR actually watch scotts content, it seems like alot of the balance suggestions scott suggests end up getting into the game😂 probably just a case of convergent thought / coincidence, but nontheless i like to imagine someone at bhvr takes the time to watch scotts stuff
Hoping for a “The Thing” licensed chapter coming in the far future based off this PTB map
little thing i have seen literally no one else talk about, the dog can injure and down survivors if it hits them while they're locked animations, specifically vaulting or dropping a pallet. potentially other animations as well, like entering/exiting lockers, but i haven't pulled that off yet. i don't think it increses her strength by much, but it's definitely helped me in chase a decent bit
I feel like it wouldn't be a bad idea to have the dog's chase path gently stick to survivors, so if they try dodge, the dog has an in-built tracking that makes it easier to hit them. Also means survivors have some counterplay - healthy survivors can intercept the path and try guide the dog away from injured ones and such. Maybe Houndscent could add priority/strengthen the tracking effect too?
This seams like the type of killer that will be bugged every single patch.
I would like to disagree on the fact that she's extremely weak, out of about 13-ish games of playing her, I only lost 2 of them. The first one I lost was because I didn't realize the redirect button existed, and the second one was because I was going against SEAL Team Six. Her Search ability needs a massive buff, I'd honestly probably suggest an overall change due to how low the reward is for actually sensing a survivor in the first place is. If they kept the reward for sensing but increased the radius gain, I'd be "fine" with it, but I just don't think it'd be enough to make the search ability worth using much. The main redeemable thing about it is the fact that you can use it to move faster during chase (briefly) or get to the other side a bit faster.
In the 13 games, I was using a Scourge Hook Build (Jagged Compass, Hangman's Trick, Floods of Rage, and Gift of Pain), and it was actually really good without completely making it unplayable for the other side. Floods of Rage activates on normal hooks since the hook is Scourged at the same time as the survivor unhooked, which lets FOR activate, which is insane info gain. If you can be consistent with your hooks and downs, you basically got constant aura-reading; and at some point, you eventually get to see people from around the entire map with Hangman's since, if you hook on non-scourge hooks the entire game, you get hooks around the entire map turned into Scourges. I realized by like game 3 that Gift of Pain wasn't exactly going to work for this build since I actively DIDN'T want to hook on Scourge Hooks, but I kept it just for the cases where I have to (probably just wanna run some non-scourge hook until they make another scourge perk like FOR or Hangman's Trick).
From what I was playing, it seems that the reason why Snug (dog's name) goes Mach 10 and seems like he's running away from you is because he's going where you originally sent him to chase. I'm pretty sure it's unintended or was just not thought through by the dev's, because it leads to strange/annoying situations like what you were talking about. However, after learning about how it works, I consistently got the hits without struggle because I would maneuver around the objects, thinking the way the AI would, "What's the quickest way to get back to the original location", which is annoyingly through pallets at times; but I do think it's intended that way because it gives the survivors a chance to escape. I think they could maybe make it where survivors hit by the Chase should get the Houndsense put on them, but then that would semi-invalidate the Search ability. They should maybe increase the speed at which Snug vaults pallets and windows, it feels JUST too long and gives the survivors too much time to find a safe spot to make redirecting worth anything.
They're most definitely going to nerf the yellow addon that gives 40% faster basic attack recovery speed; because every time I used it, I got the next hit at most 5 seconds after. The map feels really good and has some really cool tiles and structures. There are also random structures that I think could make cool spots for killers like Huntresses to shoot through.
I also have a feeling they're going to either leave Houndmaster's healing perk "No Quarter" the same with minor changes, or a complete rework like they did with Sable Ward's perk "Wicked". It's just not a perk that would be worth using on most killers with the exception of Doctor. I guess you could pair it with Nurses Calling and run it on a Stealth Killer, but that's really it from what I can think of at the time. It does hurt people that like to heal mid-chase, which will help; but not every survivor does that, it's basically only 1/4 people sometimes unless it's a squad.
This chapter will either be a major flop or a big original chapter for Behaviour, it's completely dependent on if they manage to make the changes they need to by release or not. There's addons that need changes, perks that are either really strange, bad, or great, and the new survivor looks like bald Meg as well as looking like Trickster in the HUD. I'm definitely going to play the new killer either way as even in the state she's in right now, she's still very fun to play for me; and also dog.
Every other non-licensed killer is just a variation on the Knight. Put down an NPC that annoys survivors, sometimes the NPC can be used in chase to make certain loops dead temporarily. BHVR has an obsession with trying to make a scouting killer that isn't toxic. These concepts don't work. The NPC is either too useless, too clunky, or too limited in its programming to be useful, or the NPC is far too brainless and effective at holding a 3-gen because just the threat of the NPC is so high that it basically bans survivors from accessing an area of the map.
Right now, Houndmaster falls into the first category. Her dog isn't enough of a threat that sending it to patrol an area will ever result in survivors leaving, the way Skull Merchant's drones or Knight's guards do. She also can't spam the dog the way that SM and Knight can spam their powers. Knight's guard will transition from patrol into chase, meaning that he's not punished for using his power to scout, and SM has multiple drones, meaning that she can use some of them to scout and some of them to chase. HM only has one dog, and it can't transition from patrol to chase, at least not the way that Knight's guards can, so its a total waste to use it for patrol unless the dog can latch onto a survivor if they find one on patrol. Which would actually be a huge buff to HM.
And at the end of the day, this is the exact way PTBs are supposed to function. The devs make their best guess, and then they make changes accordingly after seeing it in action. Everything is working as intended here. And that's a good thing
ive not played dead by daylight in a while but the recent chapters look great. all very cool concepts and designs with their killers
I feel like this is what twins could have been.
They keep doing that where they bring out a new killer that should have been the old one, like knight and legion too.
Wonder what the twins update will look like now.
This could had been the best killer ever if they made the dog able to be controlled by a 2nd killer. It can only hold survivors and drag them, no damage. Then if is popular, do this for twins as well.
No one would want to play that
Meanwhile every fog whisperer: "She's so strong! One of the strongest killers in the game"
I feel like for the first time in....well, however long ago Nemesis was released, they're actually trying to do something different and interesting with the midrange zoning formula (and of course it's a nonlicensed chapter they try to innovate in). None of the zoners before this killer had tracking. The closest was Chucky's Undetectable allowing him the drop on people. And the projectile itself interacts with the environment in novel ways, plus since the killer doesn't need to commit to it herself she can threaten the area her dog can see as well as her general vicinity. She's far from perfect, and I agree with every single one of Scott's proposed changes, but there's a really interesting killer inside that block of marble the PTB gave us. Time will only tell, however, if they truly understand what this killer has to offer and lean into it or if the incompetency train will barrel off the tracks and into an orphanage.
Tbh I think that when you start the redirect charge, she should path towards the dog at normal speed. If she gets to the dog or if you cancel the power you regain control of the moving hound master
They should just rework "search" to be like a guard where if it finds someone it hunts them for like 10 sec and if it grabs them it pulls them like chase. And the path still gives boost.
I don’t know... going from designs like Singularity and Unknown to this killer feels like a major downgrade. I wasn’t expecting something quite on par with those two since they’re really fucking solid, but I was at least expecting something average. This killer just seems undercooked in every single way. It’s not even about her being human, it’s more about the entire character not being nearly ready enough for a PTB release.
This feels like a repeat of Skull Merchant tbh. I’d be willing to bet the same people who were responsible for skill merchant and trickster were also responsible for houndmaster. It’s such a shame because the rest of the team is clearly very talented.
Probably why it wasn't really teased at all. I bet it hit some BS deadline before it was ready.
Honestly if you could swap to your dogs view if you detected someone during search, I think that'd be a great way to give some map pressure, and feel less like you lost your power.
Wait. Why not simply have it work like:
Search Mode: Activate it to sniff out the nearest Survivor, giving you a haste path to them.
Chase Mode: *After you hit a survivor*, if dog is on cooldown, have *dog* finish that chase/down that survivor by giving them the survivor's scent. That way you can tag team the survivor with flanking or chase someone else. Dog will only chase until being paletted or flashed somehow and return after downing. Add-On where dog can drag the downed survivor to you, but other survivors can kick them off.
Why have a hound master and not have the hound *hunt people with their scent* way ahead of the killer like they're meant to.
Having another AI chaser would just be Knight 2
Her addon Knotted Rope is extremely powerful and easy to get value from but it will probably be nerded before live, hopefully.
MAYBE the deep wound is there for the future when in January it gets changed someway.
On which date will this chapter go to main game, anyone has a guess?
november 28 i think
I feel like the searching could be good to use before picking up a downed survivor for quick scouts and using it to get cross map faster if you know where you need to go. The add ones also help if they get the dog debuff from being scouted
what i think they should do is when u become the dog have the window be like 5 to 8 seconds of you just moving atp they should make it that yes the dog can grab people but also just attack people like downing them bc even if they fix the power the killer still has such a low threat
Quick fix: give the Houndmaster two hounds; one for chase and one for scouting.
you can redirect at any point during the charge, not just at the end of it
One of the Iri addons is literally Obsidian Goblet from Pyramid head and that hurts me
Also, houndsense should increase the dog area of effect while lunging for easier hits so you have a reason for using search
now thats funny
DBD got houndmaster first before DD 2 did
(this is a joke but if its a secret collab holy shit)
This killer gives me vibes that she is gonna be a buggy killer.
Maybe if her power had a charge for search and a charge for projectile. (She has two dogs, wild) you could use the power to search with more consistency
There is NO greater power, then the power of having a dog! 🐶
11:33 "It was really really RUFF"
If the bugs are fixed, she needs to be a 4.4 killer. She's essentially a deathslinger with some benefits.
I feel like it just makes sense that survivors afflicted with Houndsense would be easier to track, not sure why it doesn't interact with Search mode. Survivors bleeding out their ass from a dog bite should have a larger detection range, like 2x the base range.
This concept is how i thought the Knights power should have worked
She's pretty great at using stbfl with her 40% cooldown reduction addon upon hitting a survivor that's being held by the dog. With enough stacks you have almost no cooldown on successful hits, so you can almost double tap survivors IF you hit them with the dog.
STBFL does not stack with that addob
@@ScottJund Just recorded two clips in a game with bots to make sure and yeah, it does stack. I don't know if it's supposed to or not and there are diminishing returns but there's a visible difference when hitting a survivor with 0 stacks + addon and 7/8 stacks + addon.
The measurements from my naked eye are as follows: Just the addon gives a cooldown of roughly 1.6 seconds, while the addon + 8 stacks of stbfl result in a cooldown of app. 1-1.1 seconds. So stbfl seems to apply its reduction to the already reduced cooldown (32% of 1.6 seconds= 0,52 seconds) instead of the base cooldown of 2,7 seconds.
Edit: The last part regarding how the reduction works is just my speculation. I don't know what comes first, addon or stbfl or if there's some other math at play.
@@marcusbourchier2245 im not sure how you got different results, i tested this on stream and there was 0 difference in distance gained with 8 stacks of STBFL
@@ScottJund Hm, I'm not sure about distance gained, I only looked at the animation cooldown, but going from there you should be able to close the gap faster. I can send you the two short clips if you'd like.
"She doesn't have any insanely broken addons"
She has a yellow addon that gives you 10 stacks of STBFL when you hit someone hindered by the dog. Which is insanely broken.
Her Search Mode tagging is actually the exact same they use for Skull Merchant's Drones. So if you're 1 of the 10 people who player her lie me you already know how to get around that jank.
What if survivors detected by hound sense create a line like the dog crates in search nose that the killer can then follow so it is thematic on the tracking part and makes it better