Dead by Daylight

Dead by Daylight

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Houndmaster First Impressions: A Fierce Addition, but Room for Improvement
I just played the Houndmaster for the first time, it felt good getting into the skin of this Killer, I love the Dog, I think it's a Rottweiler and it brings a whole new meaning to the chase since the dog runs ahead of the Killer, and that is nicely done! I especially like how when the dog clamps it's jaws on a Survivor, holds them down, slows them down so that the Killer can catch up and it makes it easier to close distance with the fast Survivors where the Houndmaster can land hits. It also creates an intense chase moment between Killer and Survivor and Killer Dog because the Dog hangs on to the Survivor; I love it!

One thing that I think can be done differently with this Killer, and just my suggestion is improving the Rottweiler's pathfinding abilities during chases because when the Houndmaster releases the hound after a survivor it only crashes and stops at obstacles like barriers or walls or pallets and doors which interfered with the chase and the survivor got away.

Another thought is, after the Dog clamps down on a Survivor, the Survivor should be wounded not healthy based on the game I played.

I also played the new map, I like the snow scene and industrial buildings, it has a cozy feel for a Killer and reminds me of Murder Hill, the map lends itself to both Killer, the Houndmaster and new Survivor Taurie Caine for hiding and hunting. Nicely done, the atmosphere feels pretty good and the main industrial building is a cool place to hide.

My suggestion would be to have the dog recover quickly from running into an obstacle or have it intuitively go around it as a dog would do and maneuver around the obstacles to keep up the pressure on the Survivors so making the dog more intuitive will give it a realistic real dog danger and make it feel even more powerful and consistent with how a dog behaves. Overall, through, I am very impressed by this Killer - The Houndmaster - and I'm looking forward to Chapter 34.

These are just a few suggestions after my first game play with the new Killer and when I play survivor I'll provide any feedback that really stands out as well as any other feedback on the Killer. I'm really impressed. GGs.
Last edited by RedKnightDivine; Nov 7, 2024 @ 3:47pm
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Showing 1-13 of 13 comments
Jelly Sandwich Nov 7, 2024 @ 3:01pm 
It is a pitbull, not a rottweiler.
RedKnightDivine Nov 7, 2024 @ 3:15pm 
Originally posted by Jelly Sandwich:
It is a pitbull, not a rottweiler.

ah, I see, thanks for catching that! I appreciate the correction, it's a Pitbull then, not a Rottweiler-I'm still getting used to this new Killer, lol.

...but on a side note Houndmaster should have a Rottweiler because Rots are war dogs and a bigger and stronger than Pitbulls based on jaw pressure even though a Pitbull is a tough dog, Rottweiler could probably take a Pitbull. Just some thoughts...
Last edited by RedKnightDivine; Nov 7, 2024 @ 3:21pm
Kruegerrunt Nov 7, 2024 @ 7:34pm 
my issue is that the dog has tunnel vision, when chasing survivors so if the survivor goes left or right or misses by a inch the dog doesn't follow them it needs to have like 180 sight when charging and follow them for a little bit before giving up. She just a weaker Good guy and Hillbilly then, and the dogs patrol sucks it just stays where you tell it to go for a few sec and comes back it should act like vector but if the dog spots you it attacks.
Why are killers not a threat anymore. They ruined good guy by making his scramble work only when he charging.
Originally posted by Jelly Sandwich:
It is a pitbull, not a rottweiler.
thats not a pitbull LOL
100% it's a Cane corso.
Originally posted by Jelly Sandwich:
It is a pitbull, not a rottweiler.
its a Cane Corso, literally says it in the second paragraph of her bio :gatorhappy:
gun goes pew pew Nov 7, 2024 @ 8:29pm 
the increase in doges lately is unexpected, but very welcome :theDoge:
Paranochat Nov 7, 2024 @ 8:35pm 
The pathfinding and obstacles priority definitely need some work. I guess they made the pallets/windows a big priority with a gigantic area of detection so the "injure on vault" thing happens more easily, but it ends up making the power really clunky on some basic loops.

Pathfinding is also weird when a survivor is grabbed and sometimes works against you.
I'm not sure if the power needs something more to it, but injuring survivors on grab would be too powerful if not balanced with a heavily nerfed cooldown, which would make it less fun or interesting to play. I'd rather have a fast power with improved tracking/pathfinding that doesn't injure.
(Or they could make an Iri add-on that injures but nerfs the power in some way to compensate).

However, maybe having some additional effect on grab like reduced hit cooldown (kinda like her add-on, but with a lower value) could be nice.
Last edited by Paranochat; Nov 7, 2024 @ 8:37pm
RedKnightDivine Nov 9, 2024 @ 1:56pm 
Originally posted by Paranochat:
The pathfinding and obstacles priority definitely need some work. I guess they made the pallets/windows a big priority with a gigantic area of detection so the "injure on vault" thing happens more easily, but it ends up making the power really clunky on some basic loops.

Pathfinding is also weird when a survivor is grabbed and sometimes works against you.
I'm not sure if the power needs something more to it, but injuring survivors on grab would be too powerful if not balanced with a heavily nerfed cooldown, which would make it less fun or interesting to play. I'd rather have a fast power with improved tracking/pathfinding that doesn't injure.
(Or they could make an Iri add-on that injures but nerfs the power in some way to compensate).

However, maybe having some additional effect on grab like reduced hit cooldown (kinda like her add-on, but with a lower value) could be nice.

Yup, I agree.
RedKnightDivine Nov 9, 2024 @ 2:29pm 
Originally posted by RedKnightDivine:
Originally posted by Paranochat:
The pathfinding and obstacles priority definitely need some work. I guess they made the pallets/windows a big priority with a gigantic area of detection so the "injure on vault" thing happens more easily, but it ends up making the power really clunky on some basic loops.

Pathfinding is also weird when a survivor is grabbed and sometimes works against you.
I'm not sure if the power needs something more to it, but injuring survivors on grab would be too powerful if not balanced with a heavily nerfed cooldown, which would make it less fun or interesting to play. I'd rather have a fast power with improved tracking/pathfinding that doesn't injure.
(Or they could make an Iri add-on that injures but nerfs the power in some way to compensate).

However, maybe having some additional effect on grab like reduced hit cooldown (kinda like her add-on, but with a lower value) could be nice.

Yup, I agree.

And, the Houndmaster's dog currently attacks in a straight line which makes it easier for Survivors to dodge the attack by stepping behind obstacles where the dog won't follow so, Survivors can just side step the attack and get out of the way which, I think, makes the dog useless, but to make the dog more effective, I think developers ought to implement a strike radius for the god, ten feet, twenty feet so that when the Houndmaster sends the dog, the dog can intuitively respond to the Survivors movements at least for a short distance which will increase the frequency of a dog bite, maybe if not a dog clamp, just a dog bite that would wound the Survivor which gives it more of a risk of facing the Houndmaster, the strike radius around the dog can inflict damaage either wounding survivors, holding survivors, or even downing a Survivor, (that would be cool)

I think this change will make it harder for Survivors to avoid attacks and taunt this Killer because right now, Survivors can run circles around the Houndmaster, at least skilled Survivors can do this, and this change to the dogs power will provide an advantage to the Killer and even out the playing field a little more because right now, the god doesn't add much other than consolation for not catching Survivors and it is frustrating since the Killer can catch Survivors but the dog can't catch Survivors unless the Killer is right behind a Survivor within striking distance to hit Survivor but then that defeats the purpose of the dog because then the Houndmaster can catch Survivors without the dog anyway but even then its a challenge because the Houndmaster is slow and you can only hope the Survivor makes a mistake to strike and wound them.

I too think the Houndmaster needs to be reworked.
RedKnightDivine Nov 9, 2024 @ 2:54pm 
Originally posted by Paranochat:
The pathfinding and obstacles priority definitely need some work. I guess they made the pallets/windows a big priority with a gigantic area of detection so the "injure on vault" thing happens more easily, but it ends up making the power really clunky on some basic loops.

Pathfinding is also weird when a survivor is grabbed and sometimes works against you.
I'm not sure if the power needs something more to it, but injuring survivors on grab would be too powerful if not balanced with a heavily nerfed cooldown, which would make it less fun or interesting to play. I'd rather have a fast power with improved tracking/pathfinding that doesn't injure.
(Or they could make an Iri add-on that injures but nerfs the power in some way to compensate).

However, maybe having some additional effect on grab like reduced hit cooldown (kinda like her add-on, but with a lower value) could be nice.

I agree, improving the Houndmaster's dog and the pathfinding mechanic, detection and especially around obstacles and pallets and walls like corners and windows would really enhance the game play because right now the dog runs past a Survivor and doesn't even bite it, it only stays on its straight path which could be balanced with a short cool down which might be fun, and reward a successful grab and encourage the Houndmaster's ability with add-ons and an injure grab ability would be nice to keep things balanced.
Last edited by RedKnightDivine; Nov 9, 2024 @ 2:58pm
RedKnightDivine Nov 9, 2024 @ 2:55pm 
Originally posted by Hex: Gon' Give It To Ya:
100% it's a Cane corso.



Originally posted by yummers:
Originally posted by Jelly Sandwich:
It is a pitbull, not a rottweiler.
its a Cane Corso, literally says it in the second paragraph of her bio :gatorhappy:

thanks for pointing this out...
RedKnightDivine Nov 9, 2024 @ 2:56pm 
Originally posted by Hex: Gon' Give It To Ya:
100% it's a Cane corso.

sounds, good, thanks.
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Date Posted: Nov 7, 2024 @ 2:45pm
Posts: 13