Mattie_MayhemOG
Mattie_MayhemOG
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- Mattie_MayhemOG
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@ChaosWam said:
Kinda how I'm feeling about the Sadako update in January.
I've coached friends on how to avoid Sadako mid match and got 4 man escapes, even when one had full condemned stacks. I do think she can build condemned a tad too fast, and addons like Mother's Comb should be changed, but reverting her to her old playstyle is a mistake that I've seen players praise but I remember it being a slog to do anything with her power because of TV cooldowns and survivors largely ignoring them because you could just loop Sadako and never touch a tape.
You are right. Her counter is literally "grab a tape , do a gen, place tape in TV, repeat" I am amazed how mad survivors are that they have to do anything beyond just the generators.
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@BlightedTrapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529098#Comment_3529098
Have you checked again? Sometimes achievement progress fails to update immediately on Xbox. Going directly to the "All Achievements" page often shows the true progress for me.
I checked again and then hit several more last night who were holding tapes. The achievement does not advance as Sadako, at least on Xbox.
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@Palmer said:
Doesn't work with Sadako.
Maybe it has to do with the fact they lose the tape instantly (during the hit?).
I did it with Wesker and it went pretty quickly.
(Do not know however if M2 would work, too. I tryharded with "basic attacks".
The tape should be a special item. Its a bug BHVR
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I can confirm that I did not make achievement progress on Xbox when hitting a survivor who was holding a tape with Sadako. I am hoping it was a bug.
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@Matukas said:
To expand on this: I think it would be really healthy to put a cooldown on the infliction of global Condemned from Projection (say, 30 seconds) which would be separate from her Projection cooldown. Her pressure on uncoordinated teams is absurd strictly because of the new global nature of Condemned, so this would make her more balanced.
But her chase is still among the worst in the game, so give the missing extra invisibility duration from the nerfed Reiko's Watch to her basekit; Possibly also make Old Newspaper basekit!
Its only been a couple days. Everyone will quickly figure out to just grab a tape first thing and always be holding one and Sadako will be quite bad once again.
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495307#Comment_3495307
But after the vault speed was removed and the visual terror radius was introduced, it was barely used.
This new nerf was not needed.
The previous version was a hard counter for all stealth killers. It needed to be changed now that the visual heartbeat is base.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452480#Comment_3452480
Bloodlust activates after 15 seconds, I’d hardly say that’s a lot of time.
And you would be wrong because in that 15 seconds the survivors ran away from gens and teammates and now found a pallet which if broken resets the bloodlust timer. Restart the entire process. The killer is alone so anything they do that isn't killing is a waste.
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@Nebula said:
Bloodlust is still a thing
Reminder that if Bloodlust activates, alot of the killers time has just been wasted and the survivors are winning
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@Green_Sliche said:
How often do you really see people running infected for the long time by any kind of virus? If anything, the number of antidote chests should be reduced ( antidotes could have few more charges in exchange ) so getting rid of infection isn't as easy as it currently is.
Yes, reduce the amount of antidote chests is the proper balance change. The threat of being infected is so useless because using the ton of antidotes is so easy.
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@[Deleted User] said:
Does it still reveal stealth killers?
It does, which was my main grip with the change in the first place but now that the accessibility update is in game should be time to fix the stealth killer nerf.
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I got it on Xbox One X just fine by going to Midwich and using Amanda's Letter to verify that I was at least 16 meters from them and then rushed in from the hallway and got them
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Doctor is the classic noob stomper. Experienced survivors do not usually miss madness skill checks which almost completely negates his slowdown. Even his anti-loop is easily negated by pre dropping pallets which again is a tactic one gets from experience.
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@Xarcell said:
This achievement is definitely bugged. Sometimes I gain progress, most of the time I don't. Boon: Dark Theory sometimes progresses this achievement and sometimes Deliverance (unhook) does.
At this point Guardian is the most sure fire way of progressing, almost always gives credit
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@Crowman said:
Since the last changes they made to ghostface's reveal mechanic, I've been able to reveal him through walls on a consistent basis.
Yes, this is the actual problem. He used to be alot more fun but the revel is completely survivor sided now
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Nurses Calling and Sloppy Bucher is fun because you can sneak up on them silently and either you down them again or they run and lose all the heal progress
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@tenoresax said:
No one really wants to play Twins.
I don't think many people are gonna be too upset about losing current Twins when they just get reworked eventually.
Not holding my breath on a rework when they completely ignore adjusting killers who clearly need it like Nurse and Onyro
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Bamboozle for sure. Don't chainsaw until you push them out of a loop. And like it or not he is the best camper in the game so if you stay at the hook and they rush to save its almost automatic downs.
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This negative reaction to an accessibility change from survivors is weird considering how positive they all were about the Spine Chill buff that was also called an accessibility change. You all can't have it both ways.
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To busy enjoying Twins before they become unusable with the base kit Unbreakable
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Alternate explanation:
BHVR quality assurance is not capable of testing the game at a skill level that replicates most of their user base. They implement ideas that work for a certain (low) skill level and rely on the community to do the heavy lifting in terms of QA play testing.
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@steezo_de said:
I would like BHVR to just put up a disclaimer for people that have issues with flickering lights. I like those effects and I'd like to see more. I think it would be cool to go through a dark hallway or room with a strobe light in it and all you see is flashes of the killer or survivor as you chase and hit them. It could look real cinematic.
They can do so much more with lighting and sounds, and I think it's a shame they're not more creative with them.
They did add this in patch 6.2
- "A photosensitivity warning has been added to the boot sequence of the game"
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It is impossibly small to the point you run right through survivors occasionally
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@Pyrosorc said:
https://forum.deadbydaylight.com/en/discussion/comment/3159783#Comment_3159783
His dash is the range of a nurse teleport, but he doesnt have to land it on you, he can just auto hit you anywhere along the line. He also gets charges back as quickly. Nurse only has an advantage of being able to go through walls.
In addition to being basically as powerful as nurse, he's a 4.6 killer, he's effectively a stealth killer because his terror radius is so huge that it's impossible to tell where he is (though newer teammates just hide the entire time), and has insta down and pickup potential that adds a new side objective for survivors.
Fun to play agianst score: 1/10
"Nurse only has an advantage of being able to go through walls." LOL
That is the #1 reason she is the strongest killer
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Which is the unfun part?
When he can't hit you with his bound because the hitbox is so tiny or how you can chain loops on him because his power cooldown is long?
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Discovered the perk Guardian will give you progress towards the Fleet of Foot achievement as well as Dark Theory. Still no achievement progress from base saves even though they give Haste to the unhooked person.
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The major strategy against both Legion and Plague is no heal so buffing Thana changes up that part of the meta. If you don't like it just heal.
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Everything OP said "is subjective and changes from player to player"
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They just added the 25% slower recovery. Everything else is the same as before. I read it weird initially too but they write things weird sometimes.
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Its heavily killer depended. Fearmonger is fun with Twins because it hides anyone slugged and negates exhaustion perks when Victor runs up on a gen. Some value on Dredge too if you can pop out of a locker next to a gen, its all about negating the exhaustion perks for him.
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Of course have to see it all playout in the PTB but I would not be surprised if both of those changes happened. DS 5 sec stun restore and OTR shorter duration and deactivate when doors powered.
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@Object said:
https://forum.deadbydaylight.com/en/discussion/comment/3020448#Comment_3020448
The point is I don't want to switch my build. My build is nowhere near S-Tier build, it's a casual build, that synergizes well with each perk that I have there. I don't run any S-Tier perk, except perhaps Spine Chill and BT, which I often change for Prove Thyself or Botany Knowledge. In my opinion, making me change my build will not help me and make me enjoy the game more.
No one is forcing you to change your build. You can choose whatever perks you want. Spine Chill made stealth killers ineffective so I am glad they made the change.
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@Ghostflame92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3016913#Comment_3016913
oh wow i didnt think of that. i thought it would just turn all basement hooks into scourge hooks, and if i were to also use pain resonance, then the basement hooks would also remove 15% of the most completed gen. but if that were the case, then i guess it would also go the other way around as well, right? since all scourge hooks stack, that means the 4 scourge hooks spawned on the map by the current perks would also gain monstrous shrine?
or does this mean that if we run pain res + shrine that there wouldnt be 8 total hooks, there would only be 4 and they would all be in the basement?
I am hoping it means 8 total hooks with 4 in the basement and all share the same effect. If not Monstrous Shrine will continue to never be used.
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@Crowman said:
It seems like Monstrous Shrine make basement hooks become scourge hooks while the other scourge hook perks convert 4 random hooks that aren't in the basement into scourge hooks. If you run Monstrous Shrine and another scourge hook you would have 8 scourge hooks. 4 in the basement and 4 outside the basement.
This is how I read it too and all Scourge Hooks will have the Monstrous Shrine Entity progression
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@Jarky said:
All locker grabs count regardless of killer used. Before I used Dredge, I already had 5 contributed towards this achievement, so you can use any killer to progress this.
Are you on PC? I'm on xbox and im afraid its bugged on that platform
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Twins, as soon as the first one has Victor on their back they know the Twins strategy to victory.
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With all these people saying that Nurse is easy I would expect to have seen more good Nurse players but since they are few and far between I am having a hard time believing it.
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No reason to remove SWF (not that they ever would), only level the playing field by having each SWF pick perks from a shared pool so there is only one of each per team. This increases perk variety and at this point there are more then enough to pick from. No more 4 man SWF, 4xDH, 4xBT, 4xDS.
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@dugman said:
Seeing as how many killer gen regression perks are on the list, I think they may be slowing down gen speeds across the board so killers will feel freer to run loadouts with no slowdown in them. If so they would be nerfing the regression perks so that loadouts with them don’t have a net gen speed that is too slow. (Basically it would buff loadouts without slowdown and loadouts with slowdown would be about the same as they are now.)
I agree that Gen speed is a problem but having Gens take longer at base is a long standing no go for BHVR. People already complain this game is "gen simulator".
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The most effective Twins strategy is to slug and that is pretty boring for the survivors so they DC.
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@Kira4Evr said:
https://forum.deadbydaylight.com/en/discussion/comment/3001340#Comment_3001340
I thought you meant that the Huntress had Head On and DS lmao
That is a very interesting buff idea
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@Zozzy said:
"Stun the killer 2 times, do this in a single trial" Nurse, Nurse, Huntress, Deathslinger, Trickster, Nurse.. turn game off .
Wow, I think I had a similar run but did eventually get it against a Huntress with a Head On and DS though.
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@Mr_K said:
Better than Hiding within 10m of the killer for 60s while only using No Mither as David King Master Challenge.
This is easy. Use a Game map offering and stay on the opposite floor from the killer for however long you want. Will you throw the game? Probably, but you will finish the challenge.
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@NinjatheeClumsy said:
When i get a quit ban its like “sweet, now im forced to not play this game! Lets go play some other broken game that the devs dont understand how to balance/fix/build! #winning
Feel free to stop playing completely. IT WILL BE A BLAST!
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It didn't work for me either with Myers. I used Pinkie Finger Clown and got it on the first attempt.
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/2995985#Comment_2995985
In that scenario (crawling out + dc) he can't do anything and shouldn't. He failed, and must swallow this bitter pill. Another example: killer found hatch before last survivor and the latter nothing can do literally. Why no complaints there? Maybe add 5 hatches?
Killer closing hatch first is countered by its own item, KEY.
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The Game map has a similar issue with one of the hook configurations requiring a wall on the lower level to be broken to get a hook. Not to mention the side school wall that has to be broken in Springwood if the basement is not in the school lower level. Super fun gameplay!
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@yobuddd said:
Actually, this change provides counterplay to Dredge.
A lot of people may not know this, but if you only lock one of the double lockers, Dredge will teleport to the locked one. After he breaks out, you can now lock the other one and slow him down yet again when he comes back later.
This is true. I think they should slow down the lock animation so he has a slightly bigger window to grab you while locking. Jump scares are fun, right?
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The whole balancing around two kills is silly because every killer can get two kills a game by playing in the least fun way possible. Tunnel the first survivor you see and camp them until death and then do it again or just use NOED for an end game kill. Min 2 kill almost every time but EXTREAMLY unfun for everyone involved. Four skilled survivors are more powerful than MOST of the killers in the game even when its a skilled killer. Maybe if MMR considered something more than kills/escapes it would be effective, but currently it is deeply flawed.
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@Araphex said:
It's a bit confusing on console since I have to use a controller but I'm sure I'll eventually get used to it. Just a lot of buttons to press/hold and I eventually end up teleporting by accident. Definitely a huge learning curve to him.
The default controller setting for Dredge are garbage. I had the same issues last night so I think I will use my elite controller and remap to the finger triggers.
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@ThatOneDemoPlayer said:
Am I the only one that doesn't have a problem with using Dredge's Power on a controller?
Do you always have your index finger on LB/RB and your middle finger on LT/RT? If so I can see it being natural. The problem for me is that I have to change grip every time I want to use his power.