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PeaceNGrease

PeaceNGrease

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PeaceNGrease
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  • Mdh, I hated old RPD overall. It was very killer dependent on whether you were allowed to have fun or not,, and that goes for both sides (it's just as unfun playing blight or nurse there as it is playing against Pinhead or Trapper)

  • I think he's being way under utilized by many players right now, I actually think he's really fun and definitely better than he's being given credit for. He's not a simple anti-loop killer by any means, I would consider him more of an m1 plus style killer, like his power to catch players out in the open is great provided you bring perks for strong loops (or their aren't particularly strong tiles on the map).


    I think he has a good mix of mechanics, grabbing survivors feels great (I don't have any issues with the collision or how it works personally, but I haven't experienced any bugs that make me literally go through anyone so if those exist, I'm unaware). His hindering mechanic feels adequately powerful, and I like that he has a good trade off with plenty of add ons that work while fully infected or if you chose to spray. I also like how versatile his main power can be, from anti-loop (yes, there are some loops where it's a great idea to vault, actually) to mobility, to insta-down (essentially), there are soooo many great ways to utilize his power.


    I played on one of the new variations of RPD, and there was a survivor trying to run me off another injured survivor down the staircase leading from the rooftop with the two generators and a pallet on either side. I used my power down the stairs and grabbed the survivor, throwing them all the way against the wall to the opposite end of the alley... Unfortunately for the survivor, the hole in the wall you enter the building through was a few feet before the end of the alleyway. This meant I was literally standing between the survivor and the doorway. By just using my power at the right time, I threw the survivor into a situation where they could not escape me... On RPD. That felt amazing lmao favorite killer in a long time, and I literally came back from a break to play him

  • @dugman said:

    Sadako is due for a full balance pass. It probably would have happened this midchapter but the big reworks delayed it. Either way I’m pretty she’ll be the next character with a full pass on her base kit and add-ons.

    I hope so, I've been having some fun with her again lately but she could use some help, nevermind an add-on tweak or 3


    Edit: wasn't it last reported twins were still up next for their balance pass? Or was that dropped?

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3048539#Comment_3048539

    The problem is that the killers who actually need that help aren't going to use Thanatophobia because they can't reliably get value out of it. It's too dependent on how survivors choose to behave, and most killers don't have a strong enough 1v4 that having several survivors injured at once is something they can ensure. Like, Wraith likes having injured survivors and is good at landing the first hit, but trying to do hit and run in the CoH era results in a lot of chases and very few downs because everyone runs off to self-heal as soon as you drop aggro. (Which incidentally makes nerfing Self-Care pointless, when CoH is still miles better than it anyway.) I'm not saying those killers can't get everyone injured, but by that point, they're usually already winning the match and Thana is an afterthought, not something they used to propel themselves to victory.

    I don't really see anyone spending a perk slot on Thana now that they wouldn't before - it's still Legion, Plague, and the occasional stacked slowdown build with Penti and/or Dying Light. People might mix it up with the new Gift of Pain for a bit to see if that's any good? But it's generally going to be same-old-same-old. It's just that Thana is now more annoying than it was before, which was already pretty annoying.

    I'm general I agree, since some killers are just downright better at hit n run than others, but I think there are enough killers that could get enough value out of a single injury now that the values are as high as they are, that combined with sloppy and a hemorrhage add on, would justify buffing the perk in this way.


    COH is annoying, and can severely hamper hnr, but it also requires survivors to go out of the way to utilize it, which can inversely benefit the playstyle. Self-carr made this worse because you could too easily hide near an objective while healing, or just not be, the killer would never know, and thus unless they have nurses, just lose pressure without any prior warning. At least COH has caveats, just healing wherever, combined with healing efficiency on green medkits if you so choose, are busted and kill hit n run way worse than COH can alone. With the hits it took, now survivors can still remove pressure at their own will, but unless they corral themselves to a specific area or want to waste 1/3 of a gen healing, they will have to find others, and combined with chase efficiency being buffed across the board, these small instances can and will add up.

  • @Laluzi said:

    Didn't play this PTB. At first I refused because there were still flans to get, and then it was just burnout.

    Mostly, I don't get why they buffed Thana when increased gen speeds was already a buff to Thana.

    I think the devs thinking on this is healing overall is fairly fast, so buffing a perk that incentives healing more is fine.

    Seeing as they don't seem to want to make anymore healing changes outside of self-heal situations, imo, I think they're going with the direction in which teams will be more dependent on each other to heal rather than self healing (outside of COH). They want that kind of healing to come with a heavier cost. I like this idea, as self healing shouldn't just be a free and easy loss of pressure for the killer, it should come at the expense of gen progress or resources (like items).


    They also are fine with you being punished for choosing not to heal (in a healthy way that helps m1 killers and not just legion or plague) but it's in the form of a perk so it's really not that oppressive considering a killer has to use a resource to alot the perk.

  • Why are you mad at the killer for doing their job? The foundation of this game is built around things like tunneling and camping, that is essentially the game.

    Sure you should typically go for other chases where convenient and to the extent it spreads pressure, but you don't just go chasing someone new if you're in a position where you should be checking on hook or getting a particular survivor with perks that will spell your doom out of the game.


    Basically, many people have a bad understanding of the fundamentals of this game at it's core and use that as an excuse to blame the opposite side for "playing a particular way".

    Killers aren't supposed to let you unhook, and if they are effective at spreading pressure while guarding the hook, that's what they should be doing.

    Survivors are supposed to bodyblock, hook trade, etc. to their advantage and deny you, as killer, the satisfaction of the kill.

    You are supposed to be tilted, frustration in this game is what causes snowballing, not fear. What is pressure but applying frustration to your opponent in order to win?

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035845#Comment_3035845

    Exactly. People have this strange idea that being a killer main just means you play killer more. What it really means to be a killer main is to play like as much of a dickhead as you possibly can and defend everything on the killer side no matter how objectively stupid it is.

    Camping and tunneling is not playing like a dickhead, it is playing to win. The survivors always have advantage at hook, but they have to risk trades. That is always on the survivor team for not dealing with properly, you shouldn't put the onus on your opponents to play in a way that benefits you.

    At the end of the day there's a reason a full team of 4 survivors is supposed to be stronger than a single killer, the moment that team stops working as a unit, that's when snowballing happens, and that's why SWF is so much more effective than solo.

  • The way you described number 3 is so hilarious 😂 they got so offended at the threat of being sent to RPD.

    I don't think I could handle it if someone called me a noob and simp in the game chat then left all pissy. I would die laughing I swear to God!

  • Good luck to you, hope you do come back

  • I actually like playing against nurse + 1

  • I just love the fact this was pretty much the exact change to DH I posted in a thread a few months back in these very forums. I like the idea of this change, just find it interesting I haven't received my check yet 🤔

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2993159#Comment_2993159

    I'm not talking about Clown or Sadako though, I'm talking about the killer that can teleport around the map at will 3 times every 12 seconds (or 4 seconds with Nightfall), oftentimes directly next to gens with approach angles that are mostly under your control. Especially with buffed hemorrhage (aka heal regression) and a slowdown perk or two of your choice...

    I have no idea why everyone is so obsessed with the remnant teleport. That is just not the main strength of Dredge's power. It is merely an aspect of it.

    True, I get almost all of my dredge value from Locker TPs and Nightfall itself. The remnant is good but can be an unreliable anti-loop as well, it's really there to reinforce his Locker TP's as a cut off during chase, especially in Nightfall imo (which is actually quite ingenious, I got to give to the devs. It makes holding W mindlessly have an inherent risk)

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2987023#Comment_2987023

    No, that's one of the things they're looking into. OP is talking about the artwork on the PlayStation Home Screen.

    Oh damn, looks like this is a whole issue on the PS side... I knew I'd regret not switch platforms a couple years ago...

  • @xBlitzAce1989x said:

    https://forum.deadbydaylight.com/en/discussion/comment/2987023#Comment_2987023

    I'm still getting that on the PS4 as well. I've done everything possible to fix it but I'm still getting booted at the title.

    Sucks, I was so excited to play Dredge today. I really hope this fix is a matter of hours thing and not something that will take a couple days or something, I have to go back to work tomorrow and likely won't have time to play until next Sunday if not.

  • @Mandy said:

    This might be due to the current issues affecting Playstation right now. Once those are resolved, please take a screenshot of what you mean (on your phone or something if need be), so I can look into it. Thank you.

    Does this have to do with the initialization errors? Do I need to take a pic as well because that's the error I'm getting

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2985135#Comment_2985135

    Regarding her Stealth, you know she’s in the general area from the lullaby but not necessarily where she is since she’s on and off invisible, has no stain, the lullaby is non-directional and she has a low profile so gets better blocking of line of sight from objects. I agree though that I don’t get why she has a Lullaby at all. 🤷‍♂️ She’s the only Stealth killer that has one.

    As far as time between when a chase begins and a down, I could see 60 seconds being the average if you commit to chasing a single healthy survivor from start to finish. That’s not necessarily the best play though a lot of the time, knowing when to hit and run versus stay on the same survivor is really important, especially with a killer like Sadako that has the map mobility to do hit and run tactics. The better strategy with her is to keep looking for opportunities for quick hits on out of position survivors to keep up the pressure so the net time for a down on a given survivor is less than that 60 second average.

    The problem for me playing her hit n run is you will not beat even a garden variety SWF with that. Her TV spawns are too unreliable (like spawning on the inside of a LT wall, but facing the outside of the loop, or say spawning on the second floor near a gen that's actually on the first floor) to consistently make plays off of, while they can occasionally be useful in chase as a cut off, because your locked into an animation and the survivors all across the map know you TP'd, it feels like you're often at a much greater disadvantage for even bothering to use it to cut off smart survivors, as they basically have to be asleep near a TV for it to catch them off gaurd.

    You can't even adjust your camera in time most of the time to take advantage of your well timed TP because sometimes your just looking at a wall, and by the time you can turn the Survivor who heard you TP just got 30 seconds of distance from you, and now you want to start slugging?


    She needs a specific set of perks and add-ons to be viable. Currently, there are maybe 3 or 4 killers who rely on one or two perks, or one or two add ONS maybe. With Sadako, it feels like if you don't have the healing condemned add on and the TV reset add on, as well as at least one, if not two, chasing perks, you just break pallets and get 2-3 hooks all game.


    Mind you, I am a GF main..I play killers I suck with or that are considered to be bad almost exclusively. No one in this entire forum seems to think Sadako is fine as she is, and is just hidden potential, except you. Sometimes, the majority is just right about something.


    I mean this all in the most respectful terms.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2984839#Comment_2984839

    That is the whole point of the subject of this thread. Assumptions. Unless someone openly admits why they did anything in the game, all we can do is assume. It is interesting to talk about the different view points people may have about the things that happen within a match and why people do them. I've seen just about every take you can imagine in the post game chat between survivors and a killer that used a mori. I can tell from my experience there are a lot of mixed views on them. Some people don't care whereas others completely hate them.

    Fair enough

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2984780#Comment_2984780

    The killer threatened to tunnel me out of the next match they see me in because I did not farm with them. The very next match it was the same killer and played a mori. They found me early, camped me and allowed a survivor to unhook me at 2nd stage to try to mori me. I didn't give them the pleasure. They said in the chat after that match "thats what you get. toxic time!" following up on what they said they would do to me in the previous match. So yes, in this case the mori was used with the intent to bully and harass me.

    The point I was making before is that a mori can easily be taken the wrong way because it is a completely unnecessary thing. I know not everyone sees them this way. If survivors could do something to the killer on the same scale as a mori I'd probably feel different about them. After all, the good guys in horror stories often end up killing the killer. I've never been mori'd and thought to myself "wow this is cool I want to see it again." If anything moris have been a deterrent for me. Back in the day when they only required 1 hook I was very critical of them and nearly quit the game entirely because I was sick of getting mori'd all the time.

    That was an almost once in a lifetime occurrence though, you have to assume alot to chose to believe every killer playing a Mori is doing it with the intention of being toxic, specifically because again, it's almost meaningless now.

    It actively hurts the killer in the scoring category and it works against many perks that rely on hooks, and if anything survivors DCing to deny killers the final hook, be it for BBQ or scourge hook value, etc. That's just as toxic (if not more so) than the killer bringing a Mori and specifically coordinating a scenario (in which they had to enlist the services of another survivor player, btw) in order to use it on you. Funnily enough, the only counter to a survivor who DC's for that reason IS to already have had the plan of mori'ing every survivor in the end, that's practically it's one benefit because I think you do get more points for the Mori than simply the survivor DCing and no Mori.

  • I don't know about you, but personally, when I played against dredge on the PTB, I literally didn't enjoy it because I got Jump-scared twice back to back by him coming out of lockers out of view.


    I think he's plenty scary and if Nightfall is fixed and better than it was then, I don't know how much survivor I'll be playing in the next week 😅

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2984713#Comment_2984713

    I didn't know the year had anything to do with having an opinion on something in a video game. I also didn't know I was complaining. Pretty sure I was just adding to the conversation of the thread. Seeing the survivor you're playing as getting brutalized to death can actually come across the wrong way to people and I'd even argue many of them are done to bully the survivor. I know this because I literally had someone do this to me and admit they did it for the very purpose of being toxic.

    Bringing a Mori is a meme now-a-days, it's less powerful than bringing a hatch offering in SWF at this point. It litterally only happens when it doesn't matter anymore, the only benefit is you get to see the killer have a cool kill animation.

    Did you literally ask the killer if he brought it to be toxic? Because people lie and troll on the internet, I don't know if you know this, but..

  • @Zozzy said:

    None of that is bullying. 4 man SWF on coms with flashlight macro's constantly clicking and still winning because they used a game offering is bullying. Flashlights need a click limiter and i have no idea why they have not done it yet.

    Going into someone's steam profile to rage and cry and -rep after the game is bullying

    weaponizing Twitch and youtube to shame a player because they didn't follow your rulebook, is bullying.

    Threatening someone's family because they made a joke about swf and stretched is bullying (spooknjukes) Yes, survivor mains sink this low.

    Wait, I'm confused. Was Spooknjukes the victim or perpetrator?

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2981059#Comment_2981059

    And once in firing range instead of having a quick, decisive shot at them like you used to, you now have to slowly lift up the gun and watch them take cover, then drop it, inch closer to them and repeat this process until they either dare to leave cover while you're in ADS or you got so close that an M1 attack is inevitable.

    They really, really did this Killer dirty.

    But as they have proven with Billy already, they'd much rather have a character go extinct than admit a mistake and revert a change they did, no matter how unanimously disliked the change is.

    You know, Deathslinger is a killer I play probably second most next to GF now-a-days... And I 100% agree with what you said here, as fun as I still find him on occasion

  • @VoidOfMe said:

    I love playing with him and against him

    I know people hate the zombie thing about him, but I actually love the idea

    I'd just add one more zombie to the map

    I hate it when I'm doing gen, or healing a mate and then a zombie comes after us and we have to leave lol

    I hate it but that's why it's fun, it adds something else in the game that I wish it would be made more dificult

    I hope they can make another killer with A.I monsters

    A Silent Hill killer with A.I would be awesome like these:

    https://us.v-cdn.net/6030815/uploads/SWQXTR3OAPOL/twin-victim.jpg

    that would point the killer where he last saw a survivor and maybe run the survivor for a hit if the survivor stand on an objective for some time.

    Or the one's that come out of the wall in SH4

    Imagine doing a gen a ghost comes out of the wall like these

    https://us.v-cdn.net/6030815/uploads/UGLVJHZKK71Y/flh9gcv.jpg

    Anyway, sorry to rumble a bit

    That is one of the reasons I loved SH4 and will defend it as a worthy successor of the series. Anything afterward.... Absolutely not.

  • @dugman said:

    Sadako is definitely not the "weakest killer in the game", she's basically in the same bracket as Wraith, so around 2 to 2 1/2 stars out of 5. Her map mobility alone makes her better than the killers who would actually be at the bottom of the list like Trapper and Meyers.

    That said she hasn't had her first full balance pass yet, if I had to guess that will probably be the next mid-chapter. So who knows, maybe she'll get a bit of a buff this summer? 🤷‍♂️ I don't think she'll get a major revamp or anything though, she's mostly ok but a couple of small buffs couldn't hurt.

    Trapper is not worse than Sadako, I don't get why anyone says this. He has a stop in your tracks momentum shifting power, Sadako had to play 4D chess and pray to get the kind of value out of her kit the Trapper gets for essentially free at times. There are literally exist no-escape scenarios against Trapper, while for Sadako that is almost never the case until you're down to 2 survivors.


    For what it's worth, I also heavily disagree that Wraith is better than Trapper. The two killers that operate on survivors making mistakes the most HAVE to be THE worst, even if there are plenty of games of survivors making mistakes.

  • @C3Tooth said:

    BT & DS can be basekit, but not Unbreakable. Unbreakable basekit will destroy the slugging play.

    https://forum.deadbydaylight.com/en/discussion/comment/2977182#Comment_2977182

    Its time for Brutal Strength to replace the speed with 5% instant regression instead.

    I love that idea

  • @Blueberry said:

    Remove the lullaby while Undetectable, it makes no sense.

    Remove the sound notification of teleporting to tv's. This ups her skill cap and mind game potential tremendously.

    I like this. Make her an actual stealth killer. Her stealth is worse than GF and she can't instadown (or reliably Mori in a meaningful way, oh no she can remove someone when 2 gens are left if she's lucky and has STBFL!)

  • I do wish there were more powerful mechanics involving using lockers for survivors, if only to increase the chance they will interact with them at all.

  • @Emeal said:

    Sadako has a stealth form.

    Sadako gets a speedboost from teleporting.

    Sadako is easier cause less teleport options.

    Apparently, Nightfall will be a stealth mode for the Dredge too once it's working properly, either he will be harder to see (which is already basically just as good since Sadako isn't even really that stealthy in stealth mode) and he won't even light up like he does unless he's in hitting distance of you.


    And having less TP options? That's a difference alright, but not one I'd highlight as a point for them existing. Especially considering his TP mechanic is just overall better... She has him beat with the speed of TP outside of Nightfall I guess, but 100 second cool down?...

  • @TAG said:

    It's obviously going to be WLady Dimitrescu.

    And the survivor will be the Duke.. for inclusion

  • @Starrseed said:

    Hopefully weaker and I want him to say all these iconic lines from the times resi 5 fight.

    In the other hand no matter if for resi or as an og I would love a killer concept that goes completely different then every other killer. The one resi game comes to mind or if anyone ever played it heros of the storm has a hero that

    Honestly, if he isn't RE5 Wesker I will be disappointed, but I'm also expecting disappoinment since Capcom loves to recon characters every 2 games

  • On that we agree on for sure

  • @_AdamFrancis_ said:

    The killer is definitely Wesker, however the survivors are a mystery.

    The only possible Survivors really are Rebecca and Ada Wong, as I don't think they would choose someone as recent as Ethan.

    Id like Ada Wong in here for sure. I'm just happy Capcom has been so liberal with letting DBD take their characters and enter them into a context where Pinhead is chasing Leon Kennedy. This game is truly the multiverse game

  • @Mooks said:

    I wonder if we will get a new map with this chapter and if it will be in the same realm as RPD or another realm? There is obviously also the request by the community to split the current RPD (which is confirmed to get a major update), so we could finally get a licensed realm with multiple maps!

    I hope for 2 RPD maps (left wing and right wing separated) and Project W coming with Raccoon City Streets - though I guess it’s unlikely as it wouldn’t be connected to Wesker… maybe Spencer’s Mansion?

    I LOVE the idea for a map. Spencer's mansion would be awesome and we need more indoor maps (not something I ever thought I'd be saying, but I don't hate them anymore.

  • @Warcrafter4 said:

    I feel like the devs are too scared of condemn to ever buff her teleport as making her teleport better makes her condemn better.

    She is fundamentally flawed as they tied condemn too much into her base mechanics to ever safely buff her without just outright reworking her.

    I am still confused that condemn insta mori even exists in the game at all given that they have been moving away from 0 hook kills for years now.

    If they'd want to fix her then her condemn should just be an aura reveal/expose that lets you mori people who are on death hook. As there is no balancing a base kit 0 hook mori(Add-ons doing it with large downsides like the full tombstone is ok though).

    And remove all sense of fun from her.

    You might as well play dredge at that point because an expose mechanic that happens once every 7 years is not much better than a straight up Mori.


    The fact no one even complains about her Mori like they complain about Myers' counterpart says they probably have enough liberty to buff that at base (especially since Myers add on is 1000% more egregious than a once in a blue moon Mori that only targets someone who was wildly irresponsible).

  • @ThiccBudhha said:

    That IS her purpose. To make us say, "huh, Dredge is not THAT bad!"

    That's a diss to dredge at that point, he is good enough not to be considered Sadako 2.0, but she could be considered Dredge 0.5

  • @Jivetalkin13 said:

    Pretty sure I heard they were going to look at her. I'm not against her as is, especially sense her power can potentially knock anyone out of the game without even a single hook, so I hope they don't touch anything to do with the Condem build up. Definitely agree she's about to be overshadowed by Dredge though.

    Lmao without a hook, but requiring more than the effective time to get a 3 hook on any survivor. She might as well not have hooks and depend solely on Mori for how much a struggle it is to even get a single one during any game. It's a poor excuse to keep her in a weakend state

  • @Barbarossa2020 said:

    Unless they massively buff the Zombie a.i then i can just see another Sadako.

    Lord, the devs will not live that one down so easily unfortunately. I was once on record as saying she was decently fun and actually good, I regret every thing I said in that period lol I personally believe her the #1 worst killer by far now.

    But Yeah, Zombie AI is pretty bad and doesn'take up for what Nem doesn't have, but I would think with the Wesker style I was imagining, you could place more than two at a time and being able to control them could be macro strategy if you just concentrate multiple zombies in specific areas, but that would be down to how fast you are able to switch control of zombies, and this is all just theory anyway. I for instance wouldn't mind seeing a Licker introduced (with different mechanics than regular zombies, of course)

  • @Tiufal said:

    I dont see the benefit if the screen just gets more trashed. All the things were nicely sorted at the bottom, the screen was clean. now its just trashed for at least 1/3 of the screen.

    I've never seen a not negative post from you. You're so negative you made me post double negative lol. I hope you can find some peace ☮️

  • I think it looks really nice actually, think I prefer it to the old one, but some people are very unopen to any change, they won't say it in such a way, but any change is enough to make someone upset, even if it's for the better of the game overall (see; Mori change).

  • @Brokenbones said:

    Compare base trapper to trapper bag trapper

    Base trapper has parts of his power that in a lot of cases might never ever be used because taking the time to wander over and pick up your power costs too much time

    Trapper Bag gives you all your traps at the start, at the (arguably neglible) downside of not being able to move traps once they are set.

    The purple bag addon unlocks so much potential, it's a shame they had to give it a downside at all - probably because they were worried everyone would run it constantly or something

    I agree, I never used to run the add on because of it's downside, but I've realized it overall can be much better having traps in play where and when you want them early game is so good for him. I kinda wish it was his base mechanic, and trapper bags just let him re-pick up 1-2 traps.

  • I might be the only one who thinks this, but Nemisis definitely needs a rework, if not just straight up buffs. He is way to swingy, dependent on his zombies.

    Using his whip is already a third health state and not even good until level 2, the only reason he's better than Myers in tier 1 is he's a full m1 killer from the start

    The face that he gets no special condition from contamination and all his slowdowns aspect is based on zombies that basically don't work without an add on in the first place makes him super reliant on getting whip hits, but those hits are way more limited due to short range and no special abilities to circumvent/deal with obstacles (like going through walls or being able to move a survivor out of position, ala deathslinger)

    His level 3 is a legit threat, but nowhere near as threatening as, say, the artists birds are all game, or PH's damned pools, or huntresses cross map/long range damage ability, or etc.


    I also have come to find Sadako as one of the absolute worst killers in game (in the sense that she absolutely has to be considering her kit and what it truly offers.)

    Is Onryo the master of slowdown? Her mechanic is non existent compared to someone like Pig, Freddy, Pinhead, or even Nemisis (you cannot straight up ignore a zombie in your presence at least.)

    Is she a master of map presence?H

    er TP is the most amazing part of her kit, and while I won't say it's worse than Freddy's TP because his takes time and won't catch survivors off gaurd, neither will her TV as it gives about 3 different warnings about how much danger you are in. At least Freddy can pull DMS value for free with a fake-out. Onryö's tv mechanic at least always stay up instead of going away at end game, so Onryo gets that benefit, but considering the slowdown Freddy can get, along with better perk Synergy (I argue Onryo has some of the worst perk Synergy in game) he can make effective plays, and he is also pretty much as stealthy as Sadako, with an in-built oblivious and anti-loop he doesn't have to actively apply. I'd say they are probably neck and neck.

    Is she at least a stealth queen?

    Without add-ons, her stealth is worse than GF who you can actually see regardless of state. Sadako gives too many sound cues when she is around or arriving and that is something I don't believe will ever change. I think the sounds are subtle enough to catch someone rushing a gen in your face (if you don't actually use your power and TP) but it's not an anti-loop and is worse in some ways to Wraiths power at loops. Unless you keep two add ONS that make manifestation invisibility and intermittent invisibility while demanifested actually ok, there's no point in trying to use it at loops.

    I've gotten better stealth play results with huntress and wooden fox than I get in the average Onryö game lately.

  • What would it's perks be?

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2945058#Comment_2945058

    I think theres 2 versions, one where it is graphical, but I've seen 2 cases where they were no doubt saved first hook, then died second without ever entering second stage.

    @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2945058#Comment_2945058

    I had two games in a row where a Survivor was definitely sacrificed on second stage.

    That's crazy, so I guess it does happen both ways. No telling if it's been fixed because I didnt see it mentioned, but I'll be looking out for it tonight

  • ... I'm pretty sure Bubba is non-binary..

  • @Chaos999 said:

    Sacrificing survivors in second hook. That's just really sad.

    I think that one is a visual glitch from what I've seen, at least on killer side. I had a couple games last night where survivor was definitely was second stage, but it showed the red bar as if they were about to start second stage again, only to get sacrificed.


    I'll have to pay attention to it the next time I play in a SWF, maybe it's both ways?

  • @Bloodwebs said:

    Yeah i was in a hag game literally obliterating the survivors then i went to place a trap down and got stuck in the trap animation. Couldn't move at all.

    Also rubberbanding is really intense lately not sure if you've noticed.

    I've had it occur here and there,it sucks because I'm on ps4 and already have a ton of issues with my controllers deadzones. If I move the joystick at certain angles I get slowed down bad

  • Resurgence isn't even meta, and I'd argue neither is any perk that introduces Haemorrhage and killers with add-ons usually have much better ones.

    The effect is only good on high mobility killers who play hit n run (not THE meta playstyle for killers at the moment) and tbh, there have always been perks that counter straight up game mechanics, maybe that shouldn't always be the case but that's been mostly the case with DBD for a very long time now, and I think it's fair in the grand scheme. Most killer perks have a decent chance of being straight up useless (don't get value soon enough, has to many conditions to be used reliably every game, can be removed) it's not unfair to have that on both sides.

  • That's interesting, I typically depend so heavily on sound for mindgames and tracking I couldn't imagine trying to pay without headphones at this point, let alone no sound.


    Would you say you have a fair amount of successful games or does that not matter much too you?

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