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TickTackBoooom

TickTackBoooom

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TickTackBoooom
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  • Well okay maybe you guys are right

    Make her lullaby non-directional and make TV Auras of your Non Destination TV not visible that should be it though.

    The Addons is a universal issue though, every second killer suffers of this

    I still think Sadako 3.0 is by far the best designed one tho

  • Obviously you try to defend 3-4 gens on that map and get rid of the pallets in that area. if you've got 2-3 hooks or more before it comes to those gens you're in a very decent spot. You also dont need to respect pallets which helps in getting rid of those nasty loops. People simply cant genrush you because they need to do tapes all the time.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700562#Comment_3700562

    "If Sadakos condemn is barely useful, how is there at least one condemn kill in like every Sadako game ever? "

    The average player ignores her mechanics or don't do them because they're confused since they changed her so much. If someone stands there with a Pig trap on and die are Pig traps now good for killing? No. The average Sadako game is misleading on her strength because so many people ignore TVs, but that's just people being bad.

    "1. I disagree as I stated you can easily confuse Survivors with the Gen
    approaching, then teleporting away, next time you actually go there. You
    can make people waste so much time by hovering around the area where
    Survivors hear your lullaby on a Gen but you dont actually go there. Its
    like Freddys lullaby. You dont really know where he is exactly, so its
    at least some kind of stealth."

    Yeah and Freddy's is near useless as well. With that logic terror radius's in generally are "confusing" to them since they don't know if you're coming or not. No, it isn't confusing, it's just trying to be a stealth killer that tells them you're coming.

    "3. I disagree they made her 4.0m/s in the last patches and this is good enough, you dont even lose distance anymore. "
    You objectively do lose distance since it slows you down. It's so weak there's no reason for to slow you at all.

    I misspelled. Meant to say Pigs Traps suck for killing. The average player does definitely not ignore her mechanics. Define "ignore". People do tapes they just do it too slowly.

  • @squbax said:

    While I agree she is semi decent she just shows how bad the average player is. She is a stealth killer that gives you a telltale before she attacks you way before any of the other stealth killers do, her teleport is sibpar with a huge cooldown and you can see its aura in chase so that she does not catch you with a tp and getting rid of condemed is so easy if you made it easier it would be mending. Also, is you know how to use checkspots she doesnt have a chase power at all.

    However when with this the case, pub warriors are so bad at dbd they will still let people like willie get away with matches like that, I have seen people go down against sadako on the game in less that 30 seconds, if that happened to me I would seriously dc or gave up on hook because I fumbled that chase horribly.

    Tdlrd sadako is a bad killer but people are so bad at the game she still can get results, meaning she is prob ok and doesnt need changes.

    Sadako on the Game is actually a menace because the map is so small and its 2 story, so you can actually cause some serious damage with all the Teleporting.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700530#Comment_3700530

    "And SURELY shes better now than Sadako 1.0"

    I'm actually also pretty sure most the Sadako community would disagree with this. I think a lot of people think Sadako took two steps forward from 1.0 to 2.0 and then 3 steps back going into 3.0.

    "So how do you want them to make her better? They cant buff her condemn
    because then she becomes way to oppressive and its Dead by Sadako again.
    Imo they made her as balanced as it gets."

    Well firstly, you make it sound like her Condemn is on the verge of oppressive. Most people would agree it's not. More like on the verge of barely useful.

    She currently has on the verge of non existent anti loop, a "stealth" that isn't actually stealth, a mild slow down, and an actually quite good map traversal that is controlled by survivors. We have two routes we can go with this. We can either improve the Condemn but continue to leave her in a super weak state in all those other categories to compensate, or the other route which is keep the Condemn where it's at but improve those other areas.

    Most Sadako players would prefer the Condemn route as it's actually her distinguishing factor that makes her game play unique.

    If we go this route she needs more agency over survivors removing their Condemn. There are multiple different ways we could go about this. I personally prefer hits destroying tapes again. You could instead of that also make Ring Drawing base kit to give more risk to just holding onto tapes as there's currently zero punishment. Then there's the 3rd way we could do which is what we had previously which was slow passive condemn gain while holding a tape to prevent just sitting on a gen with a tape.

    Now if you really don't want to go that route and you want to keep the Condemn where it's at then we can go the other route which is lessening some of those other problematic areas.

    1. Her stealth isn't a real stealth, remove the "lullaby".
    2. Remove the TV auras other than their TV drop off location. This removes surprise teleport intercepts.
    3. Remove all slow down from Manifesting. It's so pitiful you almost can't even call it anti loop. It's weak enough to at least remove the negative.
    4. While were at it increase the duration of the passive invisibility after Manifesting to allow it to actually be an anti loop if you're skilled enough to time the direction changes at flickering intervals.

    If Sadakos condemn is barely useful, how is there at least one condemn kill in like every Sadako game ever? At least thats my experience. Pigs traps is the opposite of barely useful and not oppressive because you lose like 30-60s of time and you never die from it. Sadako however? I heavily disagree.

    Your 4 points:
    1. I disagree as I stated you can easily confuse Survivors with the Gen approaching, then teleporting away, next time you actually go there. You can make people waste so much time by hovering around the area where Survivors hear your lullaby on a Gen but you dont actually go there. Its like Freddys lullaby. You dont really know where he is exactly, so its at least some kind of stealth.
    2. I would be okay with that.
    3. I disagree they made her 4.0m/s in the last patches and this is good enough, you dont even lose distance anymore.
    4. I would be okay with that

  • @Blueberry said:

    Bar a few people, I'm pretty sure the vast majority of the Sadako community that actually plays her agrees they have left her in a very weak state.

    So how do you want them to make her better? They cant buff her condemn because then she becomes way to oppressive and its Dead by Sadako again. Imo they made her as balanced as it gets.

    And SURELY shes better now than Sadako 1.0

  • youre unreal for complaining about "Gen Camping" Absolute NPC moment right there

  • you simply cannot expect anything from a SoloQ Team since communication is basically non existent. Join A Discord to find some people to play with but actually expecting to be rewarded for your actions in SoloQ is madness

  • Without reading the entire discussion: Skill Issue.

    Flashlight: Look into Walls
    Flashbang: Player has to hide right next to you, just check the few corners next to the slug.
    Background Player: Thats a Background Player Problem, not a Pick up Animation Problem
    in that case you need to find the person running Background Player. Slug them if multiple people run it. Get rid of their Unbreakables. Stomp their boons. If you want to complain about the Dying on a Pallet Situation, that has been a thing since Power Struggle. People will abuse it, just slug them once you eat it. Same for Background Player.

    Old DbD had like 5 Seconds of Pick Up and Insta Blind. Its balanced (apart from Background Player maybe)
    You have like 1.5 seconds to get into position of a Flashlight Save and even less for a Flashbang Save. If its that easy why do you not abuse it every game? Sorry but that just sounds Inexperienced Killer Ranting.

  • I thought about that for ages, Idk why they are not doing it.

  • just to go to the gate and force them out??

  • @KalamariGaming said:

    Trapper is called the trapper so why doesn't he have different kinds. first he has the bear traps, then he has traps that he can put into the generator which goes off if someone misses a skill check or some other condition that I haven't thought of, then he has a line trap (forgot the name) that if survivors go through them they scream and are hindered for some amount of time.

    Ong bro he needs more than just beartraps fr!!

  • I have 5,2k hours in this game and I had to read through the combo thing like 3 times to understand it. I dont think this is a good sign.

    I think there are just too many different combos. The idea of rewarding the trickster for multiple knives in a row is great, dont get me wrong but the S, A, B, etc thing is too much

    Imo there should be one combo thing that adds effect(s) and thats it.

    The range multiplier is also great, doubt it will ever happen tho. They werent even able to change Irisdescent head to activate after a certain travel distance for some weird reason

  • Comments like yours is probably why the community often gets ignored. I also wouldnt bother if I had to read through abominations of so called "feedback" like your suggestion.

    You have 200hrs in the game so stop crying on the forums and get better.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529296#Comment_3529296

    it is because of turrets. when you m2 a turret, you suffer missed attack cooldown. to weaken double turret situation for xeno, they made it so that if your on very edge of two turrets, you can m2 a one turret, then walk back outside of radius of 2nd turret, then m2 2nd turret. the survivor still get massive hold-w distance but at least you do not get kicked out of your tail form by force like in the PTB.

    How about you just ignore turrets when you realize they are stacked? Most of the time its not that bad to be M1 for a moment.

  • @[Deleted User] said:

    It most certainly was not 'perfect'.

    Some of the most common feedback was that the cool-down for missing was too punishing. I would have personally liked the time penalty to be lowered to 2.5s, but BHVR opted to increase movement speeds instead.

    Idk man this really seems like a skill issue to me

  • thats honestly a skill issue

  • @Zokenay said:

    Both are just BS, even after the several nerfs they've gotten, they're still BS to go against.

    Huntress's fix is really simple, and its been suggested before, make it so it only works after a certain amount of distance, the hatchet insta downs, same thing has Slinger's own Iri Expose addon, you can also allow her to have 3 or more hatchets this way, cause landing long distance shots requires a lot of skill and would be rewarding, rather than just holding it at close range when the survivor is vaulting or at point blank when camping.

    Clown on the other hand... yeah theres no real way to fix this one, landing bottles at long range with him is far from reliable, and removing his slow debuff isnt exactly ideal, since he essentially loses his power completely, so only options is to replace it with something else.

    I agree

  • Hear me out yeah?

    Instead of the No stun - revert that - she can go through pallets while demanifested but being inside the pallets model cancels her Manifest Action.

    This would give her a little zoning ability that can help her chase and it fits the character

  • I dont think you understand how licenses work

  • Wesker defenitely is not in need of changes.

  • @nars said:

    You heard that right folks! WESKER HAS BEEN NERFED. Not because he was broken or because he needed some tweaks, no no no. But because bad survivors complained about his techs and mechanics. Two nerfs hsve happened over on the PTB:

    • Wesker cant turn camera mid dash, forcing 90d instaflick perfect predictions just to land a hit.
    • The previous nerf completely removes urobending
    • Wesker will now just slap survivors mid vault instead of grabbing them

    All of these nerfs are stupid and should go. The first one is the dumbest of all, making him unplayable. The second is just sad. Urobending was just to secure the injury on a hit you ALREADY EARNED. The only reason you wouldnt get the hit on a bound is map geometry placement and survivor positioning, urobending let you actually get injuries every bound consistently. The third... why? Going for vault hits is risky enough already, you could potentially lose massive distance for getting outplayed. Currently, if you go for that risky hit and land it you are rewarded with the survivor effectively having a shorter onhit burst. You took the risk of losing massive distance, it paid off, so you are rewarded with massive distance. Seems fair to me. But nope! Recently some survivors who didnt understand that decided it was broken and should go, complaining on the forums about it. And tose same survivors are the ones complaining about hug techs and urobends.

    Thanks devs weskers unplayable love ya

    I agree with the first two, the grabbing out of the window however has been a bug for a few patches now. When The Mastermind came out he was also just slapping you. They are just fixing him now.

  • @Jaroslavus said:

    First of all, I would like to say that English is not my mother tongue, so I apologize for any mistakes.

    I love this game with all my heart and I mainly play as a survivor. In this way, I would like to express my negative impressions. these are just my feelings.

    1) The Doctor

    The Doctor strikes me as a very powerful enemy. his abilities not only pass through objects, but also through floors, and in addition, after being hit, you cannot drop pallets or climb over windows. So it's unfair to play against him, because he still has more than half of the map. It would be best to completely rework it or add a perk that would completely block it for the duration of the game.

    2) Long range killers

    playing against these Killers is not easy and they are difficult to block both with pallets and hiding places or escaping (for example Trickster, Plague...)

    It's not easy to play, would like to add a perk to temporarily block them, like a token perk, etc.

    3) Wiggling and hooks

    Sometimes it seems to me that the hooks are about five meters apart and the wiggle won't even come out. What's the point of such a mechanic if it doesn't even help when Killers use perks like Lightborn and Iron Grasp. Then the survivor has big problems.

    it would be better to either reduce the number of hooks or increase the Wiggling.

    4) Pallets and other mechanics

    It is very bad to see that there are few pallets on the map, and also, when they are destroyed, they cannot be rebuilt. Adding a perk that would repair pallets or replace them with traps would be great.

    Also, the dying mechanic could be permanent and not just a totem or a one time use from Bill.

    As I wrote at the beginning, these are my negative impressions of the game.

    But otherwise, I love Dead by Daylight with all my heart. And I'll throw in a Survivor and Killer suggestion soon.

    Have a nice day

    sorry but you seem kind of new to the game. All of your suggested changes are overexaggerated, inconsistent and would also be terrible for the Killer Playerbase. You seem to only point things out from a Survivors Perspective. Try to master the things you are complaining about as a Killer and you will see that its not as bad as you make it seem to be.

  • @SpiritsHusk said:

    I've picked up Wraith recently and enjoyed my first 15 or so matches where I got 15 wins in a row, matches felt easy and players were not as good. However, the problem is after getting that winning streak I've been into 3 lobbies where 2-3 of the players have more than 1,500+ hours (Keep in mind I have around 400 Hours).

    Using a killer like Wraith is impossible against good survivors, all it takes is for one survivor to keep chase for a little over a minute which is very possible against a weak killer like Wraith while the other 3 are on gens, by the time you get your first down, 2 gens have been popped and the 3rd is has been progressed a lot. So I've ended my last 3 matches with 2 Kills in each, getting a person out before the last gen is done and then another at the end while the other 2 escape.

    It's frustrating knowing there aren't many perks that can really help with the chase for killers, the new improved coup does look pretty nice though in order to reduce chase time.

    But what I'm trying to say is that the game isn't killer or survivor-sided totally, but I definitely find it survivor-sided towards the weaker M1 Killers who cannot end chases quickly

    The problem also comes with the number of safe pallets + the number of perks that help in chase as Survivor, trust me I play a lot of Survivor and there's just a wide variety of perks that help during the chase to lengthen it. The only thing killers really have that is remotely similar is bloodlust, which can just be stopped by dropping a pallet or walking.

    so what is your suggestion here? Youre not giving any feedback other than "this is not fair"

    You are not giving the devs anything to work with here and the community is well aware that stealth killers have weaker chase potential overall. Thats just how it is atm.

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/382530/about-no-mither

    who cares that you have 1 health states, the game now gives you some for free at every corners. Now you can body block from the unhook and make a run straight to the gates and escape in end game thx to FREE endurance.

    No mither, while not "good at all" is not nearly as punishing as it used to be due to how many things have been made basekit for no valid reason other than survivor mains crying all over this forum about playstyle XYZ a killer may have. Plus, you have a broken perk to abuse it with in MFT as well.

    Also, currently, when combined with plot twist, it has the potential to break yet another gen slow down perk in corrupt intervention and potentially blood warden as well (not that the later was good to begin with...).

    The last thing we need is a buff to no mithers as its about to unleash the worst gen rush meta that we never seen before.

    Good lord save us from a survivor only expansion that provides them with yet even more game breaking perks... while also providing a debuff to most killer with a new, uncalled for, look down animation...

    I mean I hate to say it but you literally don't contribute anything at all here.

    You are just ranting about a few survivor buffs (who were pretty healthy for the game imo). I even have the issues with MFT and Plottwist listed, these would need to be adressed before a buff like this can happen to No Mither.