Blueberry
Blueberry
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Tombstone piece is not overpowered. If you are dying to tombstone piece early in the game your team is playing very, very bad. Not only does it take ages to get but it also means he’s applying zero pressure. It’s also so ridiculously easy to avoid by just jumping in a locker.
Tombstone piece just punishes bad play and isn’t good against good players. If you were playing Myers against good players for a cash prize you wouldn’t be bringing this addon. -
I do think there are a lot more survivor only players on the forums than killer only ones. This is what we’d expect to see given the asymmetrical nature of the game though I think. I also think in general that the average forum goer is not very experienced at dbd and probably has low hours in the game. I don’t think there’s that many high hour/experienced players that use the forums. This leads to lots of posts, upvotes, downvotes ect that can seem a bit disconnected from the true state of the game.
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@GentlemanFridge said:
I don’t understand why the last survivor remaining can disconnect the moment they go down, and have it count as a draw. Like, I get that you want to prevent extended slugging, but add like a 30-second timer to it or smth, cause now the last survivor can just deny an L.
This is kinda what I was thinking as well, like a 30 second delay on that stuff. Also when slugged it gives you a chance to use unbreakable and stuff before your other randos instantly leave not realizing you have a chance to reset.
I get being able to leave a bleed out but the killer at least needs a chance to hook before everyone’s gone.
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Once exit gates are powered you should be allowed to abandon if we’re going this route. I don’t see any difference between this and survivors able to instantly abandon once slugged. The game didn’t wait to see if one of them has unbreakable or wiggles free or anything.
I don’t like the abandon feature in general though, I think it causes more harm than good.
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Most matches don’t have true tunneling and if they already aren’t tunneling it’s very survivor sided as the game is balanced around at least “some” gen regression and with chaos shuffle you’re unlikely to get that regression. Also if it was full random that would help survivors even more as some killers are still addon reliant to function at a normal level.
TLDR: in “most” cases a full randomized chaos shuffle is favoring the survivors. Killers are WAY more perk/addon reliant than survivors are.
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I think the trick to this solution is buffs that require skill to take advantage of. So low mmr killer players won’t be utilizing it, meaning they will be mostly unaffected. This means it can’t be just raw number buffs that would affect everyone equally. Now this said, almost anything is going to affect the lowers at least “some”.
For Sadako I’d do tape destruction on hit, no condemn gain from this though. The low mmr survivors don’t understand taking a tape in the first place so if they’ve already got one they understand what they have to do already. The ones not knowing to grab a tape are unaffected. Also requires the low mmr killer to actually be good at their m1 play with basically no anti loop to be able to take advantage of this.
Dredge just needs more/better locker placement. I don’t think this would affect lower mmr that much. Either make more lockers spawn when it’s dredge, maybe teleporting to chests, maybe make additional special lockers spawn anywhere Onryo TVs spawn.
I do think Vecna is weaker than people act like and could use buffs but I’m not experienced enough with him to give a good opinion here. -
Yeah it makes no sense. I’ve been doing the right thing and finishing the matches out against bots but it’s pretty annoying so idk how much longer I will. Most people aren’t going to do this though and they’re going to abandon as soon as the survivors leave allowing perpetual smurfing since their mmr won’t raise. I don’t blame them, nobody wants to finish out a match against bots, it’s over at that point anyway.
This would be like allowing the killer the abandon at 1 gen left, but if the survivors want their “win” they can’t abandon too, they’d have to stay and finish out the last gen and gate against the bot. That would be silly. Once the other team has left you should get the win immediately.
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This has been a thing long before the 3 gen abandon scenario so I don’t think it’s related. Deja Vu is good in solo queue for helping make sure your teammates don’t 3 gen themselves which can happen a lot.
I’d recommend Deja Vu and Kindred to any new player or for solo queue.
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Spirit feels okay where she's at. She's already not played that much these days.
I also think that's a bad way to nerf killers as it kills their build diversity, so less fun. Nerfing would be better done in how their kit works than just limiting what perks they can use.
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Not toxic. Seems fair.
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@Coffeecrashing said:
If the last survivor abandons, and the killer immediately abandons afterwards, does that mean the killer turned an MMR gain into a draw? Would killers be able to do that to manipulate their MMR?
And does it mean the entire match is a draw, or just part of the match involving the last survivor?
Yup exactly what you're thinking. Smurfing enabled.
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This is set up to be so wildly abusable.
So new swf strat will just be to rat out till the killer abandons??
Killer is forced to play with bots or him abandoning after he's the only person left in the game is a loss??
If the killer is the only person left he won, he didn't draw.
This is setting up a scenario for people to smurf as well.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919429#Comment_3919429
It's not just Sadako, it's an issue on Xeno, Nemesis, and Wesker too. And Pig. And Singularity. And… well, on any Killer that spawns objects in the environment as props the Survivors must interact with. However, for Singu, Wesker, Nemmy, and Pig, it's not that egregious and they still have their powers.
The problem is Xeno and Sadako don't if this happens.Yup basically.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919496#Comment_3919496
So generally what you're gonna be looking at it .5 on global condemn and .75 on directs, rather than now for the 1 and 1.
Just to check, reading your response here, you may have misunderstood that a direct teleport applies 0.75 from the direct condemn AND the 0.5 from the global condemn. That's 0.5 and 1.25 instead of the 1 and 1. The 0.75 direct condemn is in addition to the 0.5 from the global condemn.
Regarding the TVs spawns on maps being janky, I am with you there, though I don't think it'd be too big a problem with this set of changes and I would personally attribute this issue (and the chests overriding TVs spawns issue) as a separate discussion regarding her power.
Apologies if I've incorrectly interpreted your response here though... just need clarification on this point in your last post so we know what we're debating 😅
Oh then I apologize I did misunderstand. I thought you meant one or the other, not both, okay that's fine then.
I'm still more of a fan of tape destruction over passive condemn though. They both punish tape holding but one is free and one is earned.
Yeah the chest having priority over killer spawns is a huge issue. Idk how that has existed this long and not fixed yet. I can lose matches just because I get a bad map or they have things that add chests. The TV spawns can make or break a match. Asylum is notorious for this. This map screws you on TV spawns.
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@SoGo said:
Just popping in with a perk concept I just conjured up.
Last Aid
Even on death's door, you still want to lead them towards safety.
This perk activates while you're hooked, giving all other survivors a 3/6/9% boost to repair, healing, recovery and gate opening speed until you are unhooked.
Once you are sacrificed or dead, this boost becomes permanent.It may be too much, maybe it should only activate from the second hook onward, I'm not sure tbh.
Hmm I like the idea. Repair speed perks do always make me nervous.
I'm just wondering if teammates would leave people hooked for long periods of time to milk the bonus.
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@Artimenius1307 said:
The cooldown is not really a problem for the perk since you do still gain stacks while it's in cooldown, and it is unlikely to hit max even if the perk worked with great skill checks in just 1 minute, though I will agree 30 seconds would be much better just in case survivors really hit them well. As for regression, possibly could be increased but I would rather first see the perk in any form of action at all before further adjustments, plus possible 60% of total regression sounds kind of busted to be honest
Additionally, the perk will become somewhat of an info perk as well, since if let's say you gain tokens when only 2 survivors left you do get an idea of their possible whereabouts30 seconds is just in case you wanted to use it more often. Yes 60% sounds crazy, but you're never getting 60%. I think you're expecting this to get tokens way faster than it's realistically going to. As soon as they see you use this perk they are also going to stop doing greats.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919435#Comment_3919435
With all due respect, why exactly are we nitpicking on terms? I called it the global condemn to clearly distinct it from the other half of the effect you gain where you teleport direct to the TVs. Who cares what I call it as long as you understand what I'm referring to/suggesting?
Regarding it being an overall nerf on her best maps, yes thats the point... to reduce the effectiveness of her best maps to try and improve her overall on all maps. A killer should not be reasonably weak on majority of maps and then be stupidly strong on specific maps, which is the case with Sadako on Gideon and Midwich... unless Jump Scare Myers is considered a goal for Sadako's design, which I'm sure you'd agree would be a strange design philosophy to take.
The whole idea here is to recapture her original playstyle that rewards good predictions and TV tracking/reads on survivors via TPs. I don't see how it's a nerf overall, considering her lock in is at 3. Let's imagine how this plays out.
Survivors grab a tape: -
- Starts building condemn at a rate of 1 every 40s.
- After 70s, they are at 1.75 stacks of condemn and their TV turns back on.
- Sadako being careful with tracking such things is aware of this and teleports to their TV. If they didn't run early to deliver their tape this survivor is hit with an additional 1.25 condemn taking them to 3 condemn. A survivor running early to avoid this means her condemn is providing her with the passive slowdown she needs from.her power.
- Sadako can also manually interrupt them early without TP, and push them off gens, in so doing gaining time back on that TV.
- The survivor tries to loop Sadako, and are still building condemn passively with the tape. If downed without reaching their TV, they are at least sat on somewhere between 2 - 3 condemn with change.
- If not downing them Sadako can leave. The survivor now has to either deliver their tape or return to gen. Sadako can predict either one and add another 1.25 condemn, quickly mounting pressure on that survivor to have to deal with their condemn or risk having it locked in.
- If Sadako can push them into a TV, or guess their TV and TP ahead of them as they try to deliver their tape, she's looking at ~3.5-4.5 condemn when they get hooked. That's 3 condemn locked in with extra if can down them before they reach it... which is what the 1.5s insert time assists with.
That doesn't sound weak, and rewards Sadako for good tape and TV tracking.
Now let's look at a survivor not grabbing a tape: -
- Working on a gen without grabbing a tape gives you 0.5 stacks every teleport. Lets assume Sadako begins TPing to find a survivor and TPs 2 or 3 times. That 1-1.5 condemn immediately.
- Now she TPs to you directly and has 2.25-2.75 condemn on you and begins chase.
- If she manages to push you into a TV, she can get an additional 1.25 condemn, now at 3.5-4 condemn.
- Even if she can't push you into a TV and drops chase with you, you now need to start looking at doing a tape, which starting from ~2.5 is gonna start the above chain of issues, but reach 3 in 30s or so, which is about your average delivery time.
- Now if she guesses your TV as you go to get a tape, or deliver one you're getting that additional 1.25 condemn. Your likely sat around somewhere between 3.5 and 4.5 condemn.
Do also bear in mind that by not grabbing tapes her TVs are coming back online more frequently, so Sadako is allowed to use her global presence more often, and again rewards Sadako for good tape tracking.
The survivors have this tangible trade off between allowing more global presence to Sadako via TPs, or denying that presence at the risk of building condemn more rapidly. In either case Survivors are having to slow down gen progress to deal with their condemn, and Sadako playing around her TVs well can reap a lot of rewards.
I wasn't arguing semantics to be petty, the contradiction of wording just made it confusing as to your intent. IE I wasn't sure if maybe you meant it to be actually global instead.
I think your scenario of good players with tapes makes this version look like a buff because it's being very generous in the scenario rather than realistic. The survivors won't sit on tapes so they generally won't be getting passive condemn. So generally what you're gonna be looking at it .5 on global condemn and .75 on directs, rather than now for the 1 and 1. That's significantly less. I don't see how your version hurts the bad players less.
Hits destroying tapes would be a better punishment than a passive condemn since it only rewards skilled play.
"Regarding it being an overall nerf on her best maps, yes thats the point... to reduce the effectiveness of her best maps to try and improve her overall on all maps. "
I didn't say reduce her effectiveness, I said make them her worst maps. Two different things. I know your point is to reduce their effectiveness. That's fine. But your change would make the tv distribution very awkward on those maps if they weren't affecting all levels. I'm okay with this change, I'm just saying she would need other improvements to compensate. Maybe now TV's dont affect multi levels, but maybe there's 2 more TV's on all maps, or their range is slightly longer. This wouldn't make the hit on those indoor maps as hard while also helping her on the huge maps. Just as much as she's too good on those indoor maps, she's too bad on the larger ones, and I'd like that improved as well.
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@darkshadows8326 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917706#Comment_3917706
This would be a mere stepping stone towards a final revision of the perk, if it does need altering after practice then it should do so accordingly in response to what it needs. Remember that right now, to effectively use the perk, you need to focus almost all your attention on activating the effects for almost no benefit.
Also to actually get enough aura reading from the perk you have to run Hoarder with it..which is a very bad perk. So now you're wasting 2 slots for what you'd normally get in aura reading from probably 1 perk. Hoarder also needs a huge buff for that matter though and I suppose that's a different conversation.
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I'd like these skins, but I'd actually prefer it as a chapter.
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Ohh I actually really like that. Worse against bad players, better against good players. Good design.
Still would lack enough tokens to get good value though I feel like and the cooldown is outdated. Maybe your change + cooldown now 30 seconds + instead of 1% per token it's 2%.
Now we're getting somewhere.
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@UndeddJester said:
I agree with the premise, there are lots of ways you could do it. My personal take was trying to reduce the noob stomp nature of her by bringing back some off the Sadako v1's skill expression.
- Global condemn applies 0.5 stacks around powered TVs.
- Teleporting directly to TV applies an additional 0.75 stacks to survivors in range (same elevation only, looking at you Gideons and Midwich).
- Tapes apply condemn at a rate of 1 stack every 40s. (30s seems a little fast when you have global condemn in play and the new ability to pressure someone with 1.25 stacks per direct teleport).
- It takes 1.5s to insert a tape (up from 1s).
I believe this gives targeted teleports and good reads greater value, especially with her hook lock in, while making the mindless TP spam much less effective, and the decision to grab a tape isn't too intimidating, while also not being something you can do completely for free.
This would be a net overall nerf to an already weak killer. As well as nerf her best maps, which ironically with the level change would potentially make them some of her worst.
Not sure why you call it a global condemn and then say around powered tv's. That's not global. Global was sadako v2, which means the whole map.
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This has been an issue on Sadako for so long. Needs fixing.
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918497#Comment_3918497
Indeed the option for survivor to abandon is instant when last survivor is downed. I've had many matches where 2 remain, I downed one and the other was right next to them so I downed them both. I don't even have enough time to put 1 of them on hook before they turn into bots.
This is my issue as well. I understand if you were letting them bleed out, but that's not what's happening. There should be at least some buffer time for you to hook before they're all able to instantly abandon and force you to stay with bots till the end.
This would be the equivalent of if killers were allowed to instantly abandon as soon as the last gen pops. However if the survivors abandon then, then it doesn't give them the mmr win, so they're forced to stay and play out the rest of the match with a bot killer. That would be a terrible experience as well.
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Lots of problems here.
I think going the projectile route isn't the right way to go and is killing her identity which is supposed to be a trap killer.
The whole red light/green light thing looks like a meme and is generally completely avoidable by the survivors.
You won't have drones around the map since they're so easy to remove.
The game play you're creating here is Artist
all over again.
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The nerf should be reverted. It was completely unnecessary. Who used Sloppy? Mostly weaker m1 killers. Why are we nerfing things that are mainly for weaker m1 killers. Same goes for the STBFL nerf for that matter.
Gift of Pain is undertuned and very overrated. Generally speaking you'd get way more value running even Sloppy on most m2 killers over Gift of Pain. Even occasional m1 hits on those killers will net you more procs than a few scourge hooks will.
Revert Sloppy and make Gift of Pain also apply to the unhooker if they're injured when they unhook.
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@SeriousRain said:
Vecna is Dracula 0.5. Less mobility, less lethality, less chase power than him. They are both the same type of killer (mix bag of abilities that have everything from something).
You know I never thought of it like that but it's so true lol. Both have a flexible tool kit for multiple things but all of draculas are just better.
Not sure why I got downvoted for saying Vecna needed improvements, I feel like most people think that. He's pretty low on tier lists and i don't think people typically feel threatened by him. You could give him multiple buffs and he still wouldn't be as good as Dracula.
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Looks cool, I just wish the facehuggers had been some part of the design and that the map had been a ship in space as an indoor map. Missed opportunity.
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I've always felt like Vecna was a bit undertuned and could use some improvements. I don't see him much either.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918784#Comment_3918784
So you think a killer should be forced to play out a match against all bots?
Where did I imply that? I just said when they surrender, they shouldn't get a win or a loss. The match should just end right there, and everyone takes home whatever bp they earned.
While MMR is very flawed, you will on average be playing against much better players closer to your skill the higher your mmr goes. People want to raise their MMR because skilled people want to play against other skilled people, this is pretty normal in most games.
Yes, it's normal, but knowing that MMR is flawed like it is, it's almost pointless to raise it. The ideal thing is to try to keep it mid so we can have decent matches without dealing with sweat lords on either side.
"Where did I imply that? I just said when they surrender, they shouldn't get a win or a loss. The match should just end right there, and everyone takes home whatever bp they earned."
You implied that because you said they shouldn't get a win or loss, aka not gain mmr ranking. So if they do want to climb their mmr from their matches the only alternative is forcing them to play against bots.
"Yes, it's normal, but knowing that MMR is flawed like it is, it's almost pointless to raise it. The ideal thing is to try to keep it mid so we can have decent matches without dealing with sweat lords on either side."
Flawed, does not equate to pointless. Those aren't mutually exclusive. It can be flawed and still have a point. IE people that are skilled want to play against other people of equal skill, not forever crush on low mmr players. Not to mention that's purely bad for player experience and retention. What you're referencing does not remove sweat lords on either side. All that would be accomplished by what you're suggesting is forcing casuals to play against the sweat lords, of not even equal skill sweat lords, so even worse.
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@CrypticGirl said:
Surrendering should never count as a win or loss for the Killer, in my opinion. A loss for Survivors, sure. To the argument that you can't raise your MMR that way, I would ask, why would you want to raise your MMR? One, it's a score that you can't see, and two, it certainly doesn't get you any equally-skilled opponents.
So you think a killer should be forced to play out a match against all bots?
While MMR is very flawed, you will on average be playing against much better players closer to your skill the higher your mmr goes. People want to raise their MMR because skilled people want to play against other skilled people, this is pretty normal in most games.
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"This obviously also concerns the killer, if all 4 survivors are bots, and killer abandons right after, how is the game counted? Someone said the game counts a loss for the killer…"
Unless we get a correction, this is not accurate from what I've gathered. In this scenario the game isn't a win or loss. So your mmr wouldn't move.
Obviously still lots of problems with this. Generally speaking if the survivors are able to abandon then it's because they've already lost, so it should be a win if the killer abandons in this scenario after they have, but it's not. So now this scenario would allow someone to perpetually smurf since their mmr wouldn't be getting raised while doing this over and over. Alternatively if you want your win and don't want this to happen you're now forced to play the rest the match out against bots…which is also a problem and very boring.
If the survivors are able to leave when "the game is over" I don't understand why the killer is forced to stay when "the game is over". If "the game is over" why would the killer leaving not give them the 4k for mmr?
A lot of this doesn't make sense to me in design. Obvious solution, once all survivors remaining are bots, abandoning as killer should give them the 4k as the game is won by that point. This prevents smurfing and also doesn't force the killer to play a match out against bots.
If we find out new information that any of this is incorrect I'll change the post so I'm not posting incorrect info, but as far as I know this is how it's working from what Mandy has said.
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Blight is definitely much better than Ghoul.
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This can be a bit touchy. Items or perks for either side are more complimentary, however addons can be a bit different. There are many killers than nearly require certain addons to function properly. They become very unfun to play without said addons. This is generally not the case for items or perks.
Survivor items and killer addons are not equivalent.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/443737/new-perk-ideas
Danger in numbers is interesting but probably not good.
No friends is quite interesting and strong. 👍
Hex: Splinters. Also cool, but how would it interact with other hexes?
Scarred: Could be interesting. Depends on what it would interact with. It should also have a way to get value without synergies.
Sounds of shadows: Similar to my silence effect. I would like that, but it is probably too niche or insignificant. It probably won‘t make a difference in most situations.
Flowing tides: I would hate seeing that happen to me. I already hate painted for this reason. You are almost done, boom, the killer comes and it is back to nothing.
Anemic: Probably too strong depending it’s values and it makes scourge hook gift of pain pretty useless. Good idea tho.
Devotion: Far too strong. It completely messes up the time the game is balanced around.
Hex echos: That‘s I would really love to see.
Tachycardia: I don‘t see much value with it, but it’s fine.
Hunger: It‘s too easy to overlook survivors with it. During a chase you can‘t look around much to memorize the survivor locations. It will have the same problem as sadako‘s scourge hook perk.
Currier Safation: 👍
Illuminate: Weird but funny.
Agony’s Taste: 👍
Trip the weak: 👍
Sabbath: I don‘t want a very long tinnitus.
Blood tapestry: I want that effect for the other blood perk we have as a buff. I think it was from wraith or hillbilly.
Reliquary is too easy to get. 5 hooks isn‘t enough for the effect, but if also depends on the number.
I go over the survivor perks later.
Danger In Numbers I think would be weak for most matches, but it would be game swinging against swf when it does proc. How would you improve it?
Hex: Splinters does not trap other hex perks. It's not triggering the effect on other hexes as a trap. These totems themselves are the trap. So if you were running like DH and Undying for example and this perk, the remaining 3 totems would be Splinter totems. Now if you had like Retribution for example its effect would work on these totems though since they are hexes.
Scarred we could add a little extra something so it has an effect by itself I suppose. Maybe anytime the heal is interrupted the healers aura is revealed for X seconds?
Sound of Shadows I don't expect to be strong, it's more a fun perk for meme builds.
Anemic needs to be too strong to compensate for the fact that you are only getting its value if you play is a very inefficient way, IE spreading hooks around the survivors evenly. This is the worst thing you could do for wanting to win. It has to compensate for that. I think the effect is different from Gift of Pain. Pain is focused on mangled and hemorrhage with a side debuff. This would be a solely debuff, but stronger and is based on different criteria. Tbh I also think Gift of Pain is pretty lackluster anyway and could use buffs.
Devotion I do not understand this rational for it being too much. The time the game is balanced around? I could literally right now equip one of multiple options of gen regression perks that cut the same or more time off generators than the time this perk would save. So if you think this is unbalanced for the time the game is balanced around than so is literally all the meta slow down perks. This perk is essentially the same as a gen regression perk, you're just cutting the time off carrying instead of regressing or blocking a gen instead. I also gave it lots of negatives including forcing you to play fair since the survivors get a free safe unhook. As the trend you'll see with lots of these, if the perk only rewards playing "fair" it needs to be very strong, because you are being forced to play in the most non efficient way you could play if you cared about winning. They have to compensate for that compared to perks that give their value regardless of that. Like Deadlock I could tunnel my heart out and still get its value. The perk would need to be much better than Deadlock. Just one example, there's many though.
Sabbath we could change to a different effect. What would you recommend?
Blood Tapestry you're talking about Bloodhound and yeah I'd be fine with that.
Reliquary what do you think would be a fair number then, 6?
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I think it could use a buff as well. People generally think it’s good but if you look at the time gained it’s actually quite small. It’s more of a feel good perk.
This all said, I feel like it’s lower priority. It’s at least okay ish . There are tons and tons of perks that are like F tier that could use the improvements much more and I’d rather focus on those ones first personally. I suppose if the change is just numbers it’s zero development time though.
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I think the trap type killer can work it’s just been done wrong a lot. The problem they face is that they end up being a “3 gen” type killer. They get a little web, hook the person in the web and then never leave. This is how most of them play out.
How do we fix this? Limit the close proximity stacking of all their “traps” so they can’t just cluster pile onto a 3 gen, hook or basement. However in return for limiting this you significantly improve their ability to have traps spread across the map.
Not being literal here, but it’s the kind of thought process of if something like hag couldnt stack as many traps close together or near a hook but in return she was given much more traps, longer teleport range and faster teleport lunges. The goal is making spreading “traps” all over the map more viable but weakening stacking them up. We can apply this idea to all trap killers.
Currently they don’t make these killers that strong because it buffs the boring pile traps on top of the hooked guy or 3 gen playstyle. It limits their ability to improve them.
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I think most people really want the blood moon event to be over.
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Not even a PH player but I hope he does, he’s needed it for so long.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/443902/add-on-pass-patch
In my humble opinion I would like to add 2 to the list if that's okay?
Pinhead being the first one. His addons like most killer's "require" you to run certain ones for his power to be effective. This defeats the purpose. The power should already be effective. The addon should be the enhancer. AKA Impaling Wire. The need for this one.
Plague. While she has wonderful addons the pass would be more of a balance check mostly on her iri's. Perhaps if we take away some strengths from that we can add it in a spread to other areas for her addons?
Adding Pinheads Impaling Wire I totally agree with this too.
What areas would you spread the ultras to? I suppose this is more a controversial take but to me the strength of plagues ultra rares are the gold standard of how good other killers ultras should be.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918568#Comment_3918568
Maybe on her former version but not on this one.
No, this was with her current rework.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918556#Comment_3918556
Sorry but that seems extremely unrealistic.
They were all recorded on my stream while doing it.
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This is the kind of thing I wanted to see in the “health” patches. As well as massive perk buffs/reworks.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918559#Comment_3918559
I am not trying to screw over anyone. All I want in this OG post is just a solution to my tapes being held hostage for free. That's it my friend. Nothing more nothing less. I don't have the perfect solution and maybe my ideas are just terrible, I am sorry, but I am frustrated. Balance should be achieved on both sides.
I feel like the tape destruction on hit would achieve what we’re wanting. It’s also only rewarding sadakos playing well so it would be less impactful on low mmr where they play bad. We also removed the condemn stack on tape destruction that was in the previous version to make it less punishing.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918548#Comment_3918548
Slugging is insanely risky and often not worth it. In her last version I would do the same, but this version is too easy to counter and knockout is gone so it is even less effective.
I mean I didn’t hook more than once and I got a 165 win streak so it seems viable to me.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918542#Comment_3918542
You have to hook with her even without the addon. It isn‘t visable to not hook with her. You lose too much by not doing it. But I agree that it is overrated.
You don’t. Hooking each survivor once is being generous, but acceptable for the lock-in. You definitely should not be hooking survivors more than once. If you were trying to min max you realistically probably wouldn’t hook at all and go full slug. It’s very viable not hooking. Picking up and carrying costs you a lot of pressure.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918387#Comment_3918387
Do get good value from ring drawing? For me it’s pretty useless in most matches. I miss its last version.
Ring Drawing is very overrated imo.
Basically because if you’re hooking each person more than once you’re already doing it wrong. Which means in the absolute best case scenario you’re getting 4 procs of the addon and even that’s quite unlikely if you’re playing well. It’s an addon that sees more value the more incorrectly you play Sadako imo. You barely have a reason to even hook people once as Sadako, you definitely don’t for two times or more.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/443894/can-we-please-revisit-the-onyro
I agree, that there should be some downside to picking up tapes.
I use ring drawing every game to make this happen something like that basekit would encourage sadako's to hook and prioritize focusing on tape carriers.
I think breaking a tape on hit could be fine. Maybe a bit too strong? Would have to test.
Passive condemned is straight up too strong with the current state of condemned imo. I dint think that's the best way to go.
Addons are 2 reworks overdue. Most are either useless or bad. They need to seriously be looked at.
I would prefer the break on hit the most personally though. It doesn’t reward bad sadakos since you have to actually outplay them to get the value. If we’re worried about it being slightly too much then just have it break the tape, not give them a stack of condemn when it breaks like it used to. That seems fairer. Passive condemn is my least favorite since it’s free for doing nothing and would hurt low mmr more than the other options imo.
There does need to be “some” counter play to tapes whichever option they go with. Currently there is none other than just try not to let them get the tape in the first place, which encourages tv spam mindless play.
Totally agree on addons. Tons of really bad ones and ones that don’t make sense because they were designed for her old kit. Honestly Fingernail should be base kit. It’s too required, you realistically never take it off right now.
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If I was being forced to make a decision one way or the other I’d be closer to saying most aura perks could use a buff than I would a nerf. Most people would rather see a killer running a bunch of aura perks over stacking slow downs, myself included. Less holding m1 and more chases? Yes please.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918394#Comment_3918394
does anyone know how much time has to be accumulated on the ground for the anti slug mechanic to kick in for survivor? Or do I need to get a friend to go test this?
As far as I’m aware it’s instant, no time requirement.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918312#Comment_3918312
it’s part of the anti-slug mechanic because killers were just slugging survivors and letting them bleed out. You can thank them for this. The only time it’s triggered for me is when I’ve been repeatedly slugged and not picked up.
Right those people caused this I agree. It doesn’t change the problem though. Even just adding like 30 seconds to the timer before it pops up would help.