Blueberry
Blueberry
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I don’t think the DS buff should have anything to do with what else gets buffed. We’re just aiming for making things strong but well balanced in general. Ruin and all the gen kick perks should get reverted back to their prior state though now that we have the 3 gen limiter in place. They no longer need their nerfs to be well balanced.
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@GolbezGarlandGabrant said:
You're just gonna have more people throwing and not playing the match seriously.
It at least makes it more difficult and time wasting for them to do so.
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Agreed. It’s just free rng escapes and allows unsportsmanlike behavior.
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Should absolutely be shown post game. There’s zero good reason to not show this. This would allow people to gauge how well they should or shouldn’t have done based on what they were up against.
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I thought the main point was to make them more fun to play since they were so underplayed.
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I don’t understand how so many people are okay with a 40 second Victor hostage hold on every.single.injure. This has to be from a solely survivor perspective and not having actually played the killer. Playing an m1 killer with no power for minutes on minutes of every match should just intuitively sound like bad design and unfun to anyone.
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The results so far seem around what I was expecting. I would probably lean towards the better player wins on average but barely. There are sooo many circumstances that happen regularly which allow the less skilled players to win.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711779#Comment_3711779
sounds like most killers. i don't see issue is the killer has few good add-on's. add-on are more of an issue is when they completely suck and have zero relevancy. See freddy add-on list that is 100% garbage.
It does sound like most killers. I just think that means most killers need addon passes rather than that meaning it’s a good standard to stay with.
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@Donkeybqlls said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711784#Comment_3711784
Haven't seen a bonus for survivors in months. Perhaps related to when I play which is usually at night?
That would explain it. During the day it’s mostly for survivors, night it’s for killers.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711781#Comment_3711781
Oh true. Maybe make it so if you wait around 20 seconds before crushing Victor then the respawn is reduced or just removed entirely after 30 seconds.
Then they’d just crush him right before 20 and you still get a net 30 seconds of power gone each time. Which I suppose is still a few seconds less than what we’d have other wise which is better, but still just seems too long. I feel like the concept itself of taking their power away is bad design. I think they should balance Victor in a way that makes having him up as often as he is now okay.
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@Donkeybqlls said:
Idk, as a survivor matchmaking can take so longue. While as a killer it's click and go. Given it takes 4 survivors and 1 killer to make a match ... I'm feeling like survivors still get plenty of fun compared to killers in general.
True, you shouldn't make unpopular killers OP. Also true: balancing a unbalanced game is hard. I do trust the devs to take action after a period of evaluation. Go devs!
I have found it kind of odd that even when it says 100% bonus on survivor, meaning there’s a supposed lack of survivors queueing, the queue still takes minutes. Where as even when the bonus is for survivors like that my killer queue is always instant.
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Well the problem is they will just crush him right before you recall at 30. They simply drag out the hostage situation till the last second. Even if we assume the survivor is bad and doesn’t do that, 30 seconds is still minutes on minutes of the game with no power and too long.
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@Devil_hit11 said:
Blight hug tech was apparently a bug for 3 years. It took ages for BVHR to fix that bug. Twins might be same thing where feature stays for a very long time and then one, it suddenly disappears making twins a lot worse. Twins has speed, toy sword and spinning drop. they have narrow range of useful add-on but their add-on are good.
They do have a few good addons just like 80% of them that are garbage.
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Keep them how they are now but add more counter play to Victor. Victor not being able to be taken hostage needs to stay. Remove the Victor speed addons. They are too good. She needs a full addon rework for that matter, so many bad addons.
Next I think making it while you’re using Victor blood is gone and survivors are silent. I think between Victor being slower, no scratch marks, no blood, and silent survivors he will have a lot more counter play for losing him.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711719#Comment_3711719
Good morning Onryoberry. I've been playing a lot of Twins lately and they feel much smoother to play.
Goodmorning! Oh I’m having a blast with them right now as well, but it’s bittersweet as this is not how they’re going to stay. The early recall is a bug and will be getting reverted. That will be a MASSIVE nerf and remove what is actually making them fun right now. Their power being taken hostage is what made old Twins unfun and so unpopular.
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They should try and find some other counter play to add instead of allowing Victor to be taken hostage again. That’s just bad design having your power taken. It’s not fun and why they aren’t played.
Maybe while using Victor survivors are completely silent and blood is removed from the ground? This would make it significantly harder to track and you’d be able to mind game lose him a ton easier. Not to mention he’s registered on the heartbeat functionality now which makes it easier to know he’s coming as well.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711663#Comment_3711663
Twins will actually be more clunky if the recall goes back to 30 seconds, because the regrowth timer is longer now, which means Victor hostages would force Twins to be an M1 killer for longer than they did before the rework.
And because of the Twins rework, Victor now latches onto survivors on endurance hits, which means every endurance hit is now an opportunity to hold Victor hostage.
This means Twins would have their power held hostage for longer periods of time, and would have their power held hostage more often, than before the Twins rework.
^ This.
If they revert it back so that they can take Victor hostage again, which it sounds like they are, they are going to be dreadful to play. The Victor taking hostage is the number one thing making them clunky to play and the main reason no one plays them. I understand they need changes to make them healthier to play against but this is not the way to do it. If they bring Victor hostage taking back they are going to still be a completely unplayed killer..again.
It was already a completely unfun experience before having your power taken hostage for over 30 seconds on every.single.injure before, but now it’s gonna be 40 seconds…even longer. I know you already mentioned this, it’s just baffling if they actually revert this.
If they need more counter play it needs to be in some other area, not denying a killer their power for that long. Like imagine that 40 second power removal on every injure..how many “minutes” is that walking around as an m1 with no power per match. Like half the match? Wild.
Not even to mention all their terrible addons that never got reworked.
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I mean I don’t think the 4% should exist at all. It’s just a free rng escape chance. That said his change sounds good. Remove the struggle phase and no longer allow them to remove themselves on hook.
While there are of course legitimate game problems that annoy people I think the major cause is simply entitlement.
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@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711272#Comment_3711272
Wow such a detailed explanation, thanks a lot! I'll go check out your stream to learn how you play!
Anytime! Sadako has deceptively more depth than people think. Me and Mech talk on discord about her if you ever want any chats or questions.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711228#Comment_3711228
Yeah but average of what type of games? Just overall all matchmaking?
In that case mostly? But like that is such a vague thing...
The average of all your matches.
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@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711161#Comment_3711161
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711189#Comment_3711189
Hehe I’m up for challenges, so I just bought her 😎
Do you guys veterans have any tips for me? :)
If you go to my profile you can see my stream recordings, I usually verbalize my thought process and decisions to give you an idea.
Bloody Fingernail is basically an auto lock for me as a majority of your hits will be from your TV speed boosts catching the survivors out of position. After that Ring Drawing and Videotape Copy are decent for more Condemn. I personally always autolock Remote Control as my second addon though as I think it and Fingernail are her two best. Remote Control gives you very crucial game info for managing your TV and condemn pressure.
Use your Demanifest around loops. They'll either instant drop, you won't get stunned, and you've removed the pallets fast, or they greed it and then you immediately manifest getting the hit before they get back around. Once all of her flickering bugs are fixed you might have some mind games to use there "potentially" but it's definitely too broken in its current state.
Just remember you're a macro killer, not an anti loop killer. Your focus is managing all the survivors and their condemn stacks, not just chasing one survivor for too long. Very rarely am I ever getting two hits on one survivor in a row from healthy to down. Hit, leave, hit, leave. You don't wanna be playing a hold w simulator. Your hits are from TV teleport speed boosts, not chasing them down as an m1 killer.
Her biggest skill component that has a lot of nuances to it to learn is juggling TV's and condemn. It's a balancing act. You want to be teleporting as soon as TVs turn on. This because you want to limit their ability to pick up tapes. You have very little agency in preventing condemn removal once they have a tape, so your strongest prevention is them getting the tapes in the first place. That said, you also don't want to be teleporting to TVs solely to turn them off, you want high condemn output from them. So as soon as you teleport at the start you look how many condemn applications you get (their portraits will light up for a couple seconds if they get a stack). If you get 2 survivors receiving stacks it's a maybe, 3 or more survivors getting stacks though? Start teleport spamming to wrack up their stacks. 1 or less stacks stop teleporting. You don't want to waste your mobility and condemn pressure for that little.
Remember condemn is applied around turned on TVs. This means the more TVs that are up the more chances to apply you have and less TVs, less condemn. So you're getting the best bang for your back on early teleports and getting diminishing return the more you do it.
This is where Remote Control comes in for auras. If you see them by a turned on TV getting condemn stacks from your teleport and ignoring the turned on TV, punish them. Start spamming other TVs to make that TV by them keep piling their stacks on. Are they not ignoring the TV and going to turn it off? Then don't get greedy and immediately teleport to that TV to prevent the tape pick up and probably a hit. So you need to understand when to teleport to a TV that you know a survivor is right next to and when not to. It all depends how the survivor is playing. Even though I know I can get that hit with them right there by that TV I want to pile those free stacks on them first if they aren't respecting it, but you don't want them getting that tape either. This is the balancing act between knowing when to keep TVs on near them to get the most value out of it and when to remove it so they don't deny your value. You don't want to get too greedy.
Condemn stacks are more important than hooks. Yes hits and downs are important but if I know I can pile some free condemn stacks on them I'd rather let them stay on that gen or circling that loop getting 3 condemn stacks instead of a hit.
Be patient on your teleports. You want to give them as little time to react to your teleport. So if i teleport and see a survivor aura running to a TV across the map I don't teleport immediately. Let them get closer and teleport RIGHT as they're getting up to it. This guarantees the hit. If you teleport as soon as you see them heading to the TV they will react too soon.
All this macro juggling is enabled with the help of Remote Control which is why it's one of my auto locks. Other wise a lot of this stuff you have to guess.
If you have the option of multiple survivors I'll prioritize either the one with a tape to destroy it or if it's one I know has a lot of condemn stacks and I want to lock them in. You'll generally have a sense of where people are at in their stacks as you see that white ping around their portraits every time they get a stack.
Now here's another trick most people don't utilize for free map info built into her kit. Since you can see when survivors get condemn stacks on a teleport and you know they only get stacks within a small radius around turned on TVs you can use this to know survivor locations. If I teleport and get no stacks applied but one side of the map has all turned on TV's then that immediately tells you all the survivors are on the other side where the TVs are off and no one is on the side with the turned on TVs. So you pay attention to where TVs are on or off when you teleport and how many or who gets stacks. This will tell you where survivors are at in general or ones specifically you're trying to target that have high condemn. Even end game after you closed the hatch and your watching the gates, same thing. Leave one TV on near a gate and none on near the other. Teleport to other random TVs on the map. No stacks? Then you know what gate they're by. Stacks? Now you know they're near that other gate or heading towards it. Every time you teleport, stacks, stacks, stacks…no stacks on that last teleport..what does that mean? Well if they all the sudden stopped getting stacks then that immediately tells you they are near that last TV you just teleported from.
As you can see there is a lot of depth to Sadako that most people don't realize.
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@Archol123 said:
The question is under what circumstances, both sides bringing their strongest stuff? One side bringing stronger stuff or just your average games with everything happening? I would say because of the many rng factors like map, Gen split, map generation and so on it is hard to say... But I would assume those factors can negate the skill that would otherwise maybe lead to a win..
Well that's why I said on average. So it would be taking all those factors into account.
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@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711014#Comment_3711014
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711020#Comment_3711020
i love seeing these interactions between you two
Just lovely bonding time :)
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711143#Comment_3711143
That is what you're saying when you say that NWO has a baseline value and doesn't require you to do well, in contrast to pop and pain res.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711172#Comment_3711172
Do you... know what tunnelling is?
That is not what I'm saying by that statement.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711185#Comment_3711185
It’s both. It’s completely out of sync the longer it goes on and the duration is WAY off. It’s suppose to be 1.2 basekit.
It’s 0.88 bugged right now. With reikos watch Addon it’s 0.97
So baddddddddIt's so significant on the bugged duration. Like .88 is almost half what the duration is supposed to be, that's a lot.
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Nope, still rubberbanding me a lot.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711176#Comment_3711176
is it out of sync or is it duration of invisibility bugged? those two are different problems. If it is out of sync, it means you can phase mid-way invisibility. that becomes confusing for killer player but you can adapt to that.
It's both. Also the desync one can't be played around as it's not a static desync, it gets progressively more and more out of sync.
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It works in most the games it's implemented, I don't see why this would be any different.
Yeah you get some toxic people, that's every game, who cares. One button click mute if they're annoying or toxic, problem solved. There are much more callouts than just using the clock system. Shack, main building, crane, bus ect.
When it's so easy to turn on/off or mute someone I don't see there as being any downside.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711122#Comment_3711122
She also has multiple very significant bugs affecting her currently that are quite significant related to her passive phasing.
What are the bugs?
@Blueberry said:
Onryo's Demanifested intermittent invisibility is currently bugged when to where the times it shows the killer they are invisible or visible are not the times you are invisible or visible to the survivor. What you see as the Onryo and what the survivor sees are out of sync since her last patch. This prevents you from actually using it as a mind game which is what's intended since it's feeding you incorrect information. What's worse is that the longer you are demanifested, the larger the desync becomes.
-All platforms
-Bug recurs in ALL matches.
I do not take credit for this video as it is someone else's and not mine, but he demonstrates the bug and explains its working in heavy detail to help y'all understand the issue and what's going on. Apologies for some rudeness that might be in it, I'm just using it to help y'all fix this bug since he explains it very thoroughly to help y'all solve the problem.
https://youtu.be/O8PZ2g53YAI?si=lc9mgH6Cq3jS0rqK
On top of that there is an additional bug related to this that is not mentioned in the video. This additional bug is the invisibility frames for Onryos phasing not lasting as long as they are supposed to post her last patch. I will quote his explanation to help you better understand.
"In my testing you only get about 0.784 seconds worth of invisibility on the survivor side (it varies but the longest I've seen it is 0.8s). This time is taken from the frame she completely disappears to the frame she becomes visible and I'm fairly certain it's meant to be 1.2 seconds worth of invisibility (genuinely can't find the older patch notes anywhere talking about the buff demanifesting invisibility gained so can't confirm) meaning she is 34.7% weaker than she currently should be when it comes to this mechanic."
I'm linking below another video demonstrating this second bug with Onryo for her invisibility durations. This video is also not mine so I take no credit for this. Again, apologies for any rudeness in the video as it's not mine, just using for its demonstration of the bug to help y'all fix it. Thanks!
https://youtu.be/xvIkoeBKnBk?si=9KXwRh96rYBo6jey
So TLDR: The visible and invisible frames survivors see and what Onryo sees are out of sync from eachother with both sides seeing different things rendering it unable to be used for its intended purpose. Her passive invisibility flickers are also not lasting as long as they are supposed to post her last patch that had supposedly increased them.
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@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711122#Comment_3711122
Holy that’s really harsh… :(
I don't want to totally discourage you from getting her though. I personally still find her fun.
You can do very well on the majority of your games if you get very good with her. As mentioned the average survivor is pretty bad so you can still have a good time. It's just gonna basically be an auto lose when you finally go against an actually good group. You can help alleviate some of those auto lose matches if you can tell in lobby they're gonna be a 4 man on coms by throwing a map offering since Sadako is one of those killers that can be extremely stronger on certain maps.
You can win regularly even with bad killers since there's so many bad survivors, you're just relying on getting bad survivors unfortunately.
I'm currently on a 50 win streak with Sadako with a roughly 97% win rate. Data pool of 161 games with only 6 losses and 0 draws. Most all of the games recorded. So you can perform well even if she's bad if you really reach her skill ceiling.
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@Krazzik said:
Distortion's effect is fine, it just needs to actually take longer to regain stacks. I run the perk a lot on survivor and have almost never actually run out of stacks, even when the killer has multiple forms of aura-reading. It really defeats the point in even having stacks when it might as well just be a perma-effect with how it currently works.
Yeah that's what I was thinking as well.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711135#Comment_3711135
No, but you do say you need to be playing well to get value from things like PGTW. And 'getting a hook' is not a high enough bar to pass to warrant it being called 'doing well'.
I never said "getting a hook" was "doing well".
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711113#Comment_3711113
'Getting at least one hook' is not 'doing well' in my book either.
I never said it was. All I said was it gave free value.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711109#Comment_3711109
And what's the amount of skill required from the Killer's side to activate aura perks like Lethal, Nowhere to Hide, Ultimate Weapon, Dissolution etc…? Spawning into match and pressing space?
So it's "skill-less" for survivors to have Distortion to protect themselves from being revealed every other minute and it's an issue but Killers deserve to know your exact location on demand without any expression of skill and it's a no-issue? That's such a double standard.
It’s not a double standard, you’re jumping to conclusions. I hold the same standard for both sides. The negatives attached to perks can be multiple things, not just skill related. For example, the perks you listed. They have downsides or negatives attached to them. Wasting time opening lockers or kicking gen, requiring them to be in your TR which limits the use cases, requiring stacking aura perks and giving up gen regression slots to get full value ect. Now there are some perks that have no costs/negatives/skill requirement ect that break these fundamental rules but those perks are usually a weaker effect to compensate for said free value.
So even though I think most the perks you just listed are bad examples as they do generally have costs attached there are others you didn’t mention that do fail to follow this rule but are tuned in power accordingly. So the real issue is high power and no cost/negative/skill requirement, when they come together. The two sides aren’t balanced accordingly.
There some perks like Distortion even for killer mind you, that are badly balanced this way as well and I would change those too. Two right off the top of my head being Deadlock and NOED.
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@SkeletalElite said:
This is so rare that it doesn't really matter, and 95% of the the time you do encounter it, you can just bleed them out unless they have no mither, but if they have no mither there is no gurantee they'll always be able to get to their unhookable spot since they can't be healthy and take hit on the way there.
Those groups almost always run anti slug perks for this. Unbreakable, Exponential ect.
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Better than people think, but still very bad. Against bad players that ignore her counter play or have no idea what they’re doing, which is a good bit of people, she’ll do good. However, we can say that about any killer. She also requires a lot more skill to do well with now than people realize. Many people that don’t play her think you just spam teleports and get free condemns, which couldn’t be further from the truth. Her skill ceiling is deceptively high.
Against actually good survivors she’s trash though. Her counter play is way, way too easy with little you can do yourself to prevent it even if you know what they’re doing. She would need significant buffs to actually be called “good”. She also has multiple very significant bugs affecting her currently that are quite significant related to her passive phasing.
“Most” the Sadako community agrees she’s quite bad and have been patiently hoping the devs finally throw her some buffs again to make her viable and more enjoyable to play after the complete gutting they did to her on her last patch which left her in a pitiful state.
Her passive phasing is nearly useless and not even worthy of being called anti loop. Her stealth is non existent since she has a “lullaby” that tells them you’re there anyway and it’s directional. Her condemn is basically never happening unless the survivors let it as you have nearly zero control over preventing their stack removal anymore. Zero punishment for holding tapes now. They get locked in stacks per hook of a max of three but is basically irrelevant because by the time you lock in any significant amount they’re dead on hook anyway making the entire feature counter intuitive. Condemn has to be done at 1 hook or less or the condemn becomes irrelevant. The vast majority of her addons are also garbage. Turning off TVs is way too easy now because not only can they hear them but they show their auras removing any skill required to turn off your power. Also seeing those TV auras removes all surprise from teleport cut offs since they see exactly where you’re going to come from before you even do it, give a global sound queue that you’re doing it AND it’s directional. Her teleport is decent but then it’s also controlled completely by the survivors and they can turn that off heavily. Killers don’t like when survivors control their power and get to dictate whether they get to use it or not.
Just so, so, so many negatives, features that don’t function how they should, and easy survivor counter play with little you can do to counter play it yourself. She was bad at literally everything but condemning and then her condemn was nerfed badly too leaving nothing to replace its current pitiful state.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711030#Comment_3711030
Hold up, why's NWO in that list? Surely if survivors are skilled enough to cancel PGTW and Pain Res, they're skilled enough to cancel NWO?
Because regardless of hooks NWO still has a base activation amount. It’s not entirely reliant on doing well to get decent value.
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@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711005#Comment_3711005
Because being skilled can prevent those gen perks from activating. Being skilled on killer doesn't prevent Distortion from blocking the aura perks.
No amount of skill will prevent a Pain Res or a Pop from going off.
You're seriously telling us that it's feasible for survivors to not get downed at all out of sheer skill? The skill discrepancy required for something like that to happen makes this situation extremely rare. Not even professional teams manage to leave the game without getting hooked once consistently enough for this to be considered even remotely an option.
And if you think that's actually possible, I'd ask you to please show us a 5 run streak vs those perks where you never get hooked once and the perks never go off.
You’re taking my statement too literally. By that statement the point was that you can severely reduce both those perks activation occurrences if your skilled, not literal zero. The statement was said in comparison to distortion which is literal zero reductions in its activations regardless of how skilled you are. I didn’t think I needed to be that literal for the point to be delivered without getting into semantics.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711026#Comment_3711026
Ah yes, so I'm punished for RNG because I don't know who will be in my team and how would they play.
So we can also say that some matches are lost even before they started - and you think that is completely fine?
Yes you are punished for RNG and yes some matches are lost before they start. These apply for killer as well.
I never said this was fine at all, it’s not. I’d like this fixed. I’m just saying what the reality is, I don’t like it either.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711019#Comment_3711019
Not really. Tons of perks don't work that way. I think it's far more facetious to claim that gen regression perks can be cancelled out by skill.
We’re just not going to agree then. They are in fact blatantly canceled out by skill. I find it weird to even need to say that. If the survivors are really good you get much less value from gen regression perks and if they’re not you get high value. This is why at the highest level you see mostly passive value perks that you get even if the survivors are good such as NWO, NOED, Deadlock ect. Agree to disagree I guess.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711005#Comment_3711005
Because being skilled can prevent those gen perks from activating.
And what I can do if random don't equip Distortion, so they are chased first, they get down before first gen is done, this gen has PR applied to it, then Grim Embrace and killer run towards that blocked gen to then apply Pop to it?
My teammate is on hook, my gen lost -25%, now it's blocked and potentially it could be regressed further via pop.
Where is mine skill in this equation, am I missing something? How could I prevent this? What should I do?
It is a 1v4, not a 1v1v1v1v1. Having bad teammates is part of the balance. “Your skill” is not the correct statement, it’s “your teams” skill. Your team does have areas to improve there even if you individually don’t. If you want a game that is only about your skill and not your teams skill you should be playing killer or another game. Solely your skill isn’t what survivor in dbd is.
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@[Deleted User] said:
Good evening Onryoberry
good evening! You must be in a different time zone, it’s late at night for me haha
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711005#Comment_3711005
Except blocking aura perks is not Distortion's value, it's the way by which it attempts to apply value.
If we’re gonna play semantics to that degree then we can stretch that every single thing in the game is just a skill issue and it devalues the point of any of these conversations.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710999#Comment_3710999
Knowing how to find survivors is also a skill. You're drawing up the flimsiest distinctions here.
Distortion does nothing if you find them anyway, so why would 'git gud' not apply here?
Because being skilled can prevent those gen perks from activating. Being skilled on killer doesn't prevent Distortion from blocking the aura perks.
You can be skilled on killer and not need those aura perks, but being skilled enough to need them is not the same as being skilled enough to counter the perk itself. Those are two very different things.
Like I generally never run aura perks because as we're talking about, you can become skilled enough to where they seem redundant as you have good situational awareness to generally know where survivors are. But the point is turning perks off, not being skilled enough to not need them.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710829#Comment_3710829
There is a counter and you stated it. It's get good at the game.
This goes for Distortion too, though. Killers could find survivors without aura reading back in the day, why can't they do so anymore now?
A perk turning off another perk has nothing to do with skill.
Knowing how to loop well, is a skill.
You're turning this into an us vs them when these two are completely not comparable.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710602#Comment_3710602
When people complain about slugging, they literally are talking about bleeding out.
I would argue that the vast majority of the time they are actually talking about slugging and calling it bleeding out when it's just slugging.
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Just had to make survivor interacting with objectives fall asleep significantly faster. So gens, totems, hook rescues ect would make it like a 1-2 second fall asleep.
Remove wake up on failed skill checks. It was too easy to wake up.
Make the furthest alarm clock from them be their wake up if they didn't want to find a teammate to do it. Teammate wake ups should steadily take longer and longer each time as they do now.
Add the teleport we have now but make it a bit faster.
This obviously leaves him as a very weak 1v1 killer but gives him good built in slow down and map pressure. It makes him more of a macro rather than micro play style.
Honestly hope they go for Freddy 1.0 with tweaks and mostly abandon current Freddy design. Pallet and snares are nothing unique or fun and are just copy pasta from other killers. Current Freddy could get significant buffs to actually be strong and it would still be boring.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710838#Comment_3710838
Are you implying they don't take mobility killers into account for perks?
After CoB + Eruption + Overcharge it's good to assume they don't even test this game at all.
While I generally agree with your point I don't think it relates to mobility killers at all.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710784#Comment_3710784
No they aren't. Killers are balanced around their abilities because the devs consider them to be separate from perks. If they considered them the same as perks, mobility killers would not be as strong as they are now.
If they weren't balanced around that then Plague for example would be getting extra buffs. Part of her strength she's balanced for is around the fact she turns healing off.
What's wrong with mobility killers? Are you implying they don't take mobility killers into account for perks?
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710782#Comment_3710782
Yes it does run out. Saying "simply not true" when there is video evidence all over youtube that distortion runs out of charges doesn't magically make your argument true.
As for mindbreaker, yes it is very easy to 99 your exhaustion. But your average survivor player has no idea how to do that. I agree that it is a survivor skill issue, but at the same point, complaining about distortion is also a killer skill issue. Either you were running one aura read as an afterthought and distortion is doing its job by countering a perk, you were running 4 slowdown and you have no idea distortion is being run at all, or you're running 2 or more aura read and distortion works for half the match because tokens get consumed.
"Yes it does run out. Saying "simply not true" when there is video
evidence all over youtube that distortion runs out of charges doesn't
magically make your argument true."There's video evidence all over youtube proving you wrong here.
"As for mindbreaker, yes it is very easy to 99 your exhaustion. But your
average survivor player has no idea how to do that. I agree that it is a
survivor skill issue, but at the same point, complaining about
distortion is also a killer skill issue."99'ing Exhaustion literally is skill related as you said, so we should balanced around bad players? In what way is Distortion turning off all aura perks a skill issue? There is no skill involved, it just turns perks off.
"Either you were running one aura read as an afterthought and distortion
is doing its job by countering a perk, you were running 4 slowdown and
you have no idea distortion is being run at all, or you're running 2 or
more aura read and distortion works for half the match because tokens
get consumed."If you were running 4 aura read perks you would know Distortion was being run…it doesn't instantly deplete the tokens, you'd see all the aura reads not showing up. This is implying a killer can't tell when survivors are running Distortion…which it's extremely apparent when they are.