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Blueberry

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  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689412#Comment_3689412

    That would probably be relevant and a very good point, if MMR worked with any consistency

    Even with mmr being inconsistent it does still give you high mmr matches, regardless of if lower ones are thrown in here and there. I don't think that deters from my point.

    If you agree it would be bad in those scenarios why would you be against changes to this at all? Nothing I'm mentioning changing would be affecting anyone but the people trying to abuse it. I can't see anyone being against this unless they want to be able to do these scenarios themselves.

  • @Ayodam said:

    I don’t think I’ve ever seen anyone use this strategy. How often do you encounter it? Or is this purely hypothetical?

    I wouldn't say super common, but maybe every 5 games or so. Especially when you get the 3 or 4 mans.

  • @Pulsar said:

    In that worst-case scenario, yes.

    Thankfully, a lot of things seem OP in the worst-case scenario, but aren't in practice.

    I would argue those scenarios are much more common the higher mmr you go.

  • Forced Hesitation can sometimes be okay. This one's not a complete disaster or anything. Even though it's kinda niche it's got its moments. I'm generally okay with this one.

    Genetic Limits is just bad. It has the same issue most anti exhaustion perks have. To give up an entire perk slot it would need to stop at least the majority of exhaustion perks from happening. It doesn't. Just preventing a few, sometimes, from going off isn't worth a slot. Up the Exhaustion time to at least 45 seconds and make it apply immediately when a healing action is taken, not just when it's completed. This rewards pressuring and interrupting heals. Or, another route you could take instead is keep it 32 but make it apply to both survivors, not just the only doing the healing.

    Machine Learning. Alright, tons of problems here. Firstly, generator damage events are now limited from the 3 gen mechanic. Second, it is only applied on the last gen you damage, ew. So clunky. Easy fix, remove the last gen damaged component. As a gen is tagged (think like Eruption) the perk is active on it and ready to be triggered if they complete it. This gives it much more reliable triggers. Now if this is too much potentially we could lower the haste to 5%, or reduce the duration. Or instead of those we could make it require kicks to tag a gen, not just damage events to make it require more time wasted.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689007#Comment_3689007

    Im not disagreeing, but i think the faster killers should have bigger maps then. Because otherwise the balance between "slow and fast moving" will still be off.

    Well that's why ideally if we did that map adjusting we'd tone down the higher tier/faster killers to even things out. Essentially bringing all those bottom killers up and top killers down. Adjust the outliers.

  • @WolfyWood said:

    Stating the worse case scenario can make literally anything seem OP.

    If someone is running OTR/DS/DH/UB that means they have no gen perks or items not to mention, UB and DS work once per trial, I don't see why this is a problem.

    I also dislike the notion that DH is guaranteed or that the killer doesn't have a power to use or that every hook is in a tight corridor.

    Even if the survivor does all of this in the scenario you listed, for the rest of the trial they have two perks, that's more than a fair tradeoff.

    And if you're implying that the game is lost after this, which would only be the case in high MMR, then it can also be assumed that you are playing Nurse/Blight with a meta load-out as well, in which this scenario is not very significant as S-tier killers don't care.

    "If someone is running OTR/DS/DH/UB that means they have no gen perks or
    items not to mention, UB and DS work once per trial, I don't see why
    this is a problem. "

    I don't agree with this at all. Most high mmr matches the entire groups are running that type of build. The only way those groups lose is through some tunneling/slugging combination and those perks counter all those situations. Survivors are not perk dependent like killers are. As survivor you do not need gen perks. If the killer isn't tunneling or slugging, going for a 12 hook game and you still lose your team misplayed a lot. Calling UB and DS not an issue because they proc once per trial is extremely downplaying their impacts. If you play at high mmr you would know how impactful even one proc of those has on a trial, much less multiple they can come from different survivors.

    "I also dislike the notion that DH is guaranteed or that the killer
    doesn't have a power to use or that every hook is in a tight corridor. "

    While not guaranteed it's most often landed. Especially when used at a pallet where it's a scenario of eat the pallet to the face or swing and eat DH. Lose/lose. Having a power or not for DH is irrelevant. What does a hook in a tight corridor have to do with anything I've said?

    'Even if the survivor does all of this in the scenario you listed, for
    the rest of the trial they have two perks, that's more than a fair
    tradeoff. "

    This tells me you aren't playing at high mmr. The game is generally lost at that point. You are downplaying how impactful even 1 UB or DS is on a trial, like heavily.

    "And if you're implying that the game is lost after this, which would
    only be the case in high MMR, then it can also be assumed that you are
    playing Nurse/Blight with a meta load-out as well, in which this
    scenario is not very significant as S-tier killers don't care. "

    Why would that imply playing Blight/Nurse? What? That doesn't imply that whatsoever.

    I primarily run B tier and below killers.

  • @LatexT said:

    I would not improve slinger, other than decreasing his reload time to 2.5 seconds, as he is already one of the strongest killers in the game (when played well). Making him move at 115% would give him stupid levels of oppression in chase. He would probably be THE best chaser in the game, catching up quicker and doing mindgames he wouldn't be able to (and doesn't need to) with his current speed. It would be like increasing nurse's speed to 110%.
    I did an addon pass, as some kind people in here mentioned, if you're interested.

    He takes a lot of skill to get good results, and buffing him even a tiny bit too much would tip his balance completely.

    I can't agree with this at all. Slinger is extremely weak. There's a reason he's rarely played. Extremely high skill requirement that very few can pull off and quite unrewarding as most high skill shots don't result in a down through chain break. Even high B tier for Slinger would be very generous and B tier in DBD is trash tier. I don't think I've ever even seen a single tier list that put him as high as high B.

    Now I'm not totally set on the 115% move speed either, just an idea. That very well could be too much for him as you said. I personally am not a fan of just taking slower killers and making them faster. I prefer to buff them in other areas to make them worthy of the slower speed.

    I agree on the reload buff.

    I will say I do love your addon work for Slinger though as you already know. They're very well thought out and I agree with all of those changes. They're very well done.

  • @Archol123 said:

    I would also prefer the no collision solution, but when people use it offensively they often just DC when I go for them... Like don't bodyblock me then... I don't mind it being used offensively too much, but I would prefer if they didn't, I obviously don't want to tunnel the guy but if he wants to get tunneled OK.

    That’s kind of how I see it. I try not to tunnel but once someone tries to abuse it to body block me, they’re done lol.
    I feel like everyone should like this no collision change. It makes it so you literally can’t be tunneled as survivor and as killer stops you from being body blocked, win/win.

  • Maybe a larger TR based on survivors injured and cause your TR to linger for some time on them after they leave it. Gives it some build synergies, requires the killer to be good at keeping people injured and gives counter play.

  • @Chocolate_Cosmos said:

    3 perks per update = 24 perks per year…

    It really does need need to be way, way more than what we’re getting done.

    I understand some take more time but there are tons of perks that literally only need number changes to be fixed which takes no time.

  • @RhysVMT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689060#Comment_3689060

    He -literally- face camps after downing Rebecca, then picking her up and dropping her in front of the hook, standing directly in front of me. If you can't see that as clear as day from the video, then I have absolutely nothing else to say to you

    That was a misplay getting downed at the hook, a game throwing one. Then y'all let him see you running up to the hook as he was about to carry her away. Another mistake. That was him capitalizing on it. The smart play.

    He could see your other two teammates healing each other. 2 teammates healing and 2 right in front of him, with zero people on gens. Why would he go anywhere else if no ones on gens?

    I understand that situation feels bad, but that's where ownership should be taken of the mistake to improve for next time. Excuses don't help us get better, especially when it's targeted at someone else.

  • How is this camping?

    He can clearly see your teammates pingponging back and forth trying to get to the hook from different directions. Y'all are the reason he's still at the hook. There's no accountability being taken in this example.

    Is he supposed to look at both y'all trying to go for the save and just decide to play badly by chasing one and let the other save and reset or something?

    If he hadn't seen y'all there and was just staying around the hook for no reason that's one thing, but that's not what's going on here. This was the team making bad plays and deciding to blame the killer instead.

  • As others have already pointed out, yes Spine Chill needs a buff, but whatever that may be it can't work on stealth killers. Firstly because the devs have already said they don't want perks directly countering killers powers. Secondly because the stealth killers in the game are already extremely weak. They need all the help they can get.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688948#Comment_3688948

    Then we are on the same page, i agree with all points you made, im a former killer main and i want the game to be balanced for both sides. Are there cases where tunneling is the only playstyle that makes sense, sure. But sadly i see it mostly where i dont think there are a need for it.

    Also i think gens need more charges, and slow moving killers need a slight movement buff.

    • I think one of the reasons the game is hard to balance is that some killers waste much more time going from A to B than other killers, the unknown killer might be on the right track on a fix, now we just need some of the older killers updated somehow.

    I can mostly agree with all that. Although I'd rather tackle the issue with shrinking maps to force interaction of who's better and less hold w so that those killers are less punished when lacking mobility. I also think many loops need balance adjusting. There are way too many loops that once the pallet is thrown it's a forced break and that's bad design. They should mostly all still be playable. We see this in comp and higher mmr where everything is just pre dropped. This is because they know there's so many pallets and gens are so fast that they can pre drop everything, risk nothing, and the gens will get done before they run out.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688895#Comment_3688895

    Correct me if im wrong, but if i understand your commet correctly, - according to you, the only efficient way to play killer is tunneling? and you are arguing that this is how killers should play?

    Neither of those I said.

    "Only", no. Is it the most efficient way if you want to win? Yes. See high mmr and comp, there's a reason. Do I tunnel? No, I don't.

    I spread hooks evenly because I find it more fun personally and it actually takes skill, unlike just tunneling someone out. However me doing that is playing non efficient.

    I also am not arguing killers should play that way. I even want the game balanced around hooks to de incentivize that.

    The only point I am making is that tunneling someone out is the most efficient way to play if all you care about is winning. I think that's objectively true, even if I don't like it, do it, or encourage it.

  • The core problem with this perk is that it tells the survivors you're running it by not allowing them a blind scoring event. To make this perk good it would need to aid the killer in handling blinds without telling the survivors immediately that you're running it. This is because as soon as the first survivor realizes he can't blind the entire team stops trying. You want them to waste time with flashlights and get punished for it. You don't want to waste an entire perk slot just so they stop using flashlights..that's a waste.

    Still let the survivor get the blind "scoring event" so they aren't immediately aware you're running it, but then have it also give the killer a haste buff for a short duration.

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688872#Comment_3688872

    inner healing is alright but they should give it a token mechanic so that you can cleanse as many totems as possible without penalty. Each token grants a heal. I should have put the perk in a separate category because the perk isn’t garbage. thats my bad. I just want to see it buffed. The other 3 i mentioned suck tho

    Oh well a QoL change for Inner Strength like that actually sounds very nice, I'd be cool with that.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688805#Comment_3688805

    Unless in a very rare situation, there will always be 1 person to unhook, and the easy counter can be to chase them instead of the unhooked. This does not mean you have to do 1,1,1,1.

    That would still be forcing the killer to play non efficient, even if not doing the 1,1,1,1. Most survivors would still call that tunneling as well if you just went 1,2,1,2 back and forth. It's also just frankly quite unrealistic to expect you're gonna find those exact two to alternate back and forth all nicely.

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/409729/which-perks-do-you-want-to-see-buffed

    resurgence, death bound, inner healing, blood hound….basically all the trash and useless perks on both sides

    Resurgence maybe add that you're also immune to Hemorrhage and Mangled as an added bonus?

    Inner Healing is actually already very good. If you remember back before CoH and all it was the go to meta healing perk. It's one of the better healing perks that exist in the game right now.

    Death Bound just remove the 32 meter radius limitation.

    Blood Hound I'd like if it gave "blood aura reading" within a short distance, like 12 meters or something. So you'd be able to also see blood as an aura if they were close by.

  • @Zraith said:

    i love the off-meta perks for fun, especially perks that mislead and deceive. So i'd like to see Light Weight, Boil over, distraction, and red herring, and deception buffed.

    Maybe boil over not so much, as much as I loved it to have a strong effect, killers seem to hate it though.

    Light weight could spread your tracks a bit more, distraction for a shorter charge up time, red herring for a shorter cooldown, and deception should give you a short burst of speed to allow you to get out of sight if you managed to trigger it on a locker around the corner.

    Oh yes! I'm totally down for this. The deception and misleading perks are so fun. I'd love to see all those, except boil over, get buffed.

    Lightweight tracks spreading more sounds perfect to me!

    Distraction charge improvements sound good. Maybe make it build charges anytime you're in the killers TR without being detected? This would massively increases its charges but that might be okay for all it does.

    Red Herring something similar to increasing tokens like Distraction.

    The big problem with Deception is the killer can still hear your footsteps making it pointless. Maybe make it also silence running sounds for those 3 seconds?

  • @OrangeBear said:

    Technician for survivor. I don't think it does it's job very well. It shouldn't have an additional repair penalty.

    Hex : Two can play for killer. Doesn't really seem to make getting stunned or blinded worth it.

    Oh for sure. Technician remove the penalty and make it cause the gen to be completely silent, not reduced distance, silent. It should also work if any other survivors are on it as well. I can't tell you how many killers do drive by checks where they just listen for its progress level. This would allow for some extremely sneaky gen repairs. I'd love this.

    Hex: Two can play is just so, so, so bad. You could literally make it not a hex at all, double the blind duration on the survivors and remove the activation require and it would still look terrible. That's how awful that perk is. I'm assuming they want to keep it a hex but man, they would have to do ridiculous things to make this actually look good. Maybe remove the activation requirement, double the blinded duration and add "protection hits" to the list that activate it. Still probably bad, but at least it's not embarrassingly bad anymore.

  • @E5150 said:

    Surge - i just wanted it to work with special attacks. I guess it wouldn't be OP with Pop or PainRes as it's competitors, and it would be a good alternative to these two.

    I use Surge a lot just because I enjoy it, but it is much worse than the other slow downs. I could see that change to give it some more flexibility.

  • Why are we trying to nerf a bad perk? Lightborn is a perk for new killers learning the game still. It just helps until they learn how to avoid flashlights.

    If anything the perk could use a buff.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688731#Comment_3688731

    But it is, because if its easy to counter its not as strong anymore, if its hard to counter its strong

    Well no, that's not actually a true statement.

    For an example. You can just choose not to tunnel at all an avoid it (easy counter), however playing ultra fair like that spreading hooks 1,1,1,1 fashion to avoid it is making you play extremely non efficient. IE the forced non efficient play in order to counter it is what makes it strong.

    This is why it's never bad to run all anti tunnel/camp perks. If they activate, they're very strong in punishing them. If they don't activate, this means the killer didn't camp or tunnel, which means you should also be winning since they're playing so non efficient. Win/win scenario. The perks have a stronger effect than just "if they activate". The process of making the killer avoid them is an extreme strength in itself.

  • I do wish we had a lot more perks like GE and PR that really incentivized playing in a fairer way. I think a lot of people would like to play in a way the survivors enjoy more but just feel punished if they do currently.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688539#Comment_3688539

    What exactly made you think all that? all i said was that it was easy to counter.

    And what made you say that when I'd mentioned nothing about or relating to counters at all?

  • @Alcuin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688685#Comment_3688685

    What's the evidence that she doesn't take much skill?

    (1) She's likely the most popular Killer in the game; Wesker competes with her. What is difficult is never popular. (2) She's the only Killer that attracts many streamers that main a specific Killer. I can name LilithOmen as a Blight main and gtvel as a Hillbilly main. Otherwise, killer main streamers choose a variety of Killers or they're Huntress mains. (3) Players that are cracked at a multiplayer game is cracked at, more or less, all multiplayer games. 72hrs is cracked at Fortnite, Apex, TMC, this game, etc. Where are all these streamers maining Huntress transitioning over to other games to dominate? (4) Her hitbox just requires to be "good enough". I play PS4. My most played Killer is Deathslinger, he takes more skill than her. On Survivor, I usually have around 80 ping. Huntress thrives on that.

    "What is difficult is never popular"

    Factually incorrect as we have proof of many higher skill killers that are in the top played killers stats. This is also just common knowledge across many games.

    "She's the only Killer that attracts many streamers that main a specific
    Killer. I can name LilithOmen as a Blight main and gtvel as a Hillbilly
    main. Otherwise, killer main streamers choose a variety of Killers or
    they're Huntress mains."

    What does this literally have to do with anything? How does this prove your point at all? So if a killer is popular among streamers it must be easy? What?

    "Players that are cracked at a multiplayer game is cracked at, more or less, all multiplayer games."

    Factually untrue again. There are dozens of different genres in the "multiplayer" facet that are completely different types of games. So if one person is amazing at a fighting game they're also amazing at a survival game or mario kart? Those are completely unrelated skills.

    "Her hitbox just requires to be "good enough"."

    Her hitbox is so large because she has such a long wind up and a slow hatchet that's dodgeable. She's also ridiculously loopable.

    "On Survivor, I usually have around 80 ping. Huntress thrives on that. "

    If you've played Huntress you'd understand that ping can hurt her just as much as it helps her.

    None of these points you've made prove anything about Huntress being easy.

    "My most played Killer is Deathslinger, he takes more skill than her."

    This is the only thing you've said that is true and I agree with. I do think DS takes more skill than Huntress.

  • I'd put Huntress in the top 10 highest skill requiring killers in the game. Not sure what makes you think she's low skill.

    I also rarely see Huntress. I think I've seen 1 in the last 50 games I've played.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688577#Comment_3688577

    he's talking about how you can shoot survivors during any animation lock such as putting down a pallet, vaulting a window or vaulting a pallet and get a free injure.

    If you want reward slinger for those type of shots, they should consider removing that tension penalty whenever the gun rope is going through a obstacle.

    most slinger use reload add-on's because all his other add-on suck. they have no impact. the only one that has impact is that iri-coin that gives exposed hits. Even then, it is not amazing. slinger needs billy treatment. a revert.

    Oh if he's just talking about those hits it's kind of irrelevant since you can't down with them. The tension penalty removal would be actually nice.

  • @goodfriday said:

    Death slinger is fine where he is at, Idk about yall but I been getting so many of them recently and its draining. The fact he can shoot and grab you through a sealed boarded up window in killer shack is insane, not even huntress with her beach ball size hit box can do that with a hatchet at shack

    He out of all killers has the easiest way to negate base kit bt and is pretty good for tunneling thanks to his power because they can just hold you down then after 10 seconds knock you out again. The fact that if even if you break free from his power it still injures you and put your in mend state which makes 0 sense to me to this day and time, talk about a ranged version of the Legion.

    Do you know how much skill it takes to shoot through those holes mid chase and hit someone? That's like .01% of the people playing DS. You also aren't getting a down through those holes, it's a chain break injure. Huntress hatchets are also infinitely easier to land.

    "The fact that if even if you break free from his power it still injures
    you and put your in mend state which makes 0 sense to me to this day and
    time, talk about a ranged version of the Legion. "

    Except his shots are very hard to land compared to Legion who basically gets it for free.

    Is this based on just playing against DS or have you played as him?

  • You responded to me giving counters and calling it easy to do, when I had said nothing about that whatsoever.

    I feel like you started coming at me over topics I've never even talked about. Can we just stay on topic of the page?

  • @sharpef3rn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688336#Comment_3688336

    I mean BBQ doesnt do anything more for Blight but if thats not to your liking.

    I'm all ears. Better on Pyramid head because he can aim better but does the same thing regardless.

    Iron Maiden on Bubba, Still exposed still scream but people go into lockers more against bubba to avoid the chainsaw. Same Iron Maiden with doctor.

    Discordance with artist. Thano with Plague. STBFL with Demo. Coup with m1 killers.

    Darkness revealed on Nurse, huntress or trickster.

    All of these have the same effect, nothing changes with effect, but because playstyle is different they are stronger. The information condition or action you get from these perks are the same regardless of killer. But because No where to hide a time based info perk based on the killers position a killer that moves faster does not get the same benefit as a killer that moves slower. If it was based on the Gen it would still be better on killers that can reach or attack that location quicker but it wouldnt do more for some killers than it does for others.

    If I am being honest I would also state the issue with Iron Maiden effecting Huntress and Tricksters reload speed but because its less problematic its less of an issue. In addition they did partially address that a few patches ago by reducing their reload speed to make them less reliant on those perks. Plus gave huntress more hatchets because… no one really knows why.

    It does do more for Blight since he's able to get there faster and capitalize on the aura reading more than most others.

    I'm All Ears does do more for PH because he's able to capitalize on the aura reading with his secondary.

    ALL of these examples are making my point.

    "More" is based on the outcome. IE getting more value out of running it.

    There's no difference better because I can aim my attack easier and better because I move faster. You're trying to make a distinction between these when there's not. The mechanism of the value is irrelevant if the outcome is the same.

  • Absolutely love these. So many good choices now and multiple that have synergy with different builds, other addons, or play styles.

    Obviously this is focused on addons solely, but would we be looking at base kit changes as well? Such as a little faster built in base reload. The current base reload just feels so bad.

  • @fussy said:

    4,6 m/s, Warden Keys and Prison Chain basekit, addons rework. @LatexT did a very good suggestions about his addons.

    Really like that. That would make him much smoother to play and the chains would make some of the trick shots feel more rewarding as you'd have a little more flexible in wiggling around objects for the hits.

  • @fulltonon said:

    Honestly he can have 24m TR with 4.6 move speed and no one would consider him OP.

    That wouldn't seem unreasonable I agree. Most people consider him pretty weak atm and the worst of the ranged killers.

  • @sharpef3rn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688314#Comment_3688314

    No where to hide showing auras in a space 2x as big for Blight as Trapper is the perk doing more for a killer.

    Blight being able to reach a survivor they see with BBQ faster than trapper could is a perk being better for a killer.

    They are two very different things.

    "They are two very different things."

    They are not. What you just described is the perks being better on them because they do more. Those are the same things. "Do more" and "better" are synonymous. Can you give me an example of a perk that's better on a killer that doesn't do more?

  • Wesker isn't too strong. There's no reason to be making changes here. Wesker is generally considered one of the most balanced killers in the community. Very strong, but fair.

  • @sharpef3rn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688276#Comment_3688276

    TBF with STBFL it should have gotten the nerf when the adjusted the base attack cd was reduced.

    And for the record I am not talking about perks being better on some killers. I am talking about perks that DO more for some killers. BBQ and chili is better on Blight than on Trapper but provides the same benefit, seeing people 40+ m from the hook. Blight can get there faster its better for Blight. Iron Maiden provides the same benefits for huntress as hag but its better on huntress because she opens more lockers. These I see as fine. But No where to hide shows Blight more information than the Trapper. Thats the distinction I am trying to make with this. It does more for the killer than what the killers power alone does.

    "And for the record I am not talking about perks being better on some
    killers. I am talking about perks that DO more for some killers"

    That's synonymous. They are better on them , because they do more.

    "TBF with STBFL it should have gotten the nerf when the adjusted the base attack cd was reduced. "

    I don't think it actually needed that nerf. It wasn't an overpowered perk. However, if they had just lowered the % some to compensate for that the perk wouldn't have been destroyed and would still be decent. The change they did though, destroyed the perk for many killers.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687945#Comment_3687945

    1.0 sadako is also about spamming televisions however the tv had 100 sec cooldown so in order to turn on televisions, you had to be successful at landing m1 to turn on tv's on iri-tape. in that sense, m1 were proxy to condemn. I didn't like this too much because survivor had control over whether they were next to a tv or not. I had to slug people to force survivors to go near televisions. Not the worst thing but a poor chasing killer committing to chases wasn't ideal.

    current Sadako is failed design. her design was in a good spot on 2nd iteration. if there was something i would changed, i would change the tp global condemn build up to be 0.75→0.33 to tone down the passive condemn build-up but remove cooldown on her TP. This is because hens show cased that you could spam TP and block off televisions to gain condemn by just being afk with the killer. In addition, to solving that hens gameplay problem, i would reduce the TV turn off cooldown from 70 second to 45 second and TV cooldown for killer to 30 second. this would make that more TV would constantly be on allowing survivors to always grab a tape.

    At best, she needed few nerfs, not a demolition on her kit.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688037#Comment_3688037

    The worst part is that the chase got smallest buff possible. the m/s on manifesting is barely scratching the surface. You would think they would buffing her chase by tremendously amount by making an entire curse mechanic ineffective.

    Yeah, I'd personally rather keep her chase weak and have the condemn strong as that's more of a unique experience as and against rather than just making her anti loop killer #12. However I agree, if they don't want to do that they should be buffing her chase and stealth significantly. Remove her lullaby so she's an actual stealth killer, significantly improve the disappearance time with manifesting/demanifesting to make it actually usable as a mind game (it's currently a joke and more gimmicky than anything remotely practical), and allow her to walk through pallets while demanifested.

  • it’s very hard to make perks that aren’t just better on the better killers. Oddly enough we actually did have one very good perk that was better on the worse killers (stbfl)..but it got nerfed..for some reason. That was one of the healthier perks helping bad killers.

  • I generally speaking try to play very fair. I try not to tunnel anyone and let them get hook saves.

    However any time I get a streamer I go back and watch the game from their point of view and like 90% of the time it’s “tunneler, camper, stream sniper”. Like no matter what you do they’re gonna say this. The definition of tunneling people go by is ridiculous. If I haven’t hooked every other survivor once before they go down i’m “tunneling”. They stretch it so far that everything is tunneling.

    This makes you just be like why do I even bother if they’re gonna say all that anyway. I make myself unnecessarily lose games for people to blame me anyway.

  • I'd rather just have Sadako 2.0 version back, that was my favorite. People might call this "mindless teleporting", but to me that's not understanding what this game play was. The teleporting did nothing if you weren't good at basic m1 killer play as you couldn't remove their tape to make them vulnerable to begin with. It was trying to balance condemn build up while also having t.v.'s available for your map mobility. This wasn't mindless at all. The only change this version needed for lower mmr players was lighting t.v.'s auras up within a certain range to help survivors find them better.

    Current problem she has is that the Condemn is a useless feature. Requiring multiple hooks to lock in the condemn is a failed concept. Once I've hooked them twice the Condemn is irrelevant as they're dead on hook anyway. Then all it's doing is saving some hook time, which given the time spent trying to build their condemn in the first place you wasted more time than it gained you.

    Not allowing tapes to be destroyed on hit is the other failed design point. She has nearly zero control over the survivors removing their tape stacks. If I can hit them as a "not actually stealth" m1 killer with basically no anti loop I should be rewarded for that by destroying their tape at least.

    The literal only thing she has going for her is good map mobility, that's it.

    No anti loop, not an actual stealth killer because of the lullaby, and a very minuscule slow down mechanic.

    Why even bother dropping a tape off? There's no punishment.

    And why isn't Ring Drawing base kit if we're not destroying tapes on hit?

    Just so many design flaws with this current version that she's left in a completely pitiful state. This is why no ones playing her. We took a bad killer, made her actually good, and then put her right back into her original bad state. What was the point of this.

  • @Chaosrider said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687091#Comment_3687091

    If you have the game sense of a newbie, thats right. Otherwise you know It will be still not doing the job.

    It does it's job. It's not supposed to make tunneling impossible, it's supposed to make it much more costly for the killer, of which it does.

    High mmr and comp players don't run this perk because it's bad, there's a reason.

  • If you have a suggestion that makes her less frustrating to face I'm down for that, but this is just a nerf to a killer that isn't very strong to begin with.

  • Who said there was an issue?

    You're assuming I said or implied a lot that I didn't. Someone called it weak, I said it wasn't. That's it.

  • The game is balanced around the assumption of running gen slow down so it's hard to ever drop them unless the survivors are just playing really bad. Ideally we'd balance the gen speeds around not running them and then we could gut them all.

  • If DS couldn't be used when I'm not tunneling I wouldn't care. The problem is people body blocking intentionally with it. Protection hits should deactivate it.

  • @Azulra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687193#Comment_3687193

    It states that Victor will be recalled "automatically" after 20 seconds of latching onto a survivor and it also says that Victor can be recalled at any time while he is unbound from Charlotte and since BHVR are trying to focus on making them not a slugging killer it's likely that he can be recalled after latching onto a survivor manually, but he'll automatically get recalled after 20 seconds so that the killer isn't trying to slug that survivor.

    That's how I was interpreting it as well. However, if that's the case then she's even better at slugging now. Just instant recall Victor as soon as he downs someone every time.

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