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Blueberry

Blueberry

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  • I too hope they let her ride for longer to give players time to adapt. My personal experience is that still very, very few players are actually doing her tapes correctly and most are still trying to play against her like old Onryo which is inflating her kill stats artificially. Her play style as and against is very refreshing and unique compared to most other killers, which is a good thing.

    Personally I wouldn't nerf her as even though the condemn is strong, she's terrible in every other category that makes a good killer good. So if they were to nerf her condemn, she would need significant buffs in other areas to compensate.

    If we were forcing a change though I'd make it so the tv's are highlighted within a certain range to make them easier to find and quicker to get to. Some of the newer players gripes are having trouble finding the tv's. In exchange, remove the lullaby on her Demanifested state as it defeats the entire point of being Undetectable and remove the slow down moving between manifested and demanifested as it's unnecessary.

    These would make her condemn a little easier to manage and improve her a little in other areas. I personally wish her Iri Tape was base kit as without it removing condemn is just too easy against actually good players, but I understand that's reaching since the game doesn't balance around good players.

  • @Biscuits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519497#Comment_3519497

    Yeah they are extremely slow when it comes to fixing OP stuff on the side of killer. Survivor on the other hand, I could see MFT being nerfed next patch. Alls it takes is an otz video and they nerf survivor stuff.

    It's actually the complete opposite. Do you want to compare perks on each side and how long it took to fix them? We can go through the perks. Most the OP meta survivor perks took literally years. So 9 months for gen kick perk changes is absolutely nothing comparatively. Not to mention as we look through past years of over tuned perks there were significantly more perks on the survivor side as well.

  • They're just ridiculously undertuned as far as rewards go, like they need to be tripled in reward. Their current amount is not worth doing.

  • I main Zarina on survivor.

    Killer I do Pig, Dredge, Plague, Twins and Onryo.

  • Not sure why Corrupt Intervention isn't already base kit.

    For survivor I feel like the HUD being added was kind of their base kit Kindred. The HUD gives a lot of information.

  • @rvzrvzrvz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517290#Comment_3517290

    Explain why it's a bad idea to nerf facecamp, even tunneling is fun compared to dying on first hook to a bubba

    Because the game is currently balanced around camping and tunneling. In order to add this the game would need to be rebalanced heavily simultaneously. The game currently isn't balanced for 12 hook games.

  • They probably realized it was a bad idea.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517161#Comment_3517161

    problem is that jailer has most detection so he will always be fastest under that system due to proportion of circle. you also have to remember that survivor can run forward as guard materializes so that is other issue with that idea. that is why map of the realm is good because the extra detection means that circle expands quicker. at 8 meters of guard detection, the survivor can legit run forward and guard cannot detect the survivor even if it spawned directly on top of them. knight's base-kit guard are that bad.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517158#Comment_3517158

    Your Jailer change, while cool in theory, would strongly incentivises chasing the Hunted Survivor, something I've tried to discourage with the rework.

    The jailer is designed to be zoning guard. in reality, with current knight design, you could remove every other guard and just have jailer at base-kit because all other guards cannot hit the survivor so they are wastes space. you use guards to push survivors away from loops until they go into corner then you use guard as threat to hit them so you get m1 hits.

    Making Guards move faster for long Patrol Paths is OK, but in my opinion the most problematic part of Knight gameplay is making a Hunted Survivor utterly helpless is you decide to chase them. That's why I awarded a speed boost if Knights refuse to do so.

    I do not consider that a problem because all killer can zone survivors into corner of the map. Knight just exaggerates zoning to a higher degree. I would consider this more of a survivor learn to play issue. Zoning is similar to old legion deep wound or bloodlust for unsafe loops in this game. are inevitable hits good design in dbd? No but they exist in the game. the skill in looping current knight is having tactical pathing to avoid being pushed into the corner of the map. you can tactically run forward to waste enough of knight's time to escape assuming team is efficient at generators. hold-w or running forward should have a skill component for both killer and survivor to interact with. With how current guards work, the skill component for survivor trumps killer's ability to counter it. Knight lacks counter-play towards efficient looping.

    My goal is to give knight counter-play towards efficient hold-w from survivor so that survivor has greater skill-cap in running forward. this results in knight having deep skill-ceiling beyond corner zoning hits. I do agree that corner zoning hits are not fun to play against for survivor. there exists one perk for survivor that sort of fixing that problem. that perk is called made for this. it gives 3% haste so you can chain-loops easier if killer perfectly zones. It is not guaranteed safety but m/s boost helps.

    "problem is that jailer has most detection so he will always be fastest under that system due to proportion of circle"

    I said based on distance the Hunt started, meaning faster the closer they are. So Jailer having a larger detection range is irrelevant.

    "you also have to remember that survivor can run forward as guard materializes so that is other issue with that idea"

    That doesn't have any impact on my idea.

    "that is why map of the realm is good because the extra detection means that circle expands quicker. at 8 meters of guard detection, the survivor can legit run forward and guard cannot detect the survivor even if it spawned directly on top of them. knight's base-kit guard are that bad."

    While this is all true, it has no relevance to my idea.

  • @Savoie536 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517161#Comment_3517161

    That's a pretty good idea, but I made the change in order to discourage chasing the Hunted Survivor. If the Guards were faster and the Knight was chasing you at the same time, escaping would be nigh-impossible. (Though to be fair it already is.) We could have both changes at the same time, but unless we nerf both of them to have weaker effects, we could have a situation where the Assassin is faster than the Knight himself, which would just feel weird.

    Make the speed only apply if further than 12 meters from the killer to prevent that.

  • Rather than making them just faster at base, make it based on proximity to the survivor when the Hunt begins. This actually raises his skill ceiling as the only ones getting hits with the guard regularly will be the ones that are skilled at placing them.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516594#Comment_3516594

    i think the max distance of 10 meters could be base-kit but not really speed. he feels fast enough in ghostform in default from my experience to not need it.

    I just don't see how the speed comes even remotely close to being too strong in any scenario.

  • Tricksters got a lot off issues, that being one of them.

    He's also just really bad and has design problems. He needs a small rework to how he functions.

  • Just buff all the bad killers so they're actually decent and we can play other things.

  • @evilspawn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516594#Comment_3516594

    then why do so many knights keep choosing this addon you dont make sense it just tell and proves to me that this addon is busted

    So by this logic old Rat Liver on Demo was OP right? Every Demo ran it on all their matches. That grey addon must be op.

    The fact that many people run an addon doesn't make it op. It generally means their kit has a design flaw that the addon fixes. This applies to many killers.

    Is Haddies Calendar on Dredge op? How about increased stalk on Myers? Festering Carrion on Artist?

    You're conflating correlation, with causation.

  • @evilspawn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516328#Comment_3516328

    im being serious. Why basekit call to arms and leave the addon untouched? he would have omega speed power and insane distance

    Lol no. You act like that addon is crazy op or something. It's pretty average, it's just makes his most fun play style function.

  • They actually need large buffs, bug fixes and quality of life changes.

  • @evilspawn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515849#Comment_3515849

    knight getting basekit call to arms? You literally want to leave call to arms like that? survivors will not stand a chance then.

    Are you being sarcastic or serious?

  • Lots of good stuff here.

    There's a few things I'd do a little different but overall he would just be in a much better state with all this. Just Map of the Realm and Call to Arms base kit would be so important. These two addons are basically required so there's currently no room to run anything else. In before they bake half into base kit and nerf the addons by 50%, no, we need the whole effect. If they gave half we'd still be forced to run them.

    I wanted to also have an increase to guard hunt move speed based on the proximity of the survivor at engage. Meaning if they like walked into its radius there would be no change. However if you're skillful enough to land it right on top of them it would have a small speed increase. This increases his skill ceiling which he definitely needs, and buffs him at high skill levels without really buffing bad Knights.

    How is that Knight bug where they run around the pallet instead of through it still in the game? We've been posting about this in bugs relentlessly since his release. Should've been fixed ages ago.

    Knight really needs help. You could play him literally perfectly and he still feels like garbage. Doing exactly what you should be doing with him still rarely feels rewarding.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515760#Comment_3515760

    the skillcheck indicator is part of the survivor hud. no hud when repairing = no ability to hit skillchecks. i guess you'd have to carve out an exception for skillchecks because without it, that would reduce escape rates to whoever was lucky enough to find hatch.

    third seal and blood echo are also fairly decent IMO as far as blindness and exhaustion go, respectively.

    With HUD I was referencing the panel on the left showing your team and perks, not literally zero of anything on the entire screen. So skill checks would not be affected. When i used the word "entire" that was poor wording.

    Third Seal and Blood Echo are complete trash. Hence why no one uses them.

  • It would be more popular, but I wouldn't be that hyperbolic. Fearmonger is also the only even remotely okayish Blind or Exhaustion perk.

  • @xPrinceHarlequinx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515138#Comment_3515138

    You could limit it to one time like unbreakable. But to be honest, I would be fine with slugging being eliminated as a mechanic. Anyways, we've gotten way off topic lol but I've really enjoyed discussing this with you. I appreciate your candor.

    I feel like even 1 time unbreakable at base would be ridiculous in the hands of good survivors or swf. Very abusable.

    I agree though we have, good chats friend :)

  • @xPrinceHarlequinx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515067#Comment_3515067

    Actually, I'm not against this. However, I would be more in favor of just adjusting the game in a way that it makes it more detrimental to slug for no other reason other than to slug.

    Perhaps, if I recover to the point of "find help" I can keep going, but instead of being able to pick myself up, for every bar I complete, I erase a hook state and if I haven't been hooked, I can pick myself up. That way, strategic slugging wouldn't be punished but slugging for the sake of it, or BM, wouldn't be as boring because there is still something your able to do yourself about it.

    I just enjoy slugging as a strategy and mechanic in the game. It’s one of the few ways in the game to actually create pressure and slow gens down.

    Your idea for picking yourself up would complete eliminate slugging as a mechanic as then people would intentionally leave them on the ground since they can get themselves up and just sit on gens.

  • @xPrinceHarlequinx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514620#Comment_3514620

    Partly correct. I'm saying the reason slugging is unfun is because its incredibly uninteractive for the person on the ground. You hold a button until the meter fills and then you just wait. If teammates don't come, I'm not contributing to my team. I'm also not contributing to a sacrifice. I'm just existing by not getting to play the game at all. At least on the hook I'll eventually get to have a space bar mini game to entertain myself.

    So by that you would argue in favor of adding a skill check mini game while being slugged and recovered to max?

    Now it won’t be more unfun than being hooked and you can make yourself bleed out faster if you miss them.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514895#Comment_3514895

    they're too high commit currently.

    in order to run a valid exhaustion build, you need to run fearmonger #1 but fearmonger is 5 seconds. it needs to be 10 second at least for exhaust to be good as isolated perk.

    to fix 5 second problem of fearmonger, you need run blood echo, a perk that inflicts 40 seconds of exhaustion but only on INJURED survivors. a big portion of killer cast has poor anti-loop/chase potencial and is not good at keeping people injured so blood echo situational. so already this makes only good on legion/plague. for other killers to have somewhat meaningful injure pressure, they need to 3rd perk called sloppy butcher that makes healing take longer so now they can apply exhaustion properly and keep exhaustion properly. that is 3 perk slots. 75% of a killer build to counter 1 perk.

    genetic limit is slugging perk. it is meant to inflict exhaustion when slugging, so when people heal, you apply exhaustion. problem is nobody aims to slug with 99% of killer cast so this is pointless. also it only applies to healer... not to both people according otz. I never even tried to run this perk for how bad it is.

    septic touch is nurse calling that applies exhaustion in TR. again that is even more useless then blood echo. If this was ever going to be remotely effective exhaustion, you might as well make this perk global with 0 range restrictions.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514972#Comment_3514972

    they already have plenty of perks with exhaustion. they're just not good.

    Yup I agree. TLDR they’re all wayy undertuned to be viable and to even make them function you have to commit a good chunk of your entire build combining perks and then you’re left wondering why you just made a meme build wasting all your perk slots to prevent just 1 of theirs.

  • @Exarion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514895#Comment_3514895

    the only thing we have right now is fearmonger and it's a effective if you gank gens constantly, but mostly on killers who have small terror radius or no terror radius, when they hear and see you from 32m they can always recover exhaustion before you start chasing them. Other than fearmonger, everything else is either terrible, very unreliable or requires 2 perk slots to counter 1 perk slot, even then it's not 100% counter and that is just ridiculous, you would think sacrificing 2 slots should pay off.

    Even Fearmonger can use a buff to start being effective on most killers, rather than just stealth ones and knight.

    Totally agree.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514895#Comment_3514895

    My guess is that the devs don't want perks that counter exhaustion to be easly acessable.

    Since exhaustion are almost like an ability for a survivor, i guess easy negation of those perks aren't going to be a thing.

    Still, i do agree that they could buff some of the anti exhaustion perks for killer.

    Having fearmonger as the only viable one after all this time is kinda sad.

    A Hex that causes permanent exhaustion until broken would be cool.

    Maybe an exhaustion after hooking a survivor all survivors within a certain range become exhausted, sort of like blood echo but with a range restriction instead of injures.

    Idk, people can be creative with it.

    I agree as well.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514855#Comment_3514855

    I am fine with even with perks like CI and DL.

    Again, i never meant to say that they need nerfs.

    CI is good but it is only active until the first down. And deadlocks duration and limited activation makes it ok, especially since you can do other stuff like heal or re group.

    They are really good on every killer and i think it's fine. The game needs strong perks.

    My complaints to killers is on specific killers or add-ons. I can't think of any killer perk that i think needs nerfs right now. Which is something i can't say about survivor's, MFT and Buckle up are not ok.

    I just hope when they change the perks they can still be viable, because bhvr has way too much of a habit of killing perks when they nerf them.

    I agree as well

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514889#Comment_3514889

    i think its more that other killer have to go through "bad design" of loops to get hits while stronger killers can ignore bad design of pallets by using their power to create the mindgame to get hits on survivor. killer's base-kit of a lot of power in chase is too weak and the power-gimmick that is suppose help them in chase is over-balanced for average survivor player to do well at loops but average survivor player is not that good at looping if that makes any sense. killer wants to have powers that have a chance to get hits on highest-level of loopers, not the average to poor level of looping. that is why you see mostly stronger killers.

    Yup, totally agree.

  • Exhaustion perks in general. I’d rather just buff anti exhaustion perks though as they’re mostly trash.

    Buckle Up should only apply to the person picked up, not both.

    I think NOED is unhealthy design.

  • Blindness is bad, but this change wouldn’t do anything. Make it hide the entire player HUD, now that’s useful.

    Luck I’d like to see improve chests for better items and addons.

  • Facts.

    With how you can guarantee there will always be an Exhaustion perk on every survivor you’d “think” the exhaustion perks killers have would be meta. But they’re not and almost never ran.

    Why aren’t killer exhaustion perks ran when it’s the best meta to run them?

    Because nearly all of them are completely terrible and way undertuned.

    Why are Exhaustion perks tuned so high to always be meta yet anti exhaustion perks are so undertuned that they’re never seen?

    They need heavy buffs across the board to the plethora of them.

  • They just need to across the board buff all the weaker killers. People spam those killers because one they’re fun, but also because they like to feel like they have a fair chance of winning against swf and good survivors and most the killer roster doesn’t fit this criteria. Losing because you picked the wrong killer doesn’t feel good.

  • Sadako seems fine to me.

  • Rework? SM

    Small reworked things? Knight and Trickster

    Buff of varying degrees? Oh jeez like 90% of the killer roster from minor to major buffs.

    Very, very few killers are actually well balanced and in a good spot. Of course this is because people want the game balanced around different levels of play. If I wanted the game balanced are around low level/bad players then yeah all the killers are fine, no buffs needed. However I think what I do because I think the game should be balanced around like the top 30% of players, not the bottom 30% as it currently is.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514630#Comment_3514630

    I can call whatever top tier, i will find anyone say it isn't.

    I already got called out in the foruns for saying that perks like corrupt, deadlock or pain res for being top tier, apparently these perks are not used enough and need buffs.

    So if people are going to complain about it, i will just say a perk is strong or viable and be done with it.

    I don't even care if a perk is top tier or not, i only care if the perk is usable, viable or OP.

    MFT is OP, buckle up is dumb. There is no single killer perk that i would call OP right now, aka there isn't a single killer perk that would call for nerfs.

    So if a perk is top tier or strong is the same for me, as long as it doesn't cross either line to become OP or meme build is the same.

    I actually agree with most of these statements you made. Those perks are definitely top tier and do not need buffs (although I did think CI ending early was a bad change). I agree about MFT and Buckle Up as well.

    I think the only thing I disagree with you on is that all the top tier or viable killers perks are free and don’t require anything. I would actually say the majority of the killer meta perks/top tier/viable perks, 90% of them have multiple requirements or downsides. Very few are actually just free “very good” value for absolutely nothing.

    I would also argue that those few that are actually very good and “free” per say are actually required to be that way given the way the game is currently balanced. For example I’m mainly referring to CI and DL. Both are the only answer to a swf that just pre drops all the pallets and you lose before they run out. These perks slow the gens down even if they do this, whereas requirement perks like Jolt or PR would do nothing to slow them down here. This is why you see most high mmr killers run CI and DL since most the swf they face will be doing this pre dropping and it’s the only counter play they have.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514044#Comment_3514044

    Sure, Deadlock and corrupt are obvious picks, free slowdown, info and map control.

    There is a ton a free value perks that are good but not really top tier, or just decent, so i won't be talking about them(banboozle, brutal strength, fire up, overcharge if you still making SM 3 gn builds).

    But more examples:

    -NWO, yes you can make the perk stronger but the perk has free value in itself

    -NOED, i don't care if people think it's bad, pros use it all the time, it can singlehandly give you kills you had no business getting

    Discordance, free info

    Sloppy butcher, apply 2 status effects for free on all basic attacks

    Nowhere to hide, free info on all kicks to gens

    Lethal pursuer, free info and powered up auras

    Tinkered, free info and stealth

    There are more examples, but maybe a bit too niche. Also i don't think this is a problem, i am not saying any of this perks are problematic.

    I agree that MFT are 2 perks in one for no reason and that the endurance should be removed and Haste shouldn't stack at all.

    I just don't want to hear arguments that are not true with the rest of the game and hearing people trying to make their role some kinda of victim. Thats what annoyed me about all of this conversation.

    You are free to disagree with some of my points, but hope you understood where i am getting at.

    Firs you said meta, not good perks. Many of those are not meta perks which is what the conversation was about.

    The conversation is about good meta perks that give free value.

    sloppy isn’t free, it’s requiring hits which requires you to have outplayed people and to get the hemorrhage value you have to be interrupting people.

    NWTH isn’t free, it’s costing you kicking gens which is a very high cost. You don’t want to be kicking gens.

    NWO is only giving you real value if you hooked each survivor once. Meaning it required you to outplay people to get hooks in the first place and then to play in a more fair way.

    Tinkerer sure, not that great of a perk though. We’re talking meta perks. The perk has to be very good and meta value and be free.

    Discordance is actually low key decent, but not a meta perk.

    NOeD and Lethal I’ll give you although I think Lethal really isn’t that great and way over rated. NOED is bad design and I want it changed.

    Those perks you mentioned are good but not top tier aren’t worth mentioning as they don’t fit high value plus no requirement which is what the conversation is about.

    If a role is not balance well and someone points it out that doesn’t make it all the sudden that they’re painting someone as a victim, they’re literally just pointing out a problem.

  • @xPrinceHarlequinx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514320#Comment_3514320

    I've found that survivors/teammates are much more likely to come for hook saves, than to pick up someone on the ground. Especially if its hard to find them. Thats more of a teammate issue, but it seems to be the case in my experience. At least in a situation with knockout, you may not be able to see my aura on the hook but you still get the hook bubble in my general direction to go off of.

    So you would say that the reason slugging is unfun is because teammates take too long or don’t even bother to come get you as quickly?

  • @xPrinceHarlequinx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514305#Comment_3514305

    First, I want to apologize for my tone in the previous reply it came off as snippy when i reread it. That wasn't my intention.

    Second, A lot, if not the majority of people would rather just be hooked so they can be left alone and saved and/or, if they are on their last hook anyway, get to go next. If you don't mind it, great, but me, put me on a hook and progress the game. If its a situation where there is someone nearby and you slug, cool, I get it. However, if you are just repeatedly downing me and leaving me on the ground to get condemned, or because you chose to not bring slowdown and you require slugging to compensate, I would rather you had just brought slowdown and hooked normally lol. It's not an ego thing, I'm not gonna suicide on hook, I just want the game to keep moving. Either you towards your win or my team towards ours.

    You’re fine, no worries!

    So if they put you on hook, you just hang there doing nothing. If you get slugged, you can choose to just lay there and do nothing. How is that different?

    If someone would have come for unhook then they would have come for a pick up as well, so you're not on the ground any longer than you would've been on a hook.

  • @xPrinceHarlequinx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514286#Comment_3514286

    My point is its unnecessary and super unfun on the other side. I personally like to play in a way that is fun for everyone and as shown in the data, is completely viable.

    See that's what I'm saying though, slugging isn't unfun for the other side. I would always rather be slugged.

    People don't hate slugging because it's unfun, there is objectively more things to do while slugged than on a hook, more perks to counter it, and slugging allows a second chance at life. The real reason people don't want to admit they don't like slugging is because they want to exit the game early on hook and it's an ego hit being slugged. That's why I said the hate for slugging is irrational. There's no logical reason to say it's less fun/boring/toxic any of that, than being hooked.

  • @xPrinceHarlequinx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514279#Comment_3514279

    I mean, before I tried her out after the rework i was pretty hesitant to play her because it was just super unfun before. I think the main issue is the people who slug non stop with her to get the condemned when its not necessary and I'm hoping they find a way to fix that without nerfing her specifically because that's not a sadako problem thats a slugging excessively problem thats game wide.

    That's actually my play style, I use Knockout.

    I think the hate for slugging is completely irrational. I do slugging to slow the gens down since I don't run any gen regression perks.

    I don't think slugging is an issue.

  • @xPrinceHarlequinx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514276#Comment_3514276

    I mean, i dont disagree and as stated, 32 matches is a drop in the bucket when it comes to data analysis but I do think its interesting how often it happens and how quickly it can turn a game around.

    Yeah, I think she just needs more time for survivors to see her more and start to do her counter play as people are still adjusting. I hope they don't do a snap nerf on her this early. If she can't get reliable condemns she will be trash as that's all she currently has.

    I'm actually surprised how few Sadakos I've seen on survivor though, quite little.

  • I probably average 3 condemns a game. 1 draw and 0 losses in at least 60+ games. Wasn't exactly tracking them.

    I haven't been condemned a single time myself against her though since I respect her condemn and do the mechanic. Won most solo queue matches I've seen her.

    What to take from this.

    It's less important how many wins/losses/condemns there are, and it's more important why those wins/losses/condemns happen.

    Is she condemning/winning a lot because people ignore her mechanic or play bad? Or are they doing the mechanic, playing well and still getting condemned/losing?

    In my experience it's the former. The only time she's winning/condemning excessively in my experience is when the survivors play bad or ignore her tapes, as they should. I've been spamming her and at least 70% of players ignore her tapes entirely or do her counter play wrong.

    I think Sadako is fine, her condemns are just people playing bad. That's my experience.

  • Absolutely busted main building loops that shouldn't exist, map that is way too large and encourages hold w game play, as well as many tiles on the map being quite strong.

    Main issue is the maps size and how completely unbalanced the main building is though.

  • Given how the results have been it seems most complaints I've seen in lobbies are more just in the heat of the moment angry rather than really thinking it's toxic.

  • @th3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514030#Comment_3514030

    After one bottle that precise aim turns into basically nonexistant requirement to click a button

    "After one bottle" is downplaying the skill required in the first place.

    This would be like me saying, "yeah man after you down them all you have to do is hook them...so skill less, you just click the button to pick them up and then walk, it's too easy". However that would be downplaying "after you down them", since that took skill in the first place.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514011#Comment_3514011

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514015#Comment_3514015

    I was talking about design of the perks, i never said if the perks are good or bad.

    Also, don't come with the talk like all killer perks are bad. Killers have way more variety of builds and fun stuff to try out, thanks to different powers and sinergies. Thats what i do when playing killer.

    I am so tired of seeing complaints about every single perk. Both sides have broken stuff.

    MFT is 2 perks in one slot for some reason, yes the perk is kinda overtuned. There is no need for arguments that don't even make sense "Oh my god we are rewarding mistakes, what a crime", dude the game is full of mechanics that reward mistakes.

    The game isn't fair, so enough of this self victimizing atitude.

    Case and point, all of the best killer perks are good, because they give you free value for doing absolutely nothing, just like survivor's best perks. You got value because you decided to pick the perk.

    "all of the best killer perks are good, because they give you free value for doing absolutely nothing"

    I'd like you to elaborate on this statement and back it up please. I'll give you CI and DL, what else?

  • I think it's fine, it's an Iri. It also requires more precise aim and can be countered by just staying injured. Clown also isn't exactly an oppressive killer anyway.

  • @TrueGuardian32 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513979#Comment_3513979

    Lightborn completely disables one of the fundamental mechanics of the game, at no downside, it isn't even a wasted perk slot. As the survivors only have to try it once. You could be running it in a game with no flashlights, and all the sudden get value from a flashbang, blast mine, or a flashlight found in a box. Lightborn can singlehandedly turn entire games around, and good killers will hide that they have it to the best of their abilities. Causing the people that try for saves and such to keep trying without realizing they can't do anything.

    Sloppy doesn't actually encourage split pressure. What instead happens is that the person who is eventually unhooked almost never has time to heal, especially in solo queue. Most of the time people won't use it to split pressure. It can actively encourage tunneling in most cases. If the survivors aren't healing under hook sloppy will constantly remain in play. There truly isn't much survivors can do against sloppy there is barely any real counter play to it outside of bringing something like syringes or running full second chance perks.

    "Lightborn completely disables one of the fundamental mechanics of the game, at no downside, it isn't even a wasted perk slot."

    Literally wrong. A blind isn't a "fundamental mechanic" of the game, it requires you to bring a perk or item. It isn't base kit. The downside is the wasted perk slot. Giving up a perk slot is a huge downside. You never need Lightborn to avoid flashlights. If someone is needing Lightborn then they are making many, many mistakes. IE a skill issue.

    "Lightborn can singlehandedly turn entire games around"

    No lol, no it doesn't, not even remotely. You can always avoid Blinds at base kit and after it prevents one blind they will know you have the perk and never attempt again, wasted perk slot. You want them to waste time attempting flashlight saves instead of doing gens, it's literally bad to run the perk, it hurts you.

    "good killers will hide that they have it to the best of their abilities"

    No, they won't, because good killers don't run Lightborn because they realize how bad and counter intuitive it is.

    "Causing the people that try for saves and such to keep trying without realizing they can't do anything."

    The perk will tell them you have Lightborn after they try to Blind you one time. If you understand how this perk works then you will know that it prevents the scoring event. Having this prevented when they go to Blind tells them you have the perk.

    "Sloppy doesn't actually encourage split pressure."

    Yes it does. If you tunnel someone you aren't getting value from the perk.

    "What instead happens is that the person who is eventually unhooked almost never has time to heal"

    If the difference between you getting healed and not is just Sloppy then you are making a misplay healing in a bad position.

    " It can actively encourage tunneling in most cases."

    It objectively does not, ever.

    "If the survivors aren't healing under hook sloppy will constantly remain in play."

    If you ever go down healing under hook that was misplay. Healing under hook is a huge risk.

    "There truly isn't much survivors can do against sloppy there is barely any real counter play to it outside of bringing something like syringes or running full second chance perks."

    You mean like the 16+ healing perks that exist in the game? Oh and medkits.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513361#Comment_3513361

    at 2%. I would not notice effect of the perk. otz says in his video that it is hard for him to notice the perk. he notices the perk about 33% of the time when doing in houses. in public matches, he notices the perk around 80%+? of the time. I think MFT would be nearly invisible as killer. an invisible perk might as well be non-existent in power-level. If I cannot notice the perk a single time in trial then does the perk really do anything? It is like survivor bringing low profile or better than new into a match. The perk might as well do nothing. I think there is stark exaggeration on strength of the perk. it makes difference in some instances but those instances are not that crazy..

    Not being noticed does not mean it is not making a noticeable difference. People have different levels of observance.

    On average survivors it isn't doing much, but on good survivors that 3% is massive. It's the difference between making a window or pallet and not. Which in itself adds a lot to chase times. This is also exacerbated by the fact that even though it's an Exhaustion perk itself, you can still run other Exhaustion perks with it. I personally stack it with DH which I shouldn't be able to do, it's way too strong.

  • @TrueGuardian32 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513865#Comment_3513865

    They are fundamentally unhealthy for the game in the same way MFT is now, and Dead Hard, Iron Will, Circle of Healing, Eruption, and original Mettle of Man was. They don't technically need a nerf, but at the same time they don't need to stay the same. We need to have MFT nerfed obviously, but the same can be said for these two as well.

    Edit: Forgot NOED, and old Ruin.

    Lightborn is extremely niche and even a bad perk at that. You can avoid flashlights by just being an even remotely decent killers. Lightborn is a wasted perk slot. There's not a single game where it would ever be worth me running Lightborn. We should not be nerfing a perk like that.

    Sloppy is not only balanced but healthy for the game. It encourages split pressure and trying to interrupt multiple survivors. That is the exactly game play we want to encourage instead of tunneling someone out. It's not over tuned and easily dealt with. Also the best killers to utilize this perk are m1 killers, which are already the weaker killers in general that need help.

    So no, these perks are totally fine. I'd even be closer to buffing Lightborn if anything because of how bad it is.

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