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Carth

Carth

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Carth
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  • So buff the bully part of the perk and also turn EGC into a nightmare? Solos would not have the co-ordination to do anything remotely useful with this buff other than purposefully don't do gens or totems or heal trying to 'save' their DS which would hurt the survivor team if anything. However a SWF could easily have 2+ people running the same model, crouch by gens and play off the fact that the killer won't be able to know who is who unless 1 of them is obsession, then you could DS him if he downs the incorrect survivor.


    The other part I don't like is it turns EGC into a heavily survivor sided event as who cares when you get unhooked you have DS and can stall the killer forever/get in his face. Pair it with unbreakable and it makes EGC even more lose-lose for the killer

  • @SimplyPixelated06 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2988156#Comment_2988156

    I don't want a big nerf though. Just brighten it up ever so slightly. So that it still has the obscurity, but not to such a massive extent.

    Here's the problem with nightfall, much like iron will. It is either extremely powerful or worthless. There is no in-between. If it only 'pseudo' made it dark it would be garbage, much like if iron will capped out at 90% it would be garbage because killers could still hear you in chase.

  • "Waste of a perk slot"

    "80% of survivors at high MMR use it"

  • Camping and the mythical 12 hook spread cannot be implemented until survivors are unable to smash out gens and end the game in 4 minutes with no toolboxes and just spreading.

  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/comment/2981209#Comment_2981209

    Was it ever nerfed? I know it was buffed not too long ago, from 60% to 80%, but it doesn't seem like it would be a viable perk on anyone but Mikey, as I don't think this particular trick would work on any other killer (haven't tried it). Maybe it might be fun on Clown with a full anti-loop build.

    from the PTB to live it was nerfed yes. Similar to original gearhead implementation

  • Your argument boils down to "all killers should 1v1 me cowshed, no powers, no addons and be counterable". You can probably go through every single killer in the roster and write up a post on how they "break" the rules of chase.

    "trapper literally forces you out of loops with his traps!"

    "pig has an entire mechanic of time wasting where she doesn't even have to be near me!!"

    "plague turns off healing entirely! How is this even remotely fair???"

    "Legion can VAULT pallets??? WHAT?"


    I notice you don't actually provide any example of what a nerf would look like so I'm super curious OP how you could nerf/rework blight in such a way that he can't negate distance which seems to be your primary complaint, hell you even say making him 110% he would still be OP. What's your next hyperbolic idea? He can't move outside of rushing?

  • The people campaigning for 150%+ haste effect severely undervalue how powerful the 'w' key is in terms of buying time. You might as well just ask to get teleported to the furthest corner away from the killer when you get unhooked.

  • Extremely strong perks on their own, combo extremely well with each other, and can leveraged by a SWF to have even greater/game changing effects. It's like an at-will Pain resonance + pop on a gen but completely in the survivor team's control of when to proc.

  • Extremely OP. Walk into half a standard killer terror radius for just enough time to proc to add essentially a third hook state or in other words 60 * 3 = 180 seconds of struggling? EGC might as well not exist/just end the game when the five gens are done. As far as the team knowing I think that's totally a reasonable request


    Just for fun how would you feel about an inverted version for killer. If I'm greater than 32 M away from a hook then the hook 'progress' is doubled, or in other words it takes 30 seconds to go from on hook to struggle, and another 30 to go from struggle to dead. If you think "wow that's kind of insane" that's exactly how I feel about doubling hook timer(even if its based on some condition x being met)

  • The biggest problem I have with this perk is bamboozle is a perk that does the almost exact same thing, better, with the minor caveat that you need to go through the window yourself but the added bonus it can never be taken away the entire game. It's not worth it in comparison. If you are a killer who wants to block windows run bamboozle, don't run a hex perk that could go away in the first 14 seconds of the game.

  • Is tunneling and camping? They're the same thing. Being efficient at your goal


    "Genrush =/= efficiently doing Generators. Just because the Survivors were quick on doing gens, does not mean they were genrushing. Its much more likely that the Killer was lacking map pressure instead - whether that be due to misplays or bad RNG (like Clown on Yamaoka) doesn't matter."

    Please tell me how long it should take, in your opinnion, for an M1 killer to find, hit, down, carry and hook a survivor at the start of a game. Now also, feel free to disagree, but most survivors know the map layout and can spread/get to gens in around 15ish seconds from spawning I would say. Now if you think the first chase + hooking takes around 60-80 seconds, I would agree with that! But hold on, that means survivors have around 3 gens anywhere from 50%-90% progress done. Or in other words against a good team of survivors as a standard M1 killer you should expect to lose 3 gens on the first chase without corrupt. Do you disagree with these values? I'd love to hear your reasoning how the survivor goal being 3/5 done before minute 2 hits the clock is fair/not gen-rushing.

  • It's a terrible perk unless you can guarantee survivors will be injured(basically just plague or legion).

    1 stack of thanat on a gen = 1 - .05 = .95 C/D = 80 / .95 = 84 secondds

    2 stacks = 80 / .9 = 88 seconds

    3 stacks = 80 / .85 = 94 seconds

    4 stacks = 80 / .8 = 100 seconds


    The 3 and 4 stack slowdown is pretty nice but keep in mind how difficult it is to get to that level unless you are playing 2 killers in particular, most survivors will probably start to heal if they notice you have this perk and it's stacking up. At 1-2 stacks I would argue its negligible and considering that most survivors will probably want to heal anyways to not get downed in a single M1 it is a pretty meh perk. That said if you are legion or plague who make it not worth it/impossible to heal then its value shifts pretty heavily.

  • Camping is boring and terrible but has some underlying problems where a simple idea would probably result in killer players leaving in droves and BHVR reverting it pretty quickly. However the first gen and perhaps more could easily be done before Claud had died unless she killed herself on hook/it took you guys awhile to find a gen. If Claud had stayed on the hook until she died she would be there for 120 seconds. If you and Tapp are on a gen you should knock it out in ~45 seconds,some quick math

    (1.0) * -(.06) = -.06 = the Thanatophobia penalty that should be applied from 1 survivor on hook and 3 healthy

    (1.0) * -(.15) = -.15 the co-op gen efficiency penalty


    1.00 + (-.06) + (-.15) = .79 C/S for both you and Tapp

    (.79 * 2) = 1.58 C/S done by both of you

    80 / 1.58 = ~50.6 seconds.

    The two of you should have finished the first gen before Claud hit stage 2 of her hook

  • The non-regression and non-advancement occurs only when the entitys black tendrils wrap around the generator. In this case what you are describing will only happen 5 times a game or in other words 30 * 5 = 150 seconds of ruin not working.


    I am unsure but just because the generator is giving off visual sparks underneath being wrapped(I am unsure if gen-entity block perks remove any already existing animation on the gen), it might not mean it is regressing. If however the progress did go down despite being wrapped that is 100% a bug

  • Sadako is a weird kiiller whose design punishes her twice

    "She HAS to be weak because she has condemned it would be too strong if she had a good kit AND a base mori"

    "well ofc condemned is weak and super rare a mori with no hook requirements should never happen in a real game"


    So she is weaker because of it but also the effect itself is weak.

  • Go into frenzy

    1. hit at 0:03 on Jonah
    2. second hit at 0:16 on Mikaela
    3. hit at 0:21 on Bill
    4. hit at 0:25 on Claud(procs BT)
    5. second at 0:33 on Claud(for some reason she goes down but legion remains in FF despite the fact that it should have ended)
    6. hit at 0:35 on Jonah(he goes down)

    Like you suggest OP I imagine the BT hit or the hit right after unhook had some weird interaction with legions internal FF counter

  • Pick one

    A. Myers who can block you into a corner and full stalk drain you/a teammate but can also be bodyblocked like most killers

    B. Myers who is unable to bodyblock stalk drain you but can phase through you in these scenarios

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963808#Comment_2963808

    But it's not just limited to ruin. The more gen slowdown perks a killer has, the more time pressure they have on the survivor team. If gens are flying and only 1 or 2 people have been hooked, I stop doing gens and look for totems (mostly to make sure NOED doesn't come into play). But it's only because I don't feel pressured for time at that point and feel I am safe to do those thing.

    If I know the killer has scourge hooks, pop, deadlock or something else that is going to slow the game down, my main focus becomes the gens because I have to ensure the team even MAKES it to endgame before I can worry about anything else

    You're just describing playing smart to me. I suppose another way of re-wording my complaint is that no matter what unless base mechanics change gen-rushing as a tool will be available to the survivor arsenal no matter what. If we pretend every regression perk got deleted out of the game tomorrow, what would stop survivors from playing as they are now? Nothing, except some vague honor code/the survivors themselves choosing to do so.

    This is the same argument to me that "killers wont camp/tunnel if genrushing is gone!" Imagine every gen takes triple the time and all second chance perks are deleted. What will stop a killer from hard focusing a survivor and still getting them out asap vs spreading hooks? Again nothing is the answer, it would still be a tool in the killer players arsenal that they could choose to leverage at any time. As long as the tool remains available to use then people will abuse it no matter what. Changes to genrushing/camping/tunneling cannot be done at just the perk level, the base game itself needs to change as well.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963275#Comment_2963275

    that's your mindset but that's not the actual reality. Because it's absolutely true that depending on:

    A. What killer I'm against and,

    B. What perks they're using

    My playstyle complete changes. If it's a Blight running Ruin alone, the first thing I'm doing is looking for ruin because he has the speed to force people off gens constantly and I've seen Blight games snowball so fast that not a single gen reached above 70%. However if I go against the same killer with no ruin, the first thing I'm doing is slamming a gen until I feel like we're in a semi-comfortable position to go look for totems, chests, or other things.

    Playing smart vs ruin and "I wouldnt gen rush if killers didnt have gen slowdown" are two different beasts. You highlighted the one perk that survivors can actually impact by playing differently. If the killer has pop how does that impact your playstyle? Other than some extremely niche perk + map combos there's not really a lot you can do differently as a survivor other than "dont get hooked lul". My problem lies in "if killers didnt have stacked slowddown I wouldn't gen rush!!" Not playing smart vs Ruin/Dead mans switch/eruption.

  • I have never understood the idea that survivors are thesehive minded altruistic players who would all ignore gen efficacity if only killers were weaker. As if a survivor player is staring at a gen and going "hmmm Im NOT gonna press M1 on this just because we are playing a trapper". The far more likely scenario is they will get the gen to 99% before tee-hee bullying the trapper killer and getting out.

  • On paper and with survivor perks? Yeah

    In practice and in solo queue? Probably not

    An absolute worst case for survivors(assuming the killer doesn't roam at all) the killer will have ruin/deadlock/undying in an attempt to disrupt gens and degrade them without doing anything. Finding the two totems -could- happen right away or they could actually be hidden in decent spots.

  • "but I still find it to be the MOST annoying. It is tunneling if you don't give someone time to breathe in between hooks"


    This is not tunneling. You are not entitled to a full health heal/x seconds of un-interrupted time just because you got off a hook. Let's take your time of 30 seconds...why 30? Why not 45? Or 15? Who decides the timer and why?


    Also pretty weird to say "lets define tunneling but also this is for sure tunneling so don't even bother defending it"


    Edit: Some maths for fun: 30 seconds of uninterrupted time * 2 hook states = each survivors gets 60 seconds of uninterrupted time... 60 * 4 = 240 seconds of 'free time' for survivor team. Gens take 80 seconds each, 80 * 5 = 400 seconds. According to your 30 second rule, survivors should be able to do 240 / 400 = 60% of their objective for free!

  • The biggest problem with such an idea is


    1. The totem system was never design for such a thing, we are already getting perks that generate multiple hexes and anything above 5 wouldn't work/you would need to have a variable number of totems per match. Now you open a can of worms "ok, is the number of totems killer dependent only? Or should survivors also be able to have perks that increase totem count". If the answer is both. How do you handle totem spawns? They're already pretty trash, how would you handle spawning more? This also has some REALLY big consequences in regards to boons if you have more totems = more possible boon locations = larger % of map covered in boon area.
    2. Slowdown perks stacked would get kind of silly, I could have Pain resonance, pop, Brine, Corrupt and still have lots of room for even more slowdown + chase perks. Right now if you want to go all in on slowdown you don't get to really bring chase perks/info or maybe 1-2 tops. Increasing the count would mean you could now grab info + chase OR go even harder all in on slowdown where a gen with substantial progress on it could drop


    The idea itself of the killer role having more perks in a vacccum isn't too bad, but in the current world and design of DBD it would be pretty busted/have lots of other issues that would need to be resolved if you were to implement it.

  • They need to scrap the mori entirely. As others have said they will never be able to give her anything as long as "0 hook kill" exists in her kit in any way shape or form. They absolutely are scared(and rightfully so) of brand new player A hopping on, going through the tutorial, understanding hook states and the general gist of the game and then going up against sadako, thinking they're doing great knocking gens out and being kinda confused on whats going on and then getting deleted out of the game after not being hooked once. As silly/niche as it sounds it is a genuine concern. Just make condemended give out various debuffs at various tiers and suddenly she can be given pretty substantial buffs

  • I think you are going to be disappointed again. The idea of Wesker being beaten by a rock and some pallets is pretty laughable when you look at what he can do according to resident evil lore. However for game balance reasons he is going to have to be limited to be fair.

    in Project W Comment by Carth
  • To encourage the killer to hook. However, hooking is not always the best action but it is one that should be encouraged, lowering the timer incentivizes killers to just ignore the hook system entirely and strictly go for bleedouts as knocking someone down and wasting minimal time(no pick up animation, no walking to a hook, no hook animation)to get into your next chase would be best.

  • You cannot really make a better early game delay perk than corrupt unless you just make it last longer.

    You cannot make a 'better pop' without getting to the levels of ridiculousness like removing half of a gen's progress

    You cannot make an anti tunnel perk that competes with DS without being ridiculous

    You cannot make a healing perk that compares with vanilla CoH without it having something absurd like 200% healing speed.

    The meta on both sides is too strong. Perk's 'being really trash compared to the meta' is a result of that. If a perk existed that was 'press e to end the trial' you aren't going to make a better perk than that.

  • The fact that people think this working with pimento is broken is pretty hilarious.


    1. It is instantly noticeable by any survivor, even with no comms. (Boon dissapears, gen bar goes red almost instantly after)
    2. It is easily preventable (Just dont boon willy nilly/at all)
    3. If you do not boon any more totems/cleanse any totems the killer is dedicating 50% of their loadout to nothing.
    4. If they bring plaything to try to force you to cleanse, just don't cleanse and remain oblivious. Being Oblivious is easily worth 75% of the killers loadout doing literally -nothing-.


  • If you make the killer chase you for 45+ seconds you won the chase. I know that survivors want that high feeling of forcing a killer significantly worse than them to chase them for all 5 gens before getting out but that's not reasonable in this game.

  • In what way has DBD not been the same game since 2016? What core features have changed that have altered the gameplay in such a way OP? The meta for both has sides has almost largely been untouched with maybe one or two perks sliding in and out of a pretty stale selection and the game has lost god loops/infinites and breakable walls got added. You could maybe make the argument the game has gone from more hiding focused to more looping focused but at its core this is the exact same game and absolutely zero massive changes have been done in years.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2950610#Comment_2950610

    Not with that much Slowdown-Perks in the game.

    If you can remove 32 seconds of Progress with a single Hook (Pain Resonance + PGTW), you can afford way longer chases. I am using Slowdown-Perks since a few days (did not run them for years), and the game feels so easy now, it is insane.

    @Topic:

    Oh, cool, a Dead Hard-Thread! Finally someone opens it.

    But I hope that Killers realize that if DH gets nerfed and if it is really true that Survivors only survive that long because of DH, that other things on the Killers Side basically have to be nuked if that is really the case. Like Bloodlust and Slowdown-Perks. Because if the Chasetime really is reduced that much due to DH (I doubt it), other things need to be rebalanced. But if this is the case, I already know that the "The Devs only cater to Survivors"-people will come out.

    And I really hope that nobody complains about Sprint Burst once DH is nerfed and the good Survivors (who are the only ones where DH is really problematic, bad Survivors with DH are no problem) switched to Sprint Burst and showing the Killers that it is actually even stronger than DH and even more unfun to go against.

    Sweet. The pain resonance + PGTW combo, good thing killer players can control scourge spawns and also move them around the map as gens are completed and...oh wait....

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2949412#Comment_2949412

    Yeah, because they want something to shake up their meta.

    Survivors have run the same perks for basically FOUR years.

    The issue is not that Boons and Exhaustion perks are bad. People don't complain about Lithe, Sprint Burst or Shadow Step. It's that the meta perks are so overpowered that anything that can come close to challenging said meta is bonkers busted.

    Likewise, it's not that Legion is anywhere near OP. He's just not. He is, however, decidedly unfun to play against for most people. There's not really a good way to make Mending an engaging part of gameplay and you'll be doing a lot of it with new Legion.

    As you said, it's already far too late for that. Perks being band aid fixes to issues with the base game means there's not really a way to solve it. If there was a perk that said "press E at any point in time to end the trial". Yeah, every perk added to the game after that will probably pale by comparison.

  • Ummmm I equipped BT and dead hard, I deserve a free unhook plus at least two loops.

  • @Pulsar said:

    Legion's not OP in any way but he is really awful to play against

    This argument is such a bad faith argument. By their very definition exhaustion and boon perks are "really awful to play against" and yet survivors are clamoring for better and better exhaustion/boon perks.

  • 24 meters range is kind of crazy when combo'd with the effects of Dark Theory vs 110% killer roster.


    Would it be rare and require a swf to pull off? Probably, however I'm sure we can all already imagine the clips + ridiculousness of a new 110% killer literally unable to catch up to survivors in 24M range(almost the size of a standard killer TR which is pretty sizeable). The only reason it isn't really feasible today is the exact reason you pointed out, 16M range is kind of brutal. Having a ~1/4 map size 7% speed(or if you disagree with that, at least 2+ loops in most tile chains) is pretty crazy good.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2940766#Comment_2940766

    There is no such thing as survivors tunneling gens. The phrase only exists to oppose survivors complaining about tunneling.

    Is it tunneling if you accidentally find the same survivor before hooking anyone else? Not really. Is it tunneling if you wait out the BT to down the freshly unhooked survivor? Absolutely!

    Are two survivors working on the same gen without Prove Thyself genrushing you? No. Is it genrushing if they have Prove Thyself and Commodius Toolboxes? Definitely.

    Abstracting away from "fun". "Tunneling" for both sides can be re-defined as maximizing efficiency, for killers the 'best' way to play mathematically(disregarding second chance perks) is to down someone, and stay near them in the area pressuring the closest 3 gen if possible. After the survivor is saved, down them again, and get them out of the game asap. Repeat for other survivors and you have what should be the "best" way to play in terms of minimizing the time you spend on chases and hits being kept low. On the survivor side it is spreading out on gens at the start to knock out 3 asap by the first hook and then splitting/combining to knock out the remaining 2 and get out asap.

    Killers are(rightfully, I think tunneling is boring and not fun) shamed/complained about for playing this way. Meanwhile survivors knocking out gens faster and faster is totally ok and to be encouraged because "What else are survivors going to do, play bad on purpose?" Its a hypocritical argument from the survivor side that if they maximize their playstyle its fine because its just a core feature/design of the game, however, if killers do the same on their end though it isn't fair/fun and should be penalized. Both gen speds and camping should be addressed at the same time imo. Neither is fair/fun for the other side.

    Edit: The depip squad experiment is a perfect example of how survivors can 'tunnel' even with no perks. Its being as smart/efficient as possible.

  • The core problem here is most hexes do not fall into the "powerful" category for a variety of reasons. You could turn most hex perks into perks that had no way of getting turned off and the vast majority would still not be run because their effects range from "too weak, too ineffective until late game, too niche" and the like . Picking on huntress lullaby, by the time you get 5 hooks against a competent team there should be 1, maybe 2 gens left with some serious progress made on those. Outside of ruin, devour hope, and undying to protect those two, most are pretty garbage/relegated to meme builds.

  • @jesterkind said:

    In fairness to survivors, they can't exactly do anything about a killer hard-tunnelling them unless they bring one specific perk, or hope that their teammate brought the other specific perk that helps against tunnelling.

    Tunnelling is a legitimate strategy for killers to employ, but because it's a legitimate strategy, there should be a basekit answer to it. That's my view, anyway.

    What is the killer answer to 4 survivors splitting up at the start and tunneling gens?

  • @[Deleted User] said:

    Most killers should already be playing around BT.

    Just like you’re already playing around DS. And dead hard. And unbreakable.

    This does open a 5th perk slot, and that might seem scary. But we have no idea what the devs have in plan and how killers might be compensated.

    There has never once been "killer compensation" for survivor buffs. At best they revert blatantly broken things and otherwise just have a vague hand-wavy "we will buff killers later after we check the data".


    See

    • - enduring nerf
    • - instant heals
    • - instant bnp
    • - pallet vacccum
    • - Circle of healing
    • - Mettle of man
    • - Wake up bug vs legion infinite mend bug response from BHVR
    • - God Loops
    • - Infinites/pseudo-infinites
    • - Instant drop if stunned/blinded at any point in killer pickup animation
    • - disabled bloodlust test

    On the killer side we have

    • - old ruin
    • - Instant kill Moris
    • - old undying


    Feel free to correct me/point out a time killers have been "compensated" for mass survivor buffs.

  • So let's review.


    Strong 1v4 power : Nope, not fun( proven via pinhead complaints and nerfs)

    Strong anti-loop power: Nope, not fun(proven via Sprit, Pyramid Head, Nemesis, Deathslinger, Artist, etc.. complains and nerfs)

    Strong mobility: Nope, not fun(proven via blight and nurse complaints)

    Strong area defense power: Nope, not fun(proven via leatherface and twins complaints and nerfs)

    Strong time waste power: Nope, not fun(proven via new legion)

    What exactly DO survivors have fun playing against other than absolutely garbage killer powers(see trapper, sadako)?

  • At which point the survivor will crawl to the exit gate and escape that way. There are maybe a handful of maps/scenarios where the survivor can't get to an exit gate in ~60 seconds or will recover fully and the remaining 3 survivors will dive bomb the slug to pick up + body block + throw out their own DHs meaning you arent going to down any of them.


    second chance perks at end-game are not fair to killers who play "fair".

  • last gen pops,

    survivor team has 4X BT, 4X DH, 4X DS.

    Didn't tunnel and got 8 hooks spread evenly on survivors(aka everyone is on death hook)

    have one survivor on hook, It is impossible for you to secure the kill or down another survivor unless 1. they're bad. 2. You're playing an instant down killer.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909670#Comment_2909670

    *if survivors *can remove it

    Unlike boons, hexes can be guarded. And Undying gives an instant second life to it. Plus they have no set up time.

    Not saying boons are fine as is but let's not ignore basic facts.


    Literally zero killers would complain if hex's had to be 'lit' and could be re-lit infinitely on any totem and took 14/4 = ~3.5 seconds to hex.

    Let's not also pretend massive downsides are secret upsides.

  • They can fix it the same time they fix CoH

  • I think that nothing is quite as funny as survivors who claim that "the game doesnt start until 2-3 gens are left". We should just remove a hook state because "the game doesnt really start until you are on death hook" from the killer PoV.

  • Yeah! We can also bring back old mori cause it was so fun and scary and intense when a survivor was insta-deleted out of the game after 1 hook. Such fun and powerful things totally need to come back!

  • I was mostly considering chain from a mouse PoV. I take back what I say in regards to it being easy if we are talking console for sure.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816446#Comment_2816446

    Chain itself is strong enough to kill plenty of palettes, it's just so ######### hard to hit.

    Chain is easy to hit. It is extremely RNG based on chain spawns + pinhead position + survivor position at any given loop position. Add in that it has(for some extremely strange reason) a range that implies it is a mid range tool when it is most definitely not.


    If pinheads chain was consistent in its value he would be significantly stronger but you can hit a survivor at roughly the same position in a loop and get totally different chain spawns and have them all instantly break vs chaining and slowing the entire duration.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816447#Comment_2816447

    Its a .5 second animation to take out and insert the tape, how ever you are completely missing where the wasted time comes from and thats from having to go on the other side of the map just to get rid of your condemned. If you ignore it and the Sadako player knows how to play around this you are putting yourself at risk

    Also, going from point A to point B really is a big deal especially when it can be accessible from literally ANY WHERE on the map with NO cooldown. I'm not saying she's the best killer, I'm saying she's much better than people realize.

    "No cooldown" is EXTREMELY disingenuous. You disable a tv for 100 seconds if you teleport to it....literally longer than it takes to do a gen solo.

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