ChaosWam
ChaosWam
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781654#Comment_3781654
the truth is that sadako isn't m1 killer completely. She has passive phasing. It is just like… condemn, it is very underwhelming. It was schedule to be buffed from 0.8 to 1 second but it is instead bugged to be 0.77 seconds. They haven't fix the bug. her directional lullaby is direct reference to another killer who also got complained fair amount. The Spirit. They would change spirit first before ever changing Sadako. Spirit has long history for this invisibility without feedback.
Dredge does not have invisibility so him having directional lullaby in nightfall made 0 sense. that is why he got changed. he is suppose undetectable and this sound made him like PTB ghostface.
What gets me is how it makes sense that her lullaby is a direct comparison to Spirit's phasing, but not compared to another killer that does have a better comparison: Wraith. They have a very similar structure to their powers.
Wraith's cloak has no lullaby despite him making noise and he takes time to uncloak, while getting a small speed burst for it. Sadako has the upper hand since she doesn't slow down as much when she manifests, but she has two downsides: Directional lullaby and the fact survivors can see her phasing in and out on approach unless there's walls. Though, I'm not sure removing lullaby entirely is a good idea, considering she DOES move quite quickly while manifesting and it doesn't take long to manifest, but it definitely shouldn't be directional all things considered.
As far as her not being an M1 completely, I consider she is on the grounds you need to do the normal M1 games to get a down regardless of phasing. I see phasing as just an addition to her mindgames, less than Dredge's remnant since you can quickly teleport to it during a loop, therefore is a M2 power that is used for more than mindgames. At least, that's how I interpret it.
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I've thought about it, but the effect would need to be worth going to the basement to activate.
Maybe even be able to channel it, and apply it as many times as they'd like for survivors to deactivate? I guess it depends. I also don't know what would be a fair tradeoff.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781690#Comment_3781690
I don‘t think condemned is good in this version it is basically only slowdown and not even much slowdown. I would prefer having condemned actually as alternative killing mechanic, which should not be too easy to archive, so it still feels rewarding.
Her stealth is bad because of her lullaby +vidusl heart beat, which was definitely better without the visual heartbeat. TVs for chasing, mindgames etc are worthless, because of TV auras 90% of the time. When those things would be fixed, I would at least not mind it as much while still wanting the old version.
even if you can't teleport on top of someone you can still get closer with a different
That is one of the more important things of the character in the movie as well. She did not come through the door from somewhere to kill, she came through a TV next to them. It also does a lot for the atmosphere of survivors. Maybe a change to the current version would be that when survivors grab tapes the condemned spread of this TV goes on cooldown, but you can still teleport there.
I really hope they fix the flicker bug soon, but probably it will stay bugged until she gets changed again even tho they said; they buff the flicker while it still is a nerf.
Just getting a nerfed version of her first iri tape would also be cool, where we get the sound back and it only activates 2 TVs instead of four again. They probably don‘t want to give her two versions probably.
I mean, it kinda is more than just slowdown too. It's a side objective survivors have to respect or else they get Mori'd. It's not something that can be super forced as well, like older versions. You can also still make builds around condemned, especially if you're good at tracking buildup for condemned locking on hooks. I typically get a mori or two every other game as of right now due to it, and I don't really focus much on condemned unless I choose to apply pressure with it.
That is one of the more important things of the character in the movie as well. She did not come through the door from somewhere to kill, she came through a TV next to them. It also does a lot for the atmosphere of survivors. Maybe a change to the current version would be that when survivors grab tapes the condemned spread of this TV goes on cooldown, but you can still teleport there.
We also can't really compare DBD directly to the source material either. I mean, Nemesis is already a good example of this. I also remember Sadako appearing in different spots in the original as well, one scene in particular that I remember was her standing behind Reiko in the reflection of the TV when it was turned off, something you can easily miss on your first watch of it. I actually run Insidious because of that, even though it's not exactly the same effect.
However, I do think your idea is smart there to have Sadako be able to teleport to inactive TVs, even if they don't apply condemned. The system is there too, just make yellow TVs not apply condemned to show they've been turned off. Maybe even increase the time it takes to teleport another second to compensate? I'm not sure.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781654#Comment_3781654
I‘m not saying condemned should be a non factor in her kit and she should only have the tp. Condemned as a concept is very strong and it being not super easy to archive is fair in my opinion and there are other ways to make it more prominent than making her tp almost useless at the same time. You really underestimate what a shorter cooldown and a higher condemned range could have done. The shorter cooldown, which got almost halfed, means basically double the amount of condemned and the thing is condemned was never a non factor in her first version just not super oppressive and you had to grind for it. Maybe now even more people would grab tapes, because they are one trained to do so and two they are afraid of her coming it of the TV, which is a real threat now when you sit next to it on a gen thanks to the buffs she got. This means her having a better chase could give her better condemned as well. I did back then always turn off the TVs next to the gen, because I was scared of her and it could backfire. It was good that denying both the tp and condemned was a big risk. I got every 4th game someone condemned and I did only tp much, which means people who did play her for condemned kills could archive them relatively frequently.
At this point I would even accept if they made current iri tape one TV condemned, TVs don‘t turn off and survivors can‘t turn them off or tapes give passive condemned. Like that they could also test how much people would want this version back. The TV auras should generally speaking get removed.
If they would revert her they should also give her an all TV condemned addon or global condemned one.
Sadako‘s condemned part of her power is not the only part of her power. She got basically three. Condemned, tp and flicker/stealth. So saying she has only to be good at condemned is really sad, because I have nothing against how people wana play her, but then please let me also play her like I want to, which is sadly not really possible because of the grab tape encouragement.I will probably switch to drdege when he gets buffed.
I'm not saying condemned is the only thing that needs to be good, I'm saying condemned was notably worthless in 1.0. When I played back then, the majority of my wins was due to VCR/Deadman's Switch because they ignored TVs, and the flicker for mindgames, though that only goes so far when survivors start knowing how Sadako moves during flicker (especially right now with it being bugged)
Actually if we're talking about her three powers being good across the board, 3.0 is a good example of all 3 being good. Condemned racks up at a decent pace if you time things right, her teleport is still good because even if you can't teleport on top of someone you can still get closer with a different TV, and if flicker gets it's bug fixed it would be in a good spot.
But I will say, it would be nice if Iridescent Tape got changed to something like 1.0 but a little better. Something like 1.5 stacks per teleport, one TV adds condemned, and even throw in a bonus of TVs only turn off for 50 or so seconds when condemned is applied. I'll always promote changing the current Iri Videotape.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781574#Comment_3781574
Sorry for this long text.
The only upside is your TVs are more active, but does that matter when they can get to a safe spot by the time you fully teleport?
That does matter very much, like I said she had the best tp power back then and probably with todays buffs she would still have. I played her mainly, because her tp was so much fun and ever since the first rework TVs were shut down ALL the time.
cleanse it in your face because they're all most likely healthy due to you being an M1 killer having to focus down 1 survivor at a time just to apply normal pressure.
To cleanse in her face is easier in the current version than in any other version.
condemned stacking up it was easy to remove and games usually ended by the time someone gets 5-6 stacks and could afford to ignore it until that point.
That is not much different now, survivors now grab one tape and are completely save even saver than before. But I agree that the build up was slow back then, which I did not mind since getting someone condemned was something special back then and therefore I appreciated it and was happy when it happened. Now it‘s like ahh someone did not know what to do.
Condemned spread is not strong against any survivor that knows how to play against her in 3.0. Shure noobs ignore TVs, but everyone else will always turn off your TVs, so you get nothing from your power and the slowdown is not much, you loose more than you gain. The item holding thing is also not that significant.
My main thing is that I don‘t want survivors to touch my tapes, because it denies her whole power and there is nothing I can do. Being able to tp to a place where no one is is not really useful.
Especially with condemned lock on hook keeping that pressure up.
That is one of the changes I said myself is good, but I want it on the first version not this one. Same goes with the number buffs and anti pallet stun.
While this is a fair point to have, your wish is still a general nerf to her kit when she's still kinda weak. Let's pretend she has her original TV condemned/tape passive condemned with demanifest anti-stun and hook condemned lock. For even more benefit, let's restore her iridescent video tape addon to where it turned on TVs after a manifest hit.
Reading this made me almost 😭. I really loved playing as her. She was so so so much fun.
My playstile as her was switching targets constantly and preshuring the whole team almost at the time while also getting some fast hits from TVs. Her stealth and TVs were on a whole different level without the visual terror radius and TV auras, which allowed me to get relatively close to survivors before they ran away. Shure it was difficult sometimes, but that hasn‘t changed, except of all TVs being off all the time.
Meanwhile, 3.0 at least can apply some condemned across multiple survivors and combined with the threat of condemned lock, they may want to waste a few seconds on preventing more condemned buildup to take a tape, make their item unusable, and possibly make them think to go to a TV in an area they wouldn't have gone due to wanting to rush out gens.
Them doing this is not a benefit in my opinion. Currently she is only good if someone doesn‘t know how to play against her. Most people really underestimate how strong her tp actually was, especially with the longer speed boost, which doesn‘t do much on this version → TV auras, but her old version could used it in a strong way.
About 2.0: You misunderstood me and I wrote it poorly. I agree that she was very strong, but a lot less fun. Strength is not all when playing as and against. I generally do not like that they made her tp so much worse just for condemned to be stronger and currently neither of both is strong. In a strength list I would go 2.0→1.0→3.0
Overall I‘m not really arguing about the strength aspect of her 2.0 to her first version more about the fun factor, which definitely suffered and I noticed that she definitely got picked less after the first rework (because I played much in swf at that time).
Her first version got in my opinion a fair share of very good tp and condemned that was a thing that you had to earn.
1.0 was considered EXTREMELY weak
Most people did not play her for strength, the tp was emphasis on was one of the most fun abilities in the game. I saw her very often before the reworks, which shows me that not everyone thinks like that and that it is not the most important aspect. I think with today buffs and some more she would definitely be strong not blight level, but strong and stronger than she currently is
Not to mention, Sadako players would return to slug tactics, regardless of Ring Drawing being changed to attempt to force condemned buildup.
The thing about 2.0 is she was so much weaker if you didn’t play that one way that most people don‘t like (slug condemned). It was no longer possible to play her as chase killer like I wanted to, so I adapted and used ring drawing/sloppy for condemned and knock out/slugging as slowdown. You couldn‘t play her differently than that anymore without actively wanting to loose, that was completely diffrent in 1.0.
So imagine Sadako being reverted to her first version and keeping her buffs, but not the nerfs. This means iri tape back (huge), ring drawing with the slug deactivation (big), anti stun (good), longer speed boost (huge), less slowdown for switching (okey), shorter TV cooldowns (huge, huge, huge) this alone would have buffed condemned and her tp significantly and survivors would be forced to grab more tapes which would be a huge risk as well for them and the condemned lock in would also have been huge on 1.0. I probably forgot some of the other buffs. I would not keep the TV auras, the 1s tape insertion speed and change her lullaby.Some buffs I would give her as well: Maybe no TV cooldowns like what current iri tape does basekit, when flickering her red stain keeps being hidden, the range buff to 24-28m, her invisibility being more frequently and she is invisible for 1.3s while being demanifasted and after manifesting, longer flickering duration after manifesting (+2s) and her not getting slowed down when switching modes. Probably some other things as well, but that is what I have in mind currently. I’ll probably make another post, where I go more into detail for a revert.
One thing to consider is her addons are still designed to be mainly only good for her first version, those would get so much better just by reverting her. I would also buff her addons.
I feel like most of this is nostalgia blindness.
Think about it, if her 1.0 was only fun because of the teleport, why even have condemned as a mechanic if it doesn't effect the outcome? My biggest argument for 3.0 is the fact condemned is racked up among multiple survivors even with TVs being easy to work around. 1.0, you could ignore condemned for the most part. Even with her old addons, condemned lock, etc it doesn't really matter when most of the time with 1.0 Sadako, survivors could ultimately ignore the TVs and were encouraged to due to passive condemned gain from tapes. A system to literally ignore their power.
I mean by all accounts, Dredge would be far better (especially with their upcoming buffs) if lockers were in better spots and outclass 1.0 Sadako completely, IF we're only talking about the teleport. If you strip Sadako back down to 1.0 mechanics, Dredge is still a far better pick because he has loop mindgames Sadako doesn't have with his kit.
I'm a firm believer that Condemned should have some consideration with Sadako, since her main drawback is being an M1 killer. Condemned and her TVs in general help with both slowdown and item prevention in this iteration. If anything, I'd argue to change some of her addons to give her a similar feeling to 1.0 instead of demoting what she had. Maybe even the other way around, if BHVR so wills it. I don't think 3.0 is perfect, don't get me wrong, I just think it's taking Sadako in the right direction to make condemned a threat that should be respected.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781500#Comment_3781500
I remember her TVs were a joke once you go against survivors who know to ignore them/could just Sprint Burst (or even regular run depending on where the TV was) away from the TV range and not get condemned
That can easily be fixed by just increasing the condemned range to 24-28m.
Even if they got condemned they could cleanse it quickly and in your face as well, much like the current one and you're basically forced to run STBFL to counter that. And not to mention, her lullaby would still give her away and even moreso with the visual terror radius. You were 100% a M1 killer with
maybea mori if you get a bad survivor.That is even worse in this version than it was back then and I said I wanted to keep the buffs she got, only the reworked parts should get changed back.
I still think current Sadako is the best of both 1.0 and 2.0, and with the right adjustments is in the best spot.
I don‘t think it‘s good, because 2.0 wasn‘t good and therefore I don‘t want the best version of both, which is worse than both versions.
That can easily be fixed by just increasing the condemned range to 24-28m.
Except it still doesn't really. As I said before, even with condemned stacking up it was easy to remove and games usually ended by the time someone gets 5-6 stacks and could afford to ignore it until that point. And once you do get someone maxed, they just cleanse it in your face because they're all most likely healthy due to you being an M1 killer having to focus down 1 survivor at a time just to apply normal pressure. The only upside is your TVs are more active, but does that matter when they can get to a safe spot by the time you fully teleport?
3.0 here at least applies passive pressure through condemned by giving multiple stacks across the map, if survivors aren't touching tapes. We can argue about her TVs being turned off too easily here, but you have to agree condemned spread is a strong passive survivors have to respect. Especially with condemned lock on hook keeping that pressure up.
That is even worse in this version than it was back then and I said I wanted to keep the buffs she got, only the reworked parts should get changed back.
While this is a fair point to have, your wish is still a general nerf to her kit when she's still kinda weak. Let's pretend she has her original TV condemned/tape passive condemned with demanifest anti-stun and hook condemned lock. For even more benefit, let's restore her iridescent video tape addon to where it turned on TVs after a manifest hit.
You're teleporting around, nobody is touching TVs, you're getting one survivor who can loop decently and you're trying to stack condemned on them. The other 3 are freely doing gens without having to touch the TV near them because, why would they? That's less time on gens. Meanwhile, the one you're stacking condemned on can loop well and typically stays in the areas where you already used your TV and it's on cooldown for, let's be generous here and say 40 seconds in this scenario, at strong loops with god pallets. Eventually, either gens fly because you're too focused on trying to push them into your other TVs or you swap targets and that original one just does gens and ignores the condemned they have or actually does a tape and removes all your pressure you wasted on one person. Even if you have Iridescent Videotape, if the TV you teleported out of doesn't turn back on because the survivor you're tracking is holding good loops and stops you from utilizing it, survivors are still going to do gens by the time you get that condemned max. You could just focus on hooks, but then you'll still get no condemned pressure value and become a general M1 killer.
Meanwhile, 3.0 at least can apply some condemned across multiple survivors and combined with the threat of condemned lock, they may want to waste a few seconds on preventing more condemned buildup to take a tape, make their item unusable, and possibly make them think to go to a TV in an area they wouldn't have gone due to wanting to rush out gens.
Not to mention, Sadako players would return to slug tactics, regardless of Ring Drawing being changed to attempt to force condemned buildup.
I don‘t think it‘s good, because 2.0 wasn‘t good and therefore I don‘t want the best version of both, which is worse than both versions.
2.0 Was very, VERY good. Too good for most survivors, actually. Global condemned proved too much for them to handle, which is why we have 3.0 that has a combination of 1.0's TV range and 2.0's global by applying it to every active TV.
My only few complaints about 3.0 Sadako is TV interactions are too fast and her lullaby being directional, VCR being changed to what it does now with active TVs having auras, or really even existing in it's state. I have mained Sadako since her release and was the reason I got into DBD, so I do remember pretty clearly why her 1.0 was considered EXTREMELY weak and recognize the better aspects of her current version over the original.
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@VantablackPharaoh91 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781496#Comment_3781496
Oh another person who actually liked Lights Out both sides, warts and all… I loved it too. I hope it comes back with some tweaks to make it more fun for both sides, while keeping the "no perks no addons no items and muted info" part that made it so challenging and fun.
I thought the darkness made it so tense. I think my only complaint was Legion being able to find survivors way too easily with killer instinct, but that's pretty much my only complaint.
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I actually don't want 1.0 Sadako after the last two iterations.
I remember her TVs were a joke once you go against survivors who know to ignore them/could just Sprint Burst (or even regular run depending on where the TV was) away from the TV range and not get condemned. Even if they got condemned they could cleanse it quickly and in your face as well, much like the current one and you're basically forced to run STBFL to counter that. And not to mention, her lullaby would still give her away and even moreso with the visual terror radius. You were 100% a M1 killer with maybe a mori if you get a bad survivor.
I still think current Sadako is the best of both 1.0 and 2.0, and with the right adjustments is in the best spot.
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2v8 was great, Chaos Shuffle was amazing, and I actually did like Light's Out on both sides. I'm still hoping we get to see 5v5.
Also, "nerdy mode?" That's a new one.
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There's three big problems with this
- What others have said with retroactively adding this to so many survivors costing a lot of resources to do
- Even worse metas because everyone would choose survivors who have any gen progression related passives/chase passives and nobody else
- Survivors and Killers alike dodging lobbies to avoid the worse and best of survivor abilities.
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I still want them to split toolboxes into two items: One for gen repair and one DEDICATED to sabotage, maybe even be able to repair a wall or something idk.
Definitely not repair pallets though, don't need multiple god pallet repairs.
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I wouldn't mind that, definitely better than voice chat for a game like this imo.
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@bleep275 said:
Got fnaf, now john wick. all we need is master chief and well be fortnite
You forget, FNAF didn't get into Fortnite.
Therefore, Fortnite would become DBD if they eventually got FNAF.
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I actually would like to see a class for survivor that can apply debuffs to the killer.
Think about it, since classes are capped, you could make a VERY strong debuff class that only 2 survivors can run in a match. Nothing major like machine-gun stuns, but maybe ways to apply a slowdown to a killer's movement speed or maybe have Any Means Necessary as part of their kit.
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None of em, really.
I just try to adapt to whatever the killer is running the best I can.
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Survivors aren't exactly innocent when it comes to arguments over metas.
While I agree with their changes to how generators work with the regression cap, we have to remember there was a time when generators were 10 seconds faster to complete, so not bringing any regression was asking to lose. So, we had gen kick meta with Eruption/Call of Brine/Overcharge and that got slapped for being a bit TOO reliable. We had Skull Merchant who could hold 3 gens extremely well, got a good slap. Before both we had undying/ruin combo, and justifiably it got slapped.
But that's gen regression, and they all got nerfs for good reasons. What about anything other than regression, like information? Survivors hated Ultimate Weapon and that got changed, even though it just made survivors scream and reveal themselves. The killer still had to choose one target while the other 3 could do what they needed to and it didn't effect generators by itself by much, but it did get nerfed for being disliked and overall too easy to use, right?
Another example is Weave Attunement/Franklins. A lot of people hate this combo, right? Yet, it's a different meta than regression that has a counter as long as you place your items away from any high traffic areas. Problem is, not every survivor knows this and won't return to grab their item if the killer hits them in a high traffic spot, right? And Weave is getting a change soon due to this, I would assume.
Next, let's look at survivor metas starting with Made For This. A perk I saw survivors defending till' the end despite the fact that it could extend chases far longer than it should and stacked with other haste perks to make chases just not worth it against those running it. I myself could make Wesker players ragequit with MFT and Dark Theory because it meant loops within Dark Theory lasted 3-4 more loops around the pallet. Why did we defend that and not anything killer had?
How about old Decisive Strike, where it didn't deactivate on a conspicuous action or at endgame? Meaning the killer is punished for stopping them from doing a gen in their face or attempting to secure a kill last minute? I still see some people say it should still do that, for some reason. Used to be paired with Unbreakable as a meta as well.
My point is, there's always going to be an annoying meta on both sides. The best way to go about it is to be as unbiased as possible about them.
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Sometimes people want points.
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I just want totem placements to be in sensible spots.
Not in the middle of high traffic hallways, not hidden behind thick foliage, not RIGHT NEXT TO A GENERATOR, just in places that make sense to hide them.
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@MrMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779602#Comment_3779602
If you don't, somebody else will. I'm not opposed to hiding names in lobby, but at that point, why even have a lobby other than or people to show off cosmetics? I'd rather just skip lobby entirely then, and go straight into the match once 5 players have been found. Could skip offering screen too for all I care.
Fair point too. I guess they still want the killer to have prior information on items being brought in.
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@Rigbeta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779602#Comment_3779602
Then why is it okay for survivors to have to play against Killers who have cheated or been Vac banned? It's a double standard to say "well that side could have this and I deserve to know" when the other side is excluded to deal with it no matter how they feel.
Either both sides get to see who it is or neither. No one should have their cake and eat it too.
I would prefer neither because then there's way less likelihood of stream sniping, toxicity in general, bming and all the like.I agree with that too. Problem is, the game was made to keep the killer a secret until the match starts. It's a problematic situation all around. Even if they just allowed the killer's username to be shown, there's settings to hide your name with anonymity. Heck, that also answers your own question too. Cheaters will use anon mode to keep people from snooping their profiles as well.
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All of them that can work, I suppose.
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@doobiedo said:
This is one of the most insightfull comments I'v read on a dbd forum. I will say as a survivor main Id be fine with them not nerfing Weave Attunement as long as they restore Circle of Healing to it's former glory.
Personally I'd rather them nerf Weave than go back to the CoH meta. And I don't even think Weave is that bad, just easy to misplay against.
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I would normally agree, seeing what the survivor's time playing the game and everything can be a problem and low hour survivors are usually tunneled out while seeing high hour survivors means the killer might dodge.
HOWEVER, I don't want to be in a match with survivors who have VAC bans, game bans and their profile hidden. I'd rather dodge those players than risk being stuck in a match indefinitely, especially if hacking ever becomes a huge issue again.
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We don't even know what they're doing with Distortion yet, chill.
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Unknown is fun, idk where this is coming from
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They could just add a grace period for the unhooked survivor to have their basekit BT not count as a protection hit unless in a chase for x amount of time, say 2-3 seconds. That prevents it becoming a protection hit under the hook while punishing the unhooked survivor for trying to take hits for the unhooker.
Otherwise @Rickprado has the right idea.
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I'm still surprised the intermittency bug is still around, though we have had bigger bugs to deal with lately around the game.
VCR's change was pretty sad. I think it needs to just play the teleport sound to every TV, show the illusion on active TVs and flicker the TV when the TV is off for a second. If not that, then it should remove the aura of TVs if you don't carry a tape, or at least reduce the range.
I'm quite mixed on tapes, since they do stop survivors from being able to use their toolboxes. If they want to use them, they risk a teleport nearby. That said, it only takes 1 of them to disable it if they group on a gen. It's also a decent minigame to waste survivor's time if they have a runner. I think the best way to go about it is to change Pinwheel and Sea-Soaked Cloth to be on whoever holds a tape for x amount of time instead of just near a TV. Or better yet, change Iridescent Tape completely to force survivors holding a tape to have both for 40 seconds after grabbing a tape, that sounds more like an Iridescent to me.
As for her stealth, if they intend to keep the lullaby get rid of the directional audio on it. There's no reason for it to be directional.
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I'll try.
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I'm kinda against this.
The fog helps with the atmosphere and tension. I used to think there wasn't enough fog, even.
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My only hope is they change that addon that allows him to circumvent the off-hook endurance, otherwise I agree.
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@Sngfun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776212#Comment_3776212
Im not saying Alucard's Shield is bad, Im saying medusa's hair is worse than original mother's pills
I know, I just said that because I wasn't so sure about the shield at first is all.
But yeah, I can't think of anything worse than medusa hair. I would have said licker's tongue but that's getting buffed.
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I actually kind like Alucard's Shield, as gimmicky as it is.
Medusa's Hair has no excuse.
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Honestly yeah, tutorials and information on perks, items, etc in a handy section would do wonders.
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Not gonna lie, didn't expect that many people were hyped for this.
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I may be in the small group of people who really enjoyed Lights Out on both roles. I do have to say, I don't think it would work the same in 2v8.
2v8 is very chaotic and the charm of it is that chaos. Adding the blanket darkness, TR removal etc would probably just make it more annoying than chaotic. I do think Lights Out would work on it's own with the right tweaks, but should be seperate from 2v8.
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I'll occasionally attempt the achievement, but I quickly find I don't have the patience for it once survivors hide in lockers constantly. Don't blame them of course, it's the counter to it, so I mostly blame the achievement itself.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774806#Comment_3774806
I don't think it was ever really intended as a "little kid franchise". The lore while a mess is pretty dark.
Plus "object made for children turns evil" is a trope we've seen with Child's Play and that movie is rated R and is certainly not aimed at kids.
I'm not a big FNAF fan and even I can see this. I see FNAF the same way I see Chucky, really. Not really scary but have notable horror in them. Heck, FNAF has more horror aspects than Chucky, since the latter was more comedic as well.
And before anyone points at child merchandising, costumes, etc etc, look at any other popular horror IP. I've seen Myers costumes for kids my whole life.
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Some SWF are masters at gen speeds but really, REALLY lack in survival from my experience.
One person on hook is sometimes all it takes for them to crumble and make constant mistakes.
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@Nathan13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774791#Comment_3774791
I’m sure it’ll be more than just skins if the collab is being announced this far in advance.
I mean, Iron Maiden and Slipknot were teased earlier than their releases too. My only other proof toward this being a chapter is Dracula since he was shown off at the end of the anniversary stream, but a whole year?
Personally I do hope it's a chapter, and I'm not even excited for FNAF content. I mostly want the fans of FNAF to get something and add more to the game than just skins.
@SweetbutaPsycho You do have a point there, too.
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A whole year in advance to know about it too, huh?
Wonder if it's just skins then? I can't imagine they'd tease a chapter this far in advance. -
@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774753#Comment_3774753
They're pills that extend upward from the back of the survivors foot. People don't understand that so they complain when they get hit. When you know where the hitboxes are and figure in latency it makes more sense when you get hit.
Also I've never felt like latency benefited me as a killer. During the day I get matched against south American players and the number of times they scream and it's a noreg and I eat a pallet are ridiculous. I cannot see how it's an advantage.
I looked up some images on this as well. I'll probably look for video of it to see it in action, but this makes a lot of sense with some hits I get with Xeno.
As for latency, yeah I've had the same experiences with false-positive hits.
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@HexHuntressThighs said:
Her Hitboxes are fine and very easy to dodge if you are more than 10 meters away. I really don’t understand the trouble when going against her. One of the easiest killers to loop in the entire game. Has one of the highest escape rate and lowest kill rates. Does even worse in the comp scene and top MMR. Half the maps in the game are against her and 30% of the loops in this game you have to M1 at.
She has so many tells for her power. A map wide sound AND a loud grunt when readying a hatchet. The only reason you would ever get caught with one is because she is breathing down your neck, not paying attention or is absolutely cracked and making good prediction shots.Her Hitboxes are not broken, it’s the survivor Hitboxes that don’t follow the lean of the survivor. But if you change that then goodbye looping👋
Is it really the survivor hitboxes that are like that? Not asking sarcastically or anything, I haven't seen anything on it myself and I'm actually very curious.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774729#Comment_3774729
I run that exact build but with Resilience over Any Means
Also a solid choice. Lithe isn't a bad option over either of those as well.
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My personal favorites are Object of Obsession, Scene Partner, Troubleshooter (or Alert), and Any Means Necessary while using a key w/ blood amber+charges on survivor, and on killer Furtive Chase, Nemesis, Game Afoot and Surge on… Really anyone who isn't already a stealth killer or relies on M2.
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I'd say that's why it's interactive and fun.
You need to run 3 perks and get to endgame for that to work. You also have to keep in mind who you chased the longest. Personally I run it with Furtive Chase and Nemesis on my stealth builds, really interesting combo.If anything, Game Afoot would need a buff.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774631#Comment_3774631
it would be the same outcome but a less toxic motive - it would be the last 2 hiding until killer gives up so they both can leave but now it's the last 2 hiding hoping each other get found first and die, with potential sandbag attempts.
i see only content creators doing a full swf hiding thing but besides why would anyone do that and how does hatch prevent that if they have a weird understanding of fun? a full swf has way more and guaranteed means of winning a match than that i believe.
killers shouldn't be able to open gates from the get go obviously, it's after some time passes. this way killer also has a way to give up against survivors that won't do gens, either bullying the them or hiding. survivors can just glue their faces to gens until they die in such situations but killer has no option (talking about matches where killers start to lick a gate switch and open it as soon as gens are done, but imagine it with a lobby that won't do gens).
what does hatch fix that this hypothetical system won't? you said it doesn't fix survivors taking hostage situations yourself if it's basically more than 1 person doing it. does hatch fix hide for free escape situations? definitely not it causes them. it also causes/warrants slugging for 4k if we are to add more reasons to get rid of it. this way a killer petty enough to slug for 4k will just not open a gate and will be able to send people to their next game if the survivor wishes to.
What?
How is it less toxic to make the killer choose between searching for over an hour+ or giving up and opening the gates? You're trading one toxic trait for another. And heck, giving up for the last survivor to get hatch ISN'T toxic to begin with.
And guess what? Even with your system killers may choose slugging just to keep survivors from hiding by using deerstalker and knockout. Better to let them bleed out and keep searching in that situation. And you're not seeing full SWF hiding BECAUSE of the current system. It would absolutely be worse if they can force the killer to open the gates out of impatience or just not having the time to wait out an hour long game.Edit: You're also not acknowledging that while hatch still doesn't stop TWO survivors from hiding, your system will encourage 1-4 survivors hiding all match and make it a MORE viable strategy to do so.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774529#Comment_3774529
i tried to keep going so long without a word but it's getting tiring. you say i keep repeating but you are stuck arguing the same thing. i prefer the choice given to me instead of giving survivors the chance for a free escape on behalf of me. if i don't care about them leaving, i'll open the gate and if i care about it i won't and all the slug for 4k players everyone is complaining about thinks the same way. it's the way killers fight that decision being made for them, they don't want hatch given to survivors. the matches i'll not slug for 4k i already given up the last survivor so if the gate opening system came live i'd just open it in such matches, because i don't care and if i cared i wouldn't open it. here i repeated the same thing for a full paragraph because that's the entire thing there's not much to it. i want the freedom of choice so i don't have to slug for 4k if i need the 4k or want it or want a specific survivor dead.
edit: yes my suggestion is giving killers the ability to open gates whenever after 15 mins into the match or something, regardless of gen count or number of alive survivors.
So what stops killers from just opening the gate immediately every match, constantly and not participating in the game?
This idea has so many flaws that hatch fixes. Hatch isn't perfect but yours opens up many other problems. And no, I kept bringing up the issues and you're glossing over them without addressing them. I even added more problems your system has and you still haven't really addressed them.
And this is coming from a killer player who doesn't care a bit about hatch. It's fine if the second to last survivors dies to try and save their last teammate, there's not a problem with that at all. Your system will encourage not only 1-2 survivors stalling the game until killer gives up and opens the gates, but possibly entire coordinated SWF hiding all match to get a free win.
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@jajay119 said:
The attitude of the OP in this thread, in my opinion, is honestly one the major things wrong with the game.
So many killers seem to think they're entitled to a 4K and some also seem to resent having to put any effort into it.
If the third survivor is suiciding on the hook, then you're getting your 3K. But complaints still come because you're not GUARANTEED the 4K? Even though the vast majority of matches I play I don't even bother looking for the hatch anymore as killers tend to find it within the first 10-20 seconds of it spawning. Unless it pops open right by you, or you're fortunate enough to find it in chase you aren't getting out using it. Then you have even less chance of getting out via the doors unless you can majorly avoid the killer which, if so, you deserve the escape. That scenario too is very uncommon.
Look, I'm a killer player and I think there's some odd stances on this entire thing.
If you have a survivor throwing to try and save the last one, you're winning on gens and you have an equal, if not BETTER chance (depending on your killer) of finding hatch first and forcing a gate game. I win those situations more than lose them and this whole debate confuses me.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774288#Comment_3774288
you proved hatch doesn't suffice at preventing taking hostage situations. i'll repeat again i guess, if the killer is bothered by survivors getting the free escape, they could simply not open the gate. i understand that with hatch they can both end the game and have a chance of not giving a free escape to the survivor but that comes with its own different problems we mentioned above so i don't think it's worth at all.
Yes, with TWO survivors.
It will be worse without hatch when there's only ONE survivor to find.
How is that hard to figure out?
Edit: Let's add to this. With your system, if one survivor just hides all game killer has no choice but to open a gate and potentially let them win. Especially if they're not injured. Two survivors hiding sucks, but you can't open the gate already, and if you could why would you? That's the main problem, letting survivors win scott free for just hiding and not doing the objective. In the case of one survivor left without hatch, THEIR objective is the gates, not the killer's. Also on top of this, if there's one survivor left chances are the generators aren't finished and the gates can't be opened at all. Are you suggesting the killer be able to just open the gates whenever to give survivors free exits?
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774250#Comment_3774250
which can already be done with 2 survivors
you answered your own question. killer can open the gate if they don't want to be "held hostage" by 1 or 2 survivors or won't open it, it's up to them. this way slug for 4k sweatlords and hide for hatch rats can fight each other as long as they want, until server closes. idk what the problem with this would be. again, with hatch the last survivor already has a hefty chance of getting the escape anyway so killer opening the gate wouldn't be much more of a free escape compared to current hatch, which is out of killer's agency.
I didn't answer my own question, you're just repeating your point. Letting the survivor out for hiding isn't the right way at all, not in a game like this. Hatch makes more sense.