ChaosWam
ChaosWam
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I think the finisher mori they have planned will only work with the very last survivor alive, not if anyone else is slugged iirc.
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@MalekithHatesSnow said:
Can't wait till we get 2B
Nothing is scarier than android existentialism. And Yoko Taro making DBD canon to Nier.
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It's great unless survivors notice it and bodyblock while they have deep wounds.
That said, I enjoy running a stealth Legion, so getting chain hits while my TR is gone works better with never sleep pills.
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After her two changes, I definitely don't want 1.0 Sadako. Even 3.0 is better for pressure, since with 1.0 Sadako you could ignore tapes most of the match, and sometimes not even touch them at all.
I still think 2.0 could have been salvaged, but 3.0 is a pretty good one that needs some adjustments here and there.
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@loreaccuratenemesis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749933#Comment_3749933
Thanks, this was very insightful. Could you elaborate on the differences between Reiko's Watch, Old Newspaper and Mother's Mirror? I'm not sure which of them are useful or are good in combination with each other in regards to mindgames. Demanifest mindgames are something I've never really understood or gotten the hang of as it seems so hard to time correctly to get value out of it and I often just end up losing distance due to the slowdown. Also is the Videotape Copy add-on that increases Condemned range by 2 meters any good?
Absolutely
- Reiko's Watch makes the full invisibility while demanifested last 25% longer, so whenever you turn invisible while demanifested you become invisible a little longer. It can be useful during approach or having survivors guess if you take a loop or not, but only while you're demanifested.
- Old Newspaper works kinda like Reiko's Watch, except during the post-manifest stages of your full invisibility by 33%, so when you manifest the few times you turn invisible lasts a little longer. Pretty decent addition if you want a slight edge for your post-manifest mindgames.
- Mother's Mirror makes the intermittent invisibility last 2 seconds longer instead of a % after manifest. With all three of the above addons, it may be good to find a reference video showcasing the slight changes.
As far as learning manifest mindgames, if you play enough Sadako you'll notice your invisibility may throw off some survivors, double backing thinking you went around a rock or assuming you did and greeding a pallet in case you're still behind them. For a few moments post manifest, you keep that state of going invisible and visible without a red stain, so in taller walls or if your timing is right in short loops, you can catch them off guard if they hesitate by doubling back and forth while the invisibility is up. It's a short window, but once you get the hang of it you'll notice it work more or less depending on the survivor you face. I do tend to face survivors who notice even the slightest change of direction as I'm going invisible, but in the end it's all about timing and the survivor's experience. And as Sadako, you don't need to commit to chases too much anyway, if a chase goes too long just teleport to your next target/generator defense. Sometimes I'll break pallets survivors toss near gens and go teleport somewhere else, so when I return that survivor has less safe places to be if they're good at loop mindgames. And sometimes, survivors are just cracked and know their loops, so general looping knowledge just helps Sadako completely.
As for Videotape Copy, it can have it's uses. It's mainly map dependent, since some maps have weird TV placements (coughswampscough) but the extra range can stop survivors from leaving the condemned range too quickly if they're running away from a TV. I suppose it's down to if you find you get more value from it or not.
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My only worry is it being a licensed perk again. Locking anti-tunnel behind pay-for perks or waiting out the shrine sucks, but at least for most of us we own the perks one way or another because of the licensing issues.
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Sadako main here.
Some main points I'd like to say is Sadako currently is quite weak, with how they changed tapes and TVs and how easy it is to keep her TV's deactivated if the players respect her power. Also keeping in mind she has a lullaby when demanifested that is visible with the heartbeat sensor so stealth plays are a LOT trickier to pull off. That said, she's not without her strong points. What I enjoy doing is whenever there is a gap between me and the survivor, go into demanifest. When at loops, utilize the post-manifest mindgames to try and throw them off. Good survivors can usually play around it, but there are times you can manage a hit by confusing them. Also, I suggest timing your demanifest right before getting hit by a pallet. If they throw it and you commit correctly, you don't get stunned and can break the pallet. If they greed, you can react and stop demanifesting and get a hit, so long as you win the pallet mindgame.Also remember you're just an M1 killer at heart, and general loop knowledge is going to help you a TON since you're forced to abide by every tile. Your mindgames and unpredictable teleporting is your strong point, as long as you don't confuse yourself and lose survivor's movements. Also remember, Sadako is short, so you have the advantage at taller walls.
And remember to utilize your TVs for more than movements. Stacking condemned on survivors is your best kit slowdown, and if they have a tape they can't use their items. Even if it's to teleport to cut off a survivor in chase, any other TV's active will apply condemned stacks. Even sweeter when you manage to hook someone with 3 stacks perk hook so they can never cleanse those again.
My personal build I find a lot of success with is the following perks+addons:
- Deadman's Switch for post hook teleport, so if they respect the TV or a TV is on near them they want to turn off, they may let go and suffer the near-full duration of the perk blocking a gen.
- Surge (Or Jolt if you prefer to call it that) because you're an M1 killer and it's still decent on M1's, I don't often get blocked gens from using it, and when I do it's usually over for them anyway.
- Bamboozle to cut down on loops with windows, which is usually an M1 killer's weak spot. Plus, if you're good at faking out your looping you can catch them off guard at windows as you vault.
- Anything for a 4th. I always swap my 4th perk around depending on how I feel. Currently my favorite is Dark Devotion for doing hit-and-run off the obsession, or Dissolution for some pallet pressure. Other perks I've had success with is Gearhead for aura reads and easier times targeting for giving out stacks, Deadlock or Grim Embrace to compliment more gen blocking, Save The Best For Last to snowball, and Hex: Face The Darkness for the same reason as Gearhead plus more information on movements. There's always Lethal Persuer as well for early pressure, and for me personally, my aura-related addons. Really, your 4th perk should compliment at least one of the other 3 perks or your personal playstyle.
Addons I run exclusively these days are:
- Remote Control (Iridescent) Aura reading after a teleport is always good, especially because it will show anyone near an active TV, so you can plan your teleport patters better to get as many stacks possible and possibly catch your next target off guard.
- Distorted Photo. I see a lot of Sadakos sleep on this addon, and I swear by it's utility if you're not running aura perks. When a survivor is looking at you when you manifest, they scream and reveal their aura for 4 seconds. This addon in loops is VERY underrated, because for the most part survivors are keeping their eyes on you and you can get 4 seconds of information on their looping. I tend to swap between manifest states mid chase, so manifesting before they turn a corner or vaulting a window means you can plan ahead. I also find it's uses when a survivor is hiding and watching you as you manifest sometimes, as well as the fact the scream interrupts actions, meaning if you time yourself correctly you can deny unhooks and force a hook trade. Another fun fact, while Calm Spirit stops the scream, it does not stop the aura reading so Calm Spirit users may not even know you have it unless they witness other survivors scream and make the connection.
- Other addons to consider are Bloody Fingernails for post-TV movement, Ring Drawing for more condemned when hooking survivors with tapes, Old Newspaper and Mother's Mirror are fine for loop mindgames, and Well Water if you want 2 seconds of more post-manifest undetectable. I don't typically run the other addons anymore so I can't say I'm fully knowledgeable of their strengths compared to what I'm used to now.
Hopefully more Sadako mains drop their knowledge of the killer as well, but this is my personal thoughts and playstyle around her. I've gotten a ton of wins, got her to P100 and still enjoy playing her over most of the roster. If I forgot to mention anything else, I will edit this again.
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He can, just happened to me. Got farmed off hook and the bubba on the same chainsaw downed me before I could reach any windows or pallets while I was put into deep wounds immediately.
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I don't really have a problem with it. Counter play is fine, moving an item away from any strong tiles and being aware when oblivious is active. The only change I'd suggest making is having the item visible when within the range of the aura read.
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@Mikeyboi1225 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746824#Comment_3746824
I can't even take this seriously after "Rapid Brutality is just bad," followed by nothing by the Cliffnotes version of its description. My brother in Christ, Rapid Brutality is one of the easiest chase perks to get value from, and if you can't, it's definitely because you were too busy mentally writing this paper at the time you were attempting to use it.
I use Rapid Brutality myself.
It's not nearly as good as you'd think. Far more for bragging rights not using bloodlust or paired with something like Singularity and Soma Family Photo to have a decent post-hit teleport catchup.
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Bloodhound is stupidly underrated and fun
Hottest take I've seen.
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Adjust bloodpoint gains for doing more team-based things and incentivizing assisting the overall team instead of mainly yourself, both for BP and MMR.
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I have three:
Stake Out/Hyperfocus/Built To Last/Streetwise+Commodius w/ charge addons
Object of Obsession/Alert/Troubleshooter/Lithe+Purple or Iri Key w/ Blood Amber+Prayer Beads
We'll Make It/Empathetic Connection/Botany Knowledge/Desperate Measures
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Absolutely not to respawning pallets.
Decent loopers can already make use of loops as they are.
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120 seconds sounds more reasonable, I agree.
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My only big gripe is killer has tools to shorten chases while survivors have events that extend the game time, for those totems and chests. Killer can get totems too, but adding chests as well with their normal opening time is a bit much.
I also don't want killer to lose those tools, remote hooks and remote breaking is great. But survivor also needs something better to close the gap and event bonus BP needs to be more natural to come across.
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@MalekithHatesSnow said:
I dont get why its always the killers ruining events plenty of games i've had like 3 BNPS with gens flying in 5 cobbler games while survivors wait at EGC every event its always the killers just look at this how come this is ok? And please don't go "oh you were playing spirit so your argument is invalid blah blah blah"
https://us.v-cdn.net/6030815/uploads/QI4EZ4V5GTSD/20240622183818-1.jpg
I can back this up myself, I've tried playing a ton of friendly 2-hook killer this event and got some truly horrible survivors. To be fair, they may have had bad games prior but I've experienced:
- First hook self-remove
- Survivors not unhooking teammates
- Aggressive TBagging at every pallet/window/escape
- Leaving gens at 99 to try and stall the game in corners with one to two hooks for party pallet spamming elsewhere
- Extremely toxic endgame chats regardless of what I do, I don't even open it anymore at this point
- Survivors going full stealth to try and get their SWF runner to take chase to shack/strong tiles like it's a comp game
- Flashlight clicking post nerf… Which is more funny than it is toxic even if it's their intention
Not saying everyone is like this, but it does happen quite frequently at whatever MMR I'm at. It's just the byproduct of recycling toxicity between both sides.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747019#Comment_3747019
What are you talking about? It only "resets" to facing a wall if you were facing a wall when you were last controlling it
Never for me. Every time I revisit a pod or place a new one to use, more often than not it's facing wildly one direction, mostly at walls.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744985#Comment_3744985
"I'm just glad I won't go to a biopod randomly facing a wall if someone is near it" You literally control the biopod yourself, it's not random
That's… That's the issue my guy.
When you have 0.5 seconds in most cases to aim at someone mid chase and the biopod resets to facing a wall.
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@Marioneo said:
If you played on forgotten ruins the dungeon has 1 hook for the entire downstairs once thats gone it becomes an entire deadzone its the new rpd library stairs bs
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746417#Comment_3746417
I thought they recently guaranteed 4?
In any case, that map is still a good example because when I took a look, some outside hooks can spawn very split to create the corner issue as well unless you run agitation. -
She's fine, meant to be the one poking fun at the player and all.
Mostly just became white noise to me after awhile though, I don't pay too much heed to her chatter.
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@hermitkermit said:
I think people are upset because it was the equivalent of survivors accidentally 3-genning themselves. As in if a killer sticks to one side of the map and just patrols those gens and hooks on that side, it gets to a point where they are forced to slug because they used up the hooks on one side of the map. They created a hook dead zone.
People were mad when anti 3-gen came out too, as 3-genning was seen as a result of survivors own misplays or lack of map sense. Hooks used to be like that too. Now depending on the generator placement, a killer might not have to leave part of the map at all, and still be able to hook everyone on the same side they’re patrolling gens at. You don’t have to think about your hooks anymore now really, you can kinda just go to whatever one you see first.
I think it’s a healthy overall change but I can understand some concerns.It's odd to me because the only times I get into those situations as killer is when survivors rush to a corner they know only has one or two accessible hooks so the last two can stall indefinitely by rushing to it once those hooks are gone.
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I've been mostly playing for points, sometimes kills depending on what the survivors do.
Survivors playing like comp teams sucks, killers playing like comp killers sucks. But, the fun matches are the more chill ones as you said at least. I don't mind losing if the players are at least respectful, and unfortunately I've seen the worst of both on both survivor and killer.
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@drsoontm said:
Insidious is wonderful to give jump-scares.
Just wait in a corner next to a gen and see them panic when they run into you.
I've been running this on Unknown with the addon to reduce the aura visibility range of his clones, and it is SO funny to stand out in the open and have survivors willingly run to you thinking they're disabling a clone.
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That's a crazy good W/L rate on Onryo, good stuff.
Congrats on your P100! Got mine done last month myself!
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Could just force everyone to die instantly if they don't have a way to pick themselves up.
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Knight is one I can argue isn't getting this treatment, to an extent.
You'll need to plan your paths for patrols now, you can still do break actions at any range, and cutting off survivors at loops requires thinking ahead with your hunts. The skill expression will still be down to the M1, but there's still going to be map knowledge and guesswork with making patrol paths. Not to mention, Knight will be able to choose which guard for which situation he needs, which is a little bit better. Not saying he's a top skill killer, he still relies on AI bots, but this change will make him require a little more effort instead of dropping a guard at a loop.
And for Singu, I'm just glad I won't go to a biopod randomly facing a wall if someone is near it. That's at least a bonus to me. If they had to change the camera angles, it really should just default to the middle of it's view range. -
@Batusalen said:
The reason why SoloQ is in that state is because of survivors themselves. Not matchmaking, not balancing, not how killers play, just themselves.
Average survivors with low game sense (specially not making the right decision at the right time) and not playing as a team (including bringing perks that only benefit them and not even help progressing the true objective, that is doing gens) is what make most SoloQ games a true hell to play. Then, instead of trying to get and do better, they complain about the "40% average escape rate" and how the game is killer sided without understanding what an average means or that they are most likely in the lower half of it.
Coincidentally, Hens just uploaded a video today about the topic:
https://www.youtube.com/watch?v=Je3AQGuG2C8&ab_channel=Hens
Who would have thought that if you are good at the game, have good game sense, and try to play as a team (which is the main strength of survivors, being 4 vs 1) would make you and your team mates win more games?
I watched this video, and it honestly makes me feel slightly more validated on when I say survivor side needs more incentives to play as a team rather than the 'everyone for themselves' mindset.
I also play with this mindset of thinking ahead if I should die for the others to escape. And I wish chases had more BP incentives to be in them as well as acting more defensively for your team and even dying to keep another survivor from going down.And my SoloQ games have been better… aside from teammates griefing or not playing the objectives, you can't fix that no matter what buff you give survivors. Sometimes they need to learn to be a team player too.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744957#Comment_3744957
I mean, is it really an issue after pain res was just nerfed? What scourge hook is so strong this would be an issue?
Arguably Gift of Pain at best? I also think Floods of Rage could be another possibly decent one to have come back.
I can think of some scenarios where a survivor may die on one with Scourge tokens still up as well. Also, who knows, maybe future scourge hooks may be an issue with it as well. -
@VomitMommy said:
Kinda scourge perks buff too...
Good point. They could probably make the hook that killed a survivor be restored as a normal hook to compensate.
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I do think Knight could be better with a 5-8 meter restriction rather than 10, but as someone who still dabbles on and off with Knight I think the changes are good and being able to swap around guards will be interesting.
That said, I would need to test it myself.
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All sounds pretty good on paper to me, as a Knight enjoyer myself.
Would need to test it in play though.
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I'm usually the first to worry about potential problems with changes, but honestly all this sounds pretty dang good.
Only thing is, I had no idea Pillaged Mead was even an addon. Even moreso that knights loved running it? As a Knight enjoyer myself, I was confused to see that brought up.
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I do agree it can be minimized and all, but I'd also like them to make commendations a thing as well.
Take that thumbs up hidden in the report section and slap it next to each player's endgame card. Let players see how many commendations they get. Then I can fully ignore the endgame chat and thumbs up anyone I think did good.
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Agreed.
Dying in a corner for the rest to have a deadzone was the biggest issue to me, especially on maps with horrible hook distribution.
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New Killer: The Queen (based off chess)
Can move extremely fast in any direction.
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@Nazzzak said:
The bloodpoints thing as survivor, I just don't understand it. One week in and I'm still not getting how I'm supposed to maximise bp. This is a game I just played now, and even with one person DCing at the start of the game and the three of us playing just fine after (we did get 3 gens done, and killer didn't tunnel) these are the results. Killers are raking in the bp in every game and I can't work out how to do the same as survivor.
The anniversary event is my favourite event of the year normally and last year I got so much prestiging done, and this year I'm getting bugger all prestiging. I'm gonna play regular mode I think.
https://us.v-cdn.net/6030815/uploads/UOO0IV46KNTR/19034d99ca872-screenshoturl.jpg
I did manage to hit 100kBP twice, only because I prioritized the trick boxes and totems and popped 3 gens. It's a bit much.
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@YuffieGreatestWaifu said:
I have found Killer to be more fun though many just kill the survivors because the event ecourages regular gameplay while survivor it distracts form gameplay forcing them to not do gens giving the Killer more than enough time to 4k also my opinion Remote hook is a vastly superior ability then stealth.
That's pretty much a summary of what I think on it. Lots of small shortcuts for killer and extended things for survivor.
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As the others have said, I agree that the thumbs up button needs to be better implemented.
Being in the report screen is… Kinda lame and not many people go out of their way to use it, myself included.
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- Spine Chill: No thanks. I don't like a perk that negated every stealth killer/perk. It was also really bad to try and outplay, having to look away while approaching a gen a survivor may or may not be on.
- Iron Will: Fair.
- Lucky Break: Agreed.
- Pharmacy: I like that rework.
- Bite The Bullet: I agree, but I'd also add that it reduces YOUR noises when being healed, so it's only downside is if you're being healed by an injured survivor.
- Blood Rush: Yeah, no, this perk needs something else. It would be kinda busted like this.
- Botany Knowledge: I actually think it's fine the way it is. I use it a ton in healing builds so I can use a toolbox instead of a medkit.
- Calm Spirit: Agreed.
- Clairvoyance: I have no strong opinions on this change.
- Distortion: Sounds fine, seen that thrown around a lot.
- Empathetic Connection: I'd like that, but I am not sure as I run it in my healing builds just for the info for my team alone.
- Light-Footed: Absolutely not. It's already very good with the restriction if used right.
- Low Profile: I think there's a perk for the unhooker to give this bonus. It'd be nice if the unhooked had a perk like this, but I think it should be it's own perk. Low Pro is more for clutching as the last survivor imo.
- Poised: Things like Deja Vu and Visionary kinda already do that. And we already don't want Visionary to be even worse to run.
- Scavanger: I actually don't want it changed. I've been running it and it comes in pretty nicely if you're careful with your charges and timing to refill your toolbox so the downtime is spend going to the next gen or avoiding the killer.
- Self-Care: Ehh… No. I think Self Care is bad, but can be way too good if you can rely on it by itself. Making builds around it is a better call, I personally use it for bodyblock builds alongside Reactive Healing.
- This is Not Happening: I think that's fair.
- Blood Echo: Sounds fair enough, would need to see it in practice.
- Blood Warden: Would this waste time with the blocked exit though? And wouldn't it be too much of a tell that the killer is running it without going into the exit area to have their aura revealed? I don't think that's the right call for it.
- Dissolution: Actually, I like it. I'd probably put it at 1.5 or 2 seconds though.
- Fire Up: Could be a good buff, could be too much. Would need to see it in action alongside other perks.
- Hex: Ruin: Agreed.
- Oppression: I would remove the cooldown entirely if I had the option, especially since gens now have the regression limits anyway. Maybe if the effected gens that aren't being touched get regressed, it hits them for 5% overall then regresses and keeps a cooldown.
- Overcharge: Same argument as above, regression limits. I agree with your change.
- Surge: Mixed feeling. A good surge location can hit a lot of gens, some none at all. Would need to see it in action with a higher regression hit.
- Thwack!: I agree.
- Thrilling Tremors: I wouldn't change it myself. It has it's uses.
- Undone: Agreed. It'd be a healthy slowdown that way.
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It's not really that busted if you know it's in play.
Move the item away somewhere the killer won't get information so easily once you know they have it, and they're down 2 perks.
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Personally I think it's neat.
Especially when you get teleported to a hook right next to someone on Midwich because that map's hooks are ridiculous.
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It reminds me of LBP way back in the day.
Anything that reminds me of that gets a +1 from me.
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Sabo really should have been it's own item instead of on toolboxes, that would have been better in hindsight.
Your alternatives are all okay as well, I'd tune the numbers here and there, but I very much agree at looking at hooks and hook states in some way.
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@Marc_go_solo said:
This could be interesting. I'm guessing it's all for fun, so here goes:
We have all been there. The generator is nearly done and at that very last second that Killer grabs you off and slams you on the hook. One Pop later, and all your hard work is down the drain. There was nothing you could do, you say! Well there was, and you screwed yourself from the start. Because that 4k could have only been a 1k if you had that little extra "oomph". If you only finished it in that last moment. If you only had equipt "This Is Not Happening"
We know you were just off that Great Skill Check. In fact, how many times did you strive for that, only to miss the check entirely? Many more than you would like to admit, I bet. This perk GUARANTEES that Great check! No more having to risk waiting around dangerously inside the Killer radius for Stake Out to guide you. Plus, it's better to gloat to your friends how much skill you have without that wussy perk.
Also, the synergy!! Hyperfocus plus TINH is a win! Want to try No Mither, but not sure you can benefit much? TINH begs to differ! Resilience is useless without being injured so why not tart it up with TINH!
Bragging rights are also abound. That smelly Killer Nurse rocking the meta, but you still escaped. Imagine that players horror when TINH is seen on the results screen! You can say "Git Gud N00b" and actually have evidence to prove it!
Officially, 9/10 chads use TINH and that's official DBD figures (only accessible to people on the Chad Whisperer programme). Even big names like Otz and Jund have recognised this as "a perk", and if that is not recommendation alone then I don't know what is.
This. Is. Not. Happening ... It bloody well is happening with me, and you can have it happen to you too. Best of all, it's NOT a pay to win perk!
10/10, I'm converted to TINH supremacy.
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It's okay.
Just keep in mind it takes 2 regression events if it activates. Unless survivors don't repair the generator's regression.
I like using it paired with Unforseen or Trail of Torment sometimes.
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Territorial Imperative/Bloodhound/Beast of Prey/THWACK!
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737194#Comment_3737194
And you're the judge to decide what's valid and what's not? Who the hell do you think you are?! The nerve on some.
Didn't you have similar things to say in your opening? I just think the lighting is the least of that map's concerns.
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736937#Comment_3736937
That's a bit of an extreme comparison. If you look at Azarov's that one is dark as well but you can at least see things on it. I'm going to agree to disagree with you. I've come to hate the new map with a passion. From its awful lighting to the its ridiculously massive basement with just 2 hooks and a portal?? I hate it. I'll take old RPD with infinite library any day.
I think it's valid to hate the map for sure, but not for it's lighting.
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736752#Comment_3736752
You know what would make it a real horror game? Adding actual elements of horror, not just awfully dark lighting. I'll take being able to see, without becoming a recluse who has to sit in a dark AF room just so I can see over any "horror" elements this game pretends to offer. It's a game about staring at a progression bar on gens, running around bushes and pallets, there's nothing "scary" about it.
Darkening the maps helps. The corn maps and the erie of crows sucks out any tension from the game outside a few stealth killers.