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ChaosWam

ChaosWam

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ChaosWam
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  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714519#Comment_3714519

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714527#Comment_3714527

    Friends. You are absolutely correct on every other map. But not on Gideon meat plant. Sadako just wins there. The size + stealth + condemned going through floors is busted.

    Survivors will have to keep TVs down all the time. This means unlimited slowdown for sadako. Survivors also have to progress gens. If anything falls, the game goes downhill fast.

    I have not lost a match on this map with her since she came out.

    I had teams that did 3 gens for no hook. They didn't finish another one. Game just ended due to two mori's. No slowdown perks.

    The Gideon meat plant is the worst designed map in dbd, that unfortunately makes our girl extremely busted.

    I said this in both Ptb feedbacks. It got ignored.

    I've been playing a lot more survivor recently and have gotten Sadako on The Game a few times.

    She has an advantage, yes, but the TVs are mostly still next to the generators and are still very easy to get with little to no downside. I once ran around turning off all the other TVs while she was busy and completely negated her movements on this map.

    I'd even argue it's easier than Midwich due to the pallet density as well. And iirc there's one TV on Midwich under the music room generator that can be a hassle to reach, but if Sadako teleports to it she gets massively disadvantaged because she'd need to break the two walls leading up to that room.

  • Oh thank goodness it's a darker map

  • Come PTB, we'll see how they interpret the data and go from there. (Unless they have pre-planned changes…)

    Still hoping they're going to address gen progression somehow, I will forever cope.

  • I suppose if you leaned into some haste related stuff it can work, in theory. You still need to deal with anything a normal M1 killer would need to manage like loop knowledge and pallets. As for viability, that's not something I can guarantee since I never really ran this kind of build.

    Her Iridescent Addon 'Soldiers Puttee' also increases her movement speed to a 4.6 basic killer when out of hatchets, and she has a few addons that grant haste for a short time when hitting hatchets. Could work those into a build too.

  • @Star99er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715141#Comment_3715141

    I just wish there was a ratio where they buffed as many perks as they nerfed to keep the game fresh, Buff hex totems if gen slowdown perks gets hit, buff some underused exhaustion perks is one gets hit. Background Player being less impactful means more ppl are just going to equip Lithe & Sprint Burst again. I love making creative builds but majority of them aren’t effective at high mmr levels 😪

    Exactly. I've been playing less killer recently and more survivor because, even if I die, I'm finding more amusing survivor combos than killer these days. Some combos have even worked remarkably well for me.

    It may be a bias though, since only 40% of my playtime is survivor in my 2k hours, but between the two sides I'm finding less reasons to be creative with my killer builds because too many things can go wrong while on survivor side, I can make up for some inconsistencies with the right team. That's just my experience right now though, might change if I hit a high survivor MMR, who knows.

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715036#Comment_3715036

    But if you’re chasing a survivor who can loop you for 3-4 gens how is that spending less time than it would take you to find and down a new target?

    The issue is you as killer need to know when to give up a chase and start patrolling gens. The survivors only have one objective and that’s where they’re gonna be most of the time. Chase them off gens, hit and run until you find that weaker looper and go for them.

    Having said this I do agree that if killers are gonna get gen regression nerfs they do need to increase gen times to make up for it, but we also need to acknowledge that killers need to do better at spreading their pressure, and knowing when to give up a chase.

    It's not even to that degree though. I can down a survivor after 1 pallet loop, maybe a window misplay and gens can be optimized to the point where 2 gens pop, I get a hook, and the third one pops without running Pain Res.

    Regression exists as it does because progression can be optimized insanely. Deal with progression, be it survivors have other tasks that need done or nerfs to certain toolboxes, and stuff like this makes more sense.

  • Thats my biggest gripe with this situation, regardless of killer or survivor bias.

    I do think Buckle Up was a great change, but that's it. Background Player is still going to be good, maybe better since it's more available now, and a lot of gen defense has been chipped down between these nerfs and the regression limits.

    So why aren't we getting buffs to lesser used perks to compensate? I wouldn't run Deadman's Switch on my Sadako if there were better variety and versatility in chase perks or something.

  • @Ebonbane2000 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715036#Comment_3715036

    This is the issue here. If a killer KNOWINGLY lets a survivor waste a ton of their time, they threw the game. Good game sense is knowing when to cut bait and look for easy hits/downs.

    These perks have been so much of a crutch that many don't understand, you don't have to chase until down. Healing has been nerfed. Resetting is ALOT harder now. Also, once 2 gens are left, it's much easier to hit, run, and injure multiple survivors, while looking for your mark. Sure, the first two gens are always going to fly, but what about those last two? How fast do they go?

    Gen progression perks already got nerfd; toolboxes got nerfed; as did gen progression in general. Maps are much smaller, and half the killer roster teleports or speeds around.

    You have a case for healing, but it doesn't account for different killers and their abilities. A Nurse =/= A Trapper.

    Progression definitely wasn't nerfed to that extreme though. If anything, some aspects were buffed. Deja Vu never got reverted after the regression changes, toolboxes are still extremely powerful, BNP's bonus can't be destroyed now and makes gens go back to their 80 charge, and leaving survivors injured to do gens is risky due to things like Resilience.

    If you're talking a match with absolutely no gen progression, I'd understand. But even that's map dependent and killer dependent. If neither side brought anything for gen regression/progression, who would win? Killers like Freddy and Trapper definitely lose that arms race, and killers like Nurse and Blight will win.

  • That actually makes me wanna make a point.

    I had a match against a Wraith running knock out and ONLY going for slugs until endgame while I brought DS/Flip Flop/Unbreakable/Power Struggle in a soloQ match on RPD West Wing. His full build was Knock Out/Sloppy Butcher/Deer Stalker/Nurses Calling. We actually got a 4 escape despite this, and you can thank the indicator HUD for this.

    I assume the other survivors realized this early as well, and we managed to coordinate with no communication that gens > pickups. Once Wraith was in a new chase, someone went to search for the survivor to pick up. Thanks to bleedout being so long, nobody even dropped below 20%. Meanwhile, 2 survivors ran gen progression and we managed to hit the most important gens first, the middle ones, and put us in a perfect position to reach anyone being slugged.

    Once endgame hit, Wraith tried to go for hooks. Thankfully I was his target and there were still plenty of pallets for me to use.

    My main point being, even with that setup, SoloQ can coordinate thanks to recent additions. My usual survivor matches with me running Hyperfocus/Streetwise/Built To Last/Deja Vu and a kitted out toolbox are usually ties or 3-4 escapes against lower tier killers and losses/1-2 escapes against high tiers even with the current gen regression builds. If that Wraith brought Surge or Eruption he may have had a better chance with that slug build, but ultimately survivors have the edge even in that scenario.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715058#Comment_3715058

    I'm not gonna care, ultimately there is only just the choice between extremely fast chase, ridiculous amount of gen regression, or extremely long base generator time

    I suppose this game is basically flawed from baseline, if anything the concept of hooks and generators are flawed

    Exactly my line of thinking.

  • The only positive scenario with this regression nerfs is if they're planning to slightly rework gen progression to compensate with this update they may be keeping quiet about.

    But if this is just a generalized sweeping nerf, this ain't it chief. RIP to the low tiers.

  • @Neaxolotl said:

    Literally nerf every strategy that is not "fair lul" from regression to slugging , so we can have 150 seconds gen time basekit

    Even that is kind of a bad idea, if you think about it.

    Sure, if there was a cure-all for slugging and regression, then you have a new problem: Slow gameplay. Survivors having to sit still for 150 seconds and tap a skill check every so often, and killers having to locate a survivor and go through every pallet loop/window loop before a down (speaking at a decent MMR point of view) and be punished for doing anything except immediately going for hooks since regression would be pointless. (In this hypothetical scenario I should add)

    Not to mention it doesn't fix high mobility top tier killers being far more viable in this scenario than killers like Freddy or Trapper. In reality, DBD is a difficult game to balance because of killer power differences.

  • 25% seems fine, 30% wasn't that bad imo but if changes need to be made, then I agree.

    Hopefully we see them take the results from the PTB and make these adjustments accordingly.

  • I'd say slap the removed hindered onto Iri Vial or something, but otherwise I'm fine with infection taking a hit for the sake of less tunneling.

  • I'm assuming the idea is "Well if they use their toolboxes for sabo then their charges won't be on gens"

    Cool, I'll still run commodious+charges for gen speeds with built to last and streetwise. Meanwhile sabo squads/bully squads get a massive buff.

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/413586/they-just-don-t-get-it

    Bestie, you got 90 seconds gen, removed gen tapping, given -5% basekit kicks on top of many minor changes, go chase survivors and don't be reliant on 2-3 perks.

    I hate this argument because it doesn't account for the FOUR survivors.

    It takes 1 good survivor who knows their loops to waste a ton of time for the other 3 to hammer out up to 3 different gens. This is disregarding perks as well: Second chances, gen progression, and exhaustion perks. Against top tier killers, you may have an argument, but the general M1 killers/killers that need setup/weaker M2 killers? It's normal at a decent MMR to lose 2 gens in the first chase even if it goes well.

    "Why not swap survivors if the first one is taking too long?" Because you need to know where the others are, get to them, and manage to win a chase against them in less time it'd take to down your first target. And again, you risk the next target being good at loops as well while your first target takes over their gen.

    And let's not forget, Pop and Pain Res only activate on hooks. Pain Res being once per person. That regression is wasted on any gen already completed or any new gen barely touched.

  • While true, I consider it a possibility due to this being near the anniversary and it's possible WotC wanted more fanfare for this collaboration.

    That said, something like D&D to me makes more sense as a cosmetics thing than a full chapter. But if it is a chapter, I hope it's a good one.

  • It doesn't really make that clear though, just from this teaser alone.

  • I mean, is this a killer teaser or a cosmetic teaser?

  • Gonna have to agree. Pop+Pain Res is used a lot because, let's be honest, it's the viable option.

    I mostly run Surge as I like M1 killers, but Surge alone isn't exactly a great way to manage gens. I usually need something like Deadman's Switch (On my Sadako, teleporting usually gets a few gens blocked at a time) or Deadlock to compensate for a little more time.

    I tend to avoid Pain Res because I dislike running builds solely around it, but at the same time I understand why some killers feel it's required and that's truly a problem. Heck, now toolboxes got a sweeping sabotage buff without correcting the repair speeds and I guarantee outside bully squads going for hook denial, survivors will stick to the usual Commodious+Charge addon combination. I know I am.

    I did see people speculate gen repair is going to get some kinda change with the update and this is all preparation, but I'm going to be a bit skeptical on that take unless they do release something convincing.

    Edit: Alternatively, they buff all the non-regression perks to viable states to compensate. I'd love that.

  • I used to want voice chat, but remembering back in my R6 Siege days, I'd rather avoid it now. Especially if killer can hear every insult and worse every pallet stun or missed swing at windows.

    Pre-made lines? I may be behind that but good luck getting every VA to record it anytime soon. That will be a monumental task.

  • We also want to help you up.

    Onto a hook- Ohhh wait you mean other survivors.

  • I've actually gotten quite good at it, prior experience with quicktime events kinda helped me though.

  • The TV highlighted nearby you. You can see them in white if you're within condemned range.

  • @TheArbiter said:

    Im praying they announce a 2v8 or 5v5 LTM will come this year

    3 skulls on the anniversary

    3v12?!

    Coincidence?!?!?!

  • I like that idea, since hooks break forever anyway once a survivor dies I can see how this works.

    I'll take this concept even further: Survivors get extra BP (A considerable amount) for pulling a body off a hook and escaping the trial with it, with a slowdown debuff and occupies your hands so you can't use items.

  • @YuffieGreatestWaifu said:

    Thats the point hexes are supposed to be super strong but very vulnerable. If players have to waste time getting rid of the hex have less players doing gens and you get a audible alert.

    I'd agree but this and the theater totem are literally next to a generator, there's vulnerable and then there's just waving a neon sign saying "CLEANSE ME"

  • These are the squads I get when I wanna practice different killers outside bots.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712652#Comment_3712652

    I was actually thinking something similar... I personally think is split pressure Knight fine... it's the loop cut off playstyle that is kinda lame.

    I was considering something like extending the distance of his path draw to 40m, and then if the Knight walks within 8m of an active guard, he absorbs the guard and gains buffs similar to how you describe.

    I was thinking something like:

    • Carnifex increases pallet, gen and wall break speed by 25%
    • Assassin gives a 3% movement speed boost for 10s and deep wound on hit.
    • Jailer allows auras of survivors to be seen for 5s and vault speed to be 15% faster.

    This would mean the Knight can't just cut off with guards, he still needs to mind game. If he tries, the guard screams and vanishes in a green flame that quickly diverts towards the Knight for a visual cue where he is.

    This also means a fast use just gives him a straight up buff if he needs it in a given situation, for essentially the same duration as a Pyramind Head floor stab.

    This is a pretty good combination of both, I like the idea.

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712652#Comment_3712652

    i like your idea very much and i think it would fit very well for him to atune himself with the spirits of his fallen companions. i havent actually lookt into his lore so i dont know what kind of guy he is/was but depending on this he could either have the ghosts supporting him or him holding thoses who where under his command in an everlasting bind.

    but i do think npcs as a killer power could be very cool. i dont know where the limitations of the engine start but i think it would be cool to have an killer that looks on the map from above commanding minions to catch and hook survivors as if dbd was an rts

    I would prefer if they made the AI's work better, my idea is more of a fallback if anything.

  • @[Deleted User] said:

    I thought this thread was about Dredge, lmao.

    If this is about Dredge then I'm gonna look silly

  • I mean, I wouldn't say he's OP as much as he's un-interactive with his AIs, as someone who dabbles with Knight. He has his shortcomings, ESPECIALLY since he's got a few bugs holding him back and some addons feel required.

    That said, I'd gladly trade the AI companions for something like, I dunno, each spirit giving him different buffs he grants himself based on his comrades like:

    • Carnifax increasing breaking speeds and generator damage per kick
    • Assassin increasing his movement speed and putting survivors into deep wounds from healthy
    • Jailer slowing down survivors within x range when the buff is applied, slower crawl speed if downed during this buff

    Or something like that. Would be kinda interesting to me at least but I can't speak for every Knight player.

  • @PilotVolt said:

    As it stands right now the game is HEAVILY Survivor sided, and I've tried to think about this question myself. It's hard but I feel like if I could only do one thing to help it would be to either increase how long gens take, or nerf all of the Survivors gen-repair-speed things across the board.

    The second thing I would do is remove the 8-Regression Event cap on Gens. I'm not sure why BHVR thought that would be a good idea. Sure it doesn't come into play many times but when it does it's usually on a heavily-contested gen. BHVR might as well have just removed gen regression.

    Not sure if it's heavily survivor sided these days, there's a lot of factors but in a lot of situations survivors still edge out killers depending on which killer it is and what map they were sent to for the most part.

    As for the gen caps, I'm not against them but they still need some tuning here and there. I've appreciated them not delaying the game to an insane degree and the existence of them favors the idea of buffing lesser regression perks later down the line if Pop and Pain Res get nerfed or something.

    But what I think is a bigger issue is map design. Either lots of weird dead zones, or pallet loops/windows being so crammed together M1 killers can't do much against them.

  • I feel weird for liking the skillchecks, especially since I've become more comfortable running Hyperfocus without Stake Out and still hitting max stacks here and there.

    That said, I'm more than willing to try different game modes if given the chance that don't involve generators. Imagine having to say, find parts for the gates or something that progresses the match hidden in lockers/chests and hiding inside lockers was removed for example.

  • If all the gens are done, camping becomes the new goal to secure any kill you have left to get. I honestly don't blame the Billy for this setup since he has the advantage and doesn't necessarily need to go anywhere else. As survivor, I just try to go for a gate and leave in that situation since getting the rescue is next to impossible.

  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712606#Comment_3712606

    I can't speak on your games or your experience but only from my own. In my games, if someone body blocking cost me 2-3 gens then I'm probably not doing well or I am playing against people above my skill level. They were probably going to get those gens done anyway.

    At most, the body block should cost me a few seconds of distance from what I already had chasing the first survivor. Depending on the map and tiles it is possible they make it to a strong tile in that time. There's also the possibility that they were going to make it there anyway. On many maps I can just run around the person trying to body block.

    Unbreakable isn't going to bother me. That's 24 seconds the survivor isn't doing gens or anything else. Plus the time they spent running to, and body blocking for, that person. If they bodyblock again after unbreakable, assuming they managed to run me that long, then I'll know they won't have it again and that DS will be nearly deactivated.

    In these specific cases I wouldn't pick up and eat DS, even though I usually do it on purpose anyway to get rid of it. It wouldn't be extending my chase by much because my chase was never with the ds person. The body blocker would just be giving me a down while I'm chasing the first.

    In all of this, ds never had any effect on how I played because I went into chase for the first person and the slug was just a bonus I knew could happen along the way. Otr, bt, and possibly unbreakable could have larger impacts but that kind of depends on the map and scenario at hand. If I do decide early to eat a couple DS's, then none of those perks matter to me anymore. Any body blocking at that point is just free hook stages.

    2-3 gens is BEFORE the bodyblock and during the first chase, sorry if that didn't come across correctly. The DS/OTR bodyblock spends more time for the last few gens to pop no matter what they choose to do.

    It's not uncommon for a few gens to pop during the first chase. And heck, this is my experience running this build on survivor myself. People can theorize all they want but I'm having hands-on experience with this setup and it's working extremely well, too well sometimes.

    Edit: In fact I just finished a match awhile ago against a Wraith using Knock Out on RPD that he sent us to and we all escaped because of the threat of DS. Only I had it, too. All he did was slug the entire match and we just picked each other up, healed and did gens while he chased someone else. At the time I dropped OTR for DS/UB/Flip Flop/Power Struggle so it was even worse to slug me. Once endgame happened and he decided to start picking up, it was worse for him than actually attempting hooks.

  • Not really, and I know this first hand during the locker glitch days when I think my MMR wasn't too high.

  • Gens fly faster and low tier killers will struggle.

  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712574#Comment_3712574

    Oh I have no doubt that you can make it to them. It's still on the killer whether or not they decide to pick you up though or to stop chasing the other survivor. This is what we are saying. DS can't force a killer to let it activate. It's on the killer to choose that.

    Sure, but I'm successfully giving enough time for the last few gens to pop if the first chase loses them 2-3 gens already. At whatever MMR I'm at, it seems to be that way as long as the other survivors are actually touching generators. And that's just if I'm running it by myself.

    Pick me up, eat DS and go on a longer chase. Leave me and UB gets me up.

  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712560#Comment_3712560

    Unhooking in someone's face I can understand. It happens more than it really should. Though I don't really understand how time affects staying near the hook as it is more of a gamble. If the survivors are a coordinated team looking to win, they will just knock out the gens while the killer stays near the hooked survivor. Meaning the killer just wasted the time they could've been using to run survivors off a gen. Just to watch a hooked survivor that no one was near until they absolutely need to try for the save.

    If they are overly altruistic it may play in the killers favor as well. That can also happen.

    I've been testing the DS/OTR/UB stuff myself and let me tell ya, it doesn't matter when you're unhooked. All that matters is if whoever is being chased is still in chase and I can reach them post-hook to take a hit and use DS.

    The only real exception is if they're on the other side of a bigger map or have a power to avoid bodyblocks/have a ranged power to go around me. And even then, that's situational depending on the loops. You also can take into account of me being able to disable killer powers like hag traps during that time for free with no downside if they decide to down me for doing so.

    Then the other two survivors just do gens while I waste the killer's time.

  • I'd say 90% P2W because it's apparently a bug.

  • @OmegaXII said:

    I heard not only she has lullaby, but it’s directional. Combined with Survivors can see the Auras of TV, it’s borderline impossible to actually surprise someone with her.

    Sadako needs some love :(

    At the very least TV auras need to be either only visable at a certain amount of condemned or only when holding a tape, and the lullaby radius needs to be mapwide or at least massive to encourage more paranoia for survivors.

    On an unrelated note can I say how much I appreciate how many Sadako pfp's there are in these discussions? I feel less alone maining her.

  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712536#Comment_3712536

    Im not understanding how the healthy unhooker could have that much distance? They don't get the speed boost that the body blocker gets from the hit and if you were chasing them to begin with they shouldn't be that far ahead.

    On another note, I don't see why we all keep saying the unhooker. If that's always the case then it's no wonder gens are getting done. Running back to or proxy camping hooks to always hit the unhooker isn't going to do anything to stop the other 2 from doing gens.

    Time.

    Killer doesn't always have the time to waste on a new chase across the map, especially if survivors pre-run from their gen compared to say, someone who just unhooked in the killer's face before they could leave. This is how my current DS/OTR/UB build gets killers.

  • @OmegaXII said:

    Well technically you're right. Hooking Survivors itself doesn't provide any value, until you 3-hook a Survivor to kill him.

    This is also why tunnelling is best strategy, as there's no incentive to go for 8 hooks while keeping everyone alive.

    Personally I would balance the game like this. Survivor gets their repair speed slowed down globally for every hook killer gets, but it speeds up the moment someone dies. This would make it more balanced.

    I always thought the approach would be to slow the gens down a tad more and then increase gen speeds per kill but this also works.

    • DS Should be reverted
    • DS doesn't need to disable killer powers
    • DS/OTR isn't that strong
    • It's not bad to weaponize DS
    • You cannot weaponize DS <
    • DS isn't ran that much
    • DS needs buffs

    We are here on the list I see.

  • I'm complaining about it the more I play survivor actually.

    I'm escaping these 'impossible' killers half the time and don't understand the mentality.

  • I've played Sadako since release and I'll only talk about her current iteration.

    If you enjoy M1 killers, she's fine. Her slowdown still exists to a degree and she can avoid being bodyblocked in some cases with demanifest and can catch some survivors off guard with her intermittent visibility post-manifest.

    But, as of now, you can negate her stealth with the visual heartbeat monitor since it shows lullabies and Sadako's demanifest has one, not to mention it's a directional audio lullaby. Her power is easy to deny and keep under control if survivors spend the extra few seconds to do too, I have matches where I often have no TVs to teleport to because one or two survivors run about turning them all off but this is map dependent to some degree. Her intermittent invisibility is also something survivors can adapt to at loops so mindgames aren't always going to help. I also noticed BHVR or perhaps the new engine update changed her TV spawn logic on some maps, making some TV locations even worse to teleport to (Under piano room on Midwich for example, at the reception desk so you'd need to break 3 walls to get to the generator above when the TV used to be in the bathroom right next to the room) while swamp maps still place some TVs at the edges of the map facing the outer walls. Very frustrating to say the least.

    That said, she has more power expression than some would assume. Tall walls and aura reading perks are a great combination with her manifest (her blurry photo addon that makes survivors who witness your manifest scream and reveal their aura for 3 seconds for example is, in my opinion, sorely underrated) and the ability to ignore pallet/locker stuns while demanifested means you can time your demanifest in some situations to break pallets faster or avoid being bullied. When you do have TVs, you have the advantage of them having a shorter cooldown when teleported to, and if you can figure out if a survivor is ignoring them or a gen, teleport to a few other TVs then to theirs to punish them with more condemned. They also made it where hooking a survivor locks 3 condemned stacks max per hook, meaning anyone on death hook could potentially have up to 6 un-cleansable condemned stacks. There are other niche scenarios as well, like how I recently learned double Iridescent Sadako is actually really great for information since the remote shows survivors within 12 meters of a TV for 6 seconds (I think 6 seconds off the top of my head) while Iridescent Tape removes condemned per teleport and slaps a 20% increase in TV cooldowns when survivors take tapes in favor of TVs not turning off when you teleport.

    That said, if you don't enjoy the M1 game with mindgames, you may not enjoy Sadako since she relies on M1 and mindgames for downs. I wouldn't call her weak, but she's not as strong as Wraith. Somewhere above Freddy and Myers and below Wraith and Singularity in my opinion.

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710039#Comment_3710039

    Which just means you make them use up their Unbreakable. The real, if unlikely, worst case scenario would be Soul Guard or Exponential since they're reusable.

    I'm doing this exact build and I keep escaping as long as the others do the gens, which they should be.

    DS/UB/OTR and trying different things like Soul Guard. It's actually really effective at wasting the killer's time if you block off chases and doorways.

    I don't understand other survs saying it isn't that strong.

    in New Ds Comment by ChaosWam
  • @ratcoffee said:

    You know what, I'm gonna say it.

    DS isn't an "anti-tunnel" perk. It's an aggressive killer delaying perk that happens to also have anti-tunnel qualities. And that's a good thing.

    I'd accept this if it's activation conditions wasn't to be unhooked.

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