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ChaosWam

ChaosWam

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ChaosWam
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  • A few reasons I can think of:

    1. Splitting up gens will split the pressure on the killer. Killer can only chase one survivor at a time and at best, interrupt a gen. If all 4 survivors are sitting on a generator, they're bound to pop 2-3 gens if the survivor they chase is decent at looping and mindgames. At worst, maybe 2 hooks.
    2. Breaking 3 gens early. Good survivors can identify 3 gen situations, even moreso with the perk Deja Vu. If survivors split up and leave the last 3 gens apart, killer can't defend across the map as efficiently unless they have fast movement powers/teleporting. And even then, if all 4 survivors are alive they can pressure two points and make it more difficult.
  • If she had control of her drones, I would like to have them do these things:

    When controlled, you can manually mark and clawtrap survivors. Works like Singularity's camera, but can be applied while moving so survivors need to hug walls tight around corners to avoid it. Clawtraps inflict damage and give SM haste boost to catch up to their location. Survivors cannot interact with a drone being controlled as it will be in the above ground state.

    When not in control, it throws down it's usual scan range and automatically applies clawtraps to survivors as a regular drone does right now, without giving SM the haste boost. Addons could also effect it's scan range and how it scans. For example, base drones have the full circular rotation, while say an addon makes it stare in one direction and scan from forward to back repeatedly, could be used to watch a hallway, killer shack, or other notable locations. Or another addon that increases the range of the idle scan but only on each side of the drone from where it's facing. When a drone is disabled, SM can manually fix it from a range with a small delay or quickly up close. Give SM 2 drones they can operate or possibly 3 with an addon.


    That said, I am not a developer. I don't know how difficult it would be to do so, but comparing it to something like the bipods from Singularity, you'd just need to be able to manually move them which does come with other issues you'd probably need to patch. The other issue is how complicated something like this would be for players to understand, considering BHVR doesn't tend to like complicated power design. I don't believe that train of thought myself, it'd be more expressive for her kit and be more rewarding to know where to move drones and how to best utilize them if you can actively move them. I could imagine some really interesting addons for something like this.


    Oh also rework her lore.

  • The only thing I really care about in terms of DS is keeping it from being a SWF weapon again.

  • Maybe I'd have agreed slightly before ST came back, but remember that killer is losing 3 perks and survivor 6, one of the killer perks being Surge which is a great beginner-friendly regression perk.

    If you want NoeD nerfed, we need every other base perk buffed and more perks added to the base pool for things that aren't covered in the general gameplay loop.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618024#Comment_3618024

    It's rarely in between if killers tunnel that result 4K most of the time and sometimes 0K when they choose wrong target. More fair but smartly playing killers usually get 2-3K resulting most balanced games.

    I don't tunnel and I still get the results I explained depending on the killer I run.

    The thing is, 4 survivors doing gens is powerful and even if one dies, it slows the progress down a lot and snowballs from there unless the other 3 pick up the pace. And in my experience, it's not very often after the first death that they do.

  • I tend to agree with this sentiment, but I also kinda agree with former Sadako mains that her mobility got removed via cooldowns and doesn't feel as fun.

    If there was a happy medium for both in the upcoming rework, I'd be happy. I enjoy survivors having another mechanic to deal with instead of just generators.

  • I think it's fine the way it is. You could argue for building up faster/slower depending on how close to the killer you are, I suppose, to balance it for killers with a large TR. But then again, it's not very good against stealth killers as it stands.

  • @CorvusCorax86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618491#Comment_3618491

    You are saying this as if it was easy.

    If you keep teleporting survivors can make a lot of progress with gens. One tape removes 3 units as far as I know.

    A build enhancing the condemned penalty provides its value mainly towards the endgame (or when 2 gens are left).

    Which is why I clarified I don't spam condemned and survivors still give up half the time for me.

    Heck, I only teleport for distance or to proc Deadman's Switch and survivors still manage to let their condemned build up to max.

  • @Azulra said:

    In my opinion they should've just made it to where survivors can take a tape from a TV regardless if it's on or not, but putting a tape into a TV always turns it on. That would just fix problems for both sides imo.

    I always figured it'd be neat if taking a tape would turn off a TV, could still take a tape from an off TV (with restrictions so multiple survivors can't take a tape from the same TV) and whatever TV you put the tape in either turns on when it's off, or turns off when it's on.

  • Agreed. I hate the daytime maps in terms of atmosphere.

  • If it makes you feel any better, I don't spam condemned and go for hooks and survivors still give up when they can't just steamroll me.

  • Aside Pentimento/Plaything combo, the others are either flawed, weak, or both

  • The one thing I'll always believe about any online game is the ones who don't complain on forums are the ones that enjoy the game enough to not deal with the hassle of complaining in the first place.

    Doesn't mean there aren't issues or imbalances, but in terms of playerbase it will always be this way.

  • I believe it is a party game to it's core, but it also has potential as a competitive game.

    What I mean by that though, is the base game doesn't support comp very well from what I can tell, but if they did do game modes like the 5v5 it possibly could be.

  • @HerInfernalMajesty said:

    Then they listend to the crying killer mains (no offens, but that is what happend)

    I appreciate the respect. Sincerely.

    For me I have been on the side of completely destroying the Killer as a Survivor. And honestly, it just wasn’t fun. It felt wrong. It felt boring to me. Completely having my way with the Killer as a Survivor felt like the game was broken. Ironically it feels more fun to die trying to escape as a Survivor than to completely bully the Killer (Which again I have done before).

    However I understand that these are my own personal feelings and I may be in the minority. I’m sure there’s plenty of players who would love to bully the Killer all day everyday. Just for me personally it doesn’t feel like a fun game doing that.

    I'm with you here, I enjoy to die trying than surviving with no effort. Kinda realized it when I'd go against pre-change Sadako and easily escape them with no real issues or pushback because I knew the matchup and played her a ton as well.

  • I agree with the 40/60 rule in terms of DBD strength.

    Problem right now as I see it, is most of my games on either survivor or killer are either a 4k or a 0k, it's rare in between unless killers do things the community seems to hates like tunneling, proxy camping, etc. And I don't particularly think it's a perk or killer power issue, I see them as more balanced than they were a few years back.

    If anything I think maps need better balancing in some cases.

  • Do they need to go on record?

    Most online games allow players to see each other's ranks or whatever, BHVR probably thought it would be fine but then you have killers avoiding high prestige lobbies because they don't want to deal with what they perceive to be a sweaty SWF team or something. I doubt BHVR thought that far, and I don't really blame them for it either.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616555#Comment_3616555

    Hey, I recently made that same build, just using Kindred instead of Reactive Healing. Those 3 work well to heal yourself as well as teammates.

    I've been using reactive healing as a means to take bodyblocks for others, then if they continue to chase their prior target I heal up nearby and get a bonus if they get hit/downed. Mostly buys time for the others to do gens.

  • I have resorted to using Self Care/Botony/Desperate Measures/Reactive Healing.

    Honestly it's not too bad of a combo. Or I'm coping hard.

  • I remember a year or so back, I was accused of cheating for using BBQ and Chili to find the last survivor hiding behind a rock. I was never hit with any warning or anything despite being told 2-3 people in their SWF would report me for it.

    I assume BHVR can trace the report back to the match and review it for any inconsistency, or more likely relies on video/photographic evidence of the offense in an official report.

  • I feel quite different when I play killer, I don't even look at my screen while I wait for a match to start at this point. Honestly the only thing hiding survivors from the killer in the lobby would do is buff flashlights, imo.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616471#Comment_3616471

    1.) It doesn’t bear out. I don’t know what “a lot of the time” means to you but per BHVR, 4-man squads make up less than 4% of all lobbies. Duos however make up 40+%. It’s possible you’re facing two sets of duos in these games but even that seems unlikely given that solo queue itself makes up like 52% of all survivor player lobbies. Every killer main believes they’re constantly facing 4-man SWFs. It’s just hard to believe most of such a small percentage of something can be so common.

    2.) Oh the 4 + 1 vs. 4 + 1 thing. That makes sense

    Are these statistics BHVR has put out recently though, or is this more outdated information from years prior? As I understand it, BHVR doesn't put out these stats very often.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616411#Comment_3616411

    1.) you definitely aren’t facing 4-man squads ‘more often than not’. They’re less than 4% of 700,000 players.

    2.) it’s 2v5. There’s no way a group of four survivors could handle five killers—even if those survivors had one killer ally. That single killer ally would basically need to protect every survivor and fend off one of the killers at nearly all times to give the team a chance.

    1, I started asking post match and a lot of the time, there are 4 man squads more often than I'd think considering how downplayed it is around here

    2, one of the proposed game modes was a 5v5 on the survey recently.

  • @CorvusCorax86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616426#Comment_3616426

    Would you mind telling us about a placement you found inconvenient?

    Certain bushes can be good to conceal a turret around a corner, and dependent on distance and if the Xeno can react on time, placing some turrets off to the side of one doorway while you run the other way can force the Xeno to make a choice.

    Again, it depends on the map, the generation of tiles and foliage, and how aware survivors can be with their placements. It's not always a guarantee but I'd say there's great turret placements to counter the power.

  • I can only imagine how a trial would go with Chris, Jonah, Ash and Bill interacting with each other.

    Alternatively I would also like to see Gabriel, Vittorio, Cage and Bill.

  • @TeleportingTurkey said:

    you arent meant to consistently remove runner mode.

    the idea is to use them in order to force xeno to break them and therefore lose distance and not hit you instead.

    so they basically just win you a bit more time in chase and help extend it further.

    then it's entirely up to you / your team to outperform xeno.

    I feel this is half true.

    When I play Xeno, survivors can definitely find ways to make them both effective for buying time and placing them in good ambush spots to remove runner mode. It really depends on the map, foliage and layouts.

  • I'm not a fan of Chucky or his franchise, but even I'll admit he has a fun mechanic to work around. Though I am bias to undetectable killers in general, they feel more fun to face.

  • Second option is way too broken in my opinion. Sure you can dodge Pain Res, but you can also dodge every other regression and then undo it and pick it right back up. A full SWF would be able to call out downs so their friends can block/unblock gens for jolt/eruption.

    Personally I like the perk the way it is right now. I use it as a distraction since the killer can see when the gen is blocked and most of the time they come and investigate. Paired with wiretap it becomes a great looping tool at shack or other good tiles with a gen.

  • The last killer DC I can recall was a Blight whose dog was having problems, and I'm pretty sure they were telling the truth because it was hastily written out with misspellings.

  • It's weird because with new SM, the only time my team loses the 3 gen is because they all focus one gen.

    I can sit on one gen and ignore her drones. If she places them too close to each other, she can't throw down another one for stealth and if she picks one up, I take that as a cue to go hide before she shows up.

  • I completely understand the arguments for SWF here. Playing with friends should never be punished, or reward the killer for playing against a SWF. It makes no sense in a modern multiplayer game not to be able to lobby up with some pals.

    HOWEVER, I think coordinated SWF is downplayed like crazy around here. When I play killer against a SWF, more often than not I get extremely good coordinated 4 stack SWFs compared to bad 2-4 man SWFs because of even simple location callouts. I can go on a losing streak playing goofy builds and not focusing on kills, then when I go to play normally or swap to a killer I rarely play I'll get the sweatiest survivor 4 man SWFs with hook breaks, perks for punishing pickups or sometimes even downs, survivors built for ignoring them on the ground for other survivors being a problem nearby, offerings, and being as toxic as possible in endgame chat every single time. When I play survivor with friends, I can use my knowledge of killers I main/play a lot to do callouts and on-the-fly explanations of their powers and their weaknesses with no real effort.

    It's really a mixed bag. You can't take away SWF because it's genuinely fun to play with friends and should be part of an online game. But you can't make killer feel like a punching bag, the entire point of the game is how intimidating and scary (depending on your definition) they are. I feel as if MMR needs further adjusting, some perk and loadout combinations and better map balancing across the board.


    Edit: I do hope that 5v5 thing becomes a reality, because that would be THE best place for SWF. 4 survivors doing their best with a killer ally in tow.

  • Honestly, I don't know if I would have picked up the game as much as I did if not for perks like Jolt (Surge) to help with the early learning curve, new players will have a horrible time with next to no gen regression.

    Base perks desperately need some buffs/tweaks to make up for what we're losing here.

  • If throwing snowballs is toxic, call me Muk cuz' I be throwing snowballs all day today

  • Now personally speaking, I can't remember the last time I had a legitimate cheater against me. I don't say it as a defense to the game, far from what I'm going to say, but I will say I've seen less cheaters lately than about a year or so before.

    That said, I guarantee new exploits cheaters use in their scripts/programs have been found and most will target content creators like Otz here as they've always done. And BHVR will always address it as a 'constant arms race' against cheating. Unless the game handles every part of itself on the server side, we'll most likely never see an end to cheating. More tools to find them would be nice though.

  • I love Dredge but it's hard when you have really bulky movements between lockers, a slow mindgame power and if lockers are even in good spots to begin with it.


    That said... Rancor/No Way Out/Game Afoot/NoeD + Fallen Shingle/Air Freshener + Maurice Skin makes for some really hilarious games when survivors think you're just hiding in lockers and start giving you free hooks opening them up, making endgame a real death trap for the unwise. Just for giggles really.

  • @DemonDaddy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614563#Comment_3614563

    I would really like to see the devs improve on skill checks during repairs. Wouldnt mind them make the act of repairing a little more focused and engauging so that there is a sense of effort or failures are a bit more than just bad timing. I think with that it would make the time between them more like a breather/ surroundings check for killers.

    Also a solid idea, I like that. Honestly when Skull Merchant showed up and had the arrow key inputs I got excited stuff like that would be used for survivor objectives.

  • As killer sometimes I feel as if survivors should be weaker in some way that doesn't make it unfun for them and doesn't make gens fly in exchange for scratch marks entirely. Make the game a real find and seek kind of game again.

    I'd really need to think of what would need to be stripped, reworked, etc to make up for the lack of scratch marks, but I do know the biggest thing would be map design.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613982#Comment_3613982

    Yeah i feel like with a proper rework a in 4-places at once type deal could be really fun for him. Maybe if the guards can't actually down or something. Or they each have jobs they do around the map like breaking pallets or something. Definitely could see something more interesting come out of it. Especially if the 3-genning fix happens and he falls off in playrate.

    Could even make every guard cause a debuff on hit instead of deep wounds ala legion:

    Carnifex inflicts incapacitated for x seconds (addon rework could add more)

    Assassin could either apply an aura to the survivor for x seconds, or inflict both hemorrhage and mangled (addons may effect it or the spirit's movement speed)

    Jailer could inflict a big hindered debuff or apply aura reading during chase if Assassin doesn't apply it instead.

  • Assuming it's the original movie Sadako, it'd be easy because I don't own a VCR to get cursed to begin with.

  • As someone who has experienced rural internet, don't forget they exist and can't control their terrible internet that can also be a problem for them at times.

    I remember one time getting rubberbanded back to an open space when I was trying to loop a pallet. I think both me and the killer were confused.

  • I always thought Sadako and Hag would be an evil combination.

    Hag slaps traps at every TV, Sadako builds up condemned.

  • @Archael said:

    I did not get cought into snow fight only once when i had to do a challange with sacrificing survs, and i felt awful :(

    I knew when I saw that challenge I'd have a sad time

  • @EQWashu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610896#Comment_3610896

    I can't compete with that level of snowball warfare 😅

    But no worries, it happens! I know many believe the Feedback category is to "hide" posts, but it is truly not the case; in fact, it's 100% the opposite! Placing threads in their proper subforms, like feedback (positive and constructively critical alike) to Feedback & Suggestions, is to make sure things ARE seen, noted, and looked at 🖤

    I'm happy with it. Wasn't entirely sure if it was a general discussion post or a feedback one so I flipped a coin. (literally)

    I do hope future events have silly things like this.

  • @GeneralV said:

    You're getting snowball fights?

    I'm getting only genrush and tunnel.

    I throw on Deadlock for this reason.

    I'll force them to have a snowball fight or at least slow them enough to snipe them outside Sadako's demanifest range.

  • People are talking about Nemmy?

    My only complaint is the zombie AI.

  • I'm interested in the 5v5 or 2v8 modes.

    Also lmao an amogus mode. What.

  • SB and Lithe aren't that big of a deal, just guarantees they get to one new loop is all or avoid a gen jumpscare if they're fast enough.

    In terms of gen speeds I'd rather they look at toolboxes and addons.

  • I do like how tapes are more of a focus now, but I do understand the players who think otherwise and miss Sadako's ease of map traversal. Honestly I have mixed feelings and hope she doesn't get the same treatment as Freddy.

    If they somehow come to a middle ground with it, I'd be happy.

  • I love having a snowball fights with the killer mid loop at low walls or open spaced walls.

  • I've ran into this too. I stopped using it on killer side once I realized this until they patch it.

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