ChaosWam
ChaosWam
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- ChaosWam
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Hag, Knight, Trapper (with the right loadout), Wraith, Nurse, Blight and pretty much anyone with mobility/traps/map sense can hold a 3 gen with that build. SM is really no different and can do it less with her changes since the drones only pick up moving targets.
@Evan_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587446#Comment_3587446
No, you don't understand! Everyone knows the proper counterplay is complaining about it based on 1-3 baby-mmr test games until they delete the entire character!
Looking up actual mechanics and playing around them is illegal!
I do wonder if people actually think they can get killers straight up deleted by user backlash. If old SM didn't get deleted for her 3-gen play, new SM sure as heck won't.
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I dunno but if Jolt gets nerfed I'll be mad.
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Last few days for me have been subtle speed hacks. Full health survivors in lunge range magically going faster to escape every hit. And on top of it, got one player waiting at windows and could fast vault without sprint.
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Yep, it's suffering when it happens.
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@Akumakaji said:
The game having no comeback mechanic. I get that some peeps hate the idea of the other side "getting rewarded for losing ", but right now very, very few games are balanced and always on the edge. Most of the time one side gets an early leg off and then its win more and stomp.
Of the game could somehow determine which side was doing better and somehow compensate, like blocking gens, eating pallets, closing vaults in chase or responding pallets, hide one's aura from the killer or spawn a medkit behind the wall one was hiding behind, it would keep a lot of games in the gold locks zone.
Personally I'd like to see something like survivors getting a buff to repair speeds per dead survivor, and killer getting some kinda basekit Fire Up per gen done. Of course it'd need to be balanced out, stuff like toolboxes, addons and current perks would need adjusting.
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Swamp desperately needs changes because of stuff like this. I dislike going against killers/playing killer on Swamp because of how wonky the layouts are and how weirdly placed things can be.
Heck even totems are extremely easy to find since most spawn on the corners of the map, so hexes are pretty pointless on them aside maybe Plaything, meanwhile with the changes to CoH you have maybe 2 totems that can be used for the other Boons but easily stopped by the killer.
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@Annso_x said:
Honestly because there's already perks that reward tunneling the obsession / are bad if you don't, I don't think we should add a basekit mechanic on top of that.
The idea of protecting the obsession is really fun, games where everybody comes together to stop someone from being tunneled out can be very entertaining, but unfortunately it probably wouldn't translate really well in solo q and would end up widening the gap between solos and swfs (who would most likely come up with builds and combos around that mechanic).
iirc the only perks that benefit from tunneling the obsession are Rancor for endgame and Remember Me to keep them from opening gates faster at the end? Most others are just aura reading/benefits if you don't hit them/leave chase. Heck a few of them even change the obsession.
Survivor side perks like OoO and Mettle of Man may incentivize it but I see that as a risk taking those perks, and then you have Decisive Strike, which could clue some players into defending the new obsession.
But you have a good point about SoloQ. Though I think changes like this benefit more than hinder SoloQ, since slugging the entire party would be a risk unless you choose the obsession last.
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I wasn't too hyped for Chucky, but mechanically he's fascinating from what I've tested so far. Like a pseudo ghost face with vault benefits at times with the scamper.
And yes, the third person is also amazing. I'm hoping they release some original chapters using the same concept or try to do these crazy things.
P.S. I have to admit, their idea for hooking is perfect. I didn't expect a shade to do it for him (Andy I think? I'm not too keen on the lore.)
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579564#Comment_3579564
if your going remove anything, remove hindered. haste is only consistent effect she has in the chase.. to me, it seems that you don't accept losses because your asking for negative changes.
I don't accept losses? The haste has carried me in loops like crazy, especially in this MFT meta. I barely bank on the hindered, or never really even notice it for the most part.
I dislike haste bonuses that last entirely too long in general, killer or survivor.
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I only really hate her design and lore. Personally I have no problems going against her now knowing how to deal with her drones and accepting when to take the L.
I'd still like her haste bonuses removed though. I think she has enough now with the hindered and injure/deep wound mechanic.
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I think it was justified and the change is decent.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574629#Comment_3574629
Oohhhhhhhh I hadn't considered that! The rotini would be fighting constantly with the ziti... and somehow my poor poor Piggy would be nurfed yet again 😕
At this point they could add or remove a second from totem cleansing and Pig would get an indirect nerf and Twins two more bugs.
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Let me do my exercises, I can't skip my routine.
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I'd rather trade MFT's haste removal for Lethal Persuer to only have the obsession's aura revealed round start, keep the additional aura reading across all aura perks though.
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Even if this was a good idea for matchmaking as a whole, I'd be curious as to what the code would look like for this.
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I'm still trying to figure out how SM's new addon would be the most applicable. Maybe indoor areas to watch doorways in say Shack or something.
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I think I have a good reason as to why, from a development/balance standpoint.
Killer perks effect 4 other players compared to survivor perks effecting 1 per match. If a perk is far too powerful, it will show that it hinders more players on average than a survivor perk. It's probably why MFT is taking so long to change, as it doesn't really effect killers that can close the gap easier so that's less of a statistic than say, Eruption/CoB's old meta.
This is purely speculation though. As of right now survivors have a problem with Ultimate Weapon and we're not sure if that's getting changed anytime soon or not, so that would be an example of a killer perk not nerfed fast.
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On killer side it's undoubtedly Sadako, followed by Pyramid Head, Deathslinger and Dredge.
As for why Sadako, she is the reason I bought the game to begin with. I learned every loop and map with her. And despite her buffs whether or not people think she's weak or OP, I've learned ways to play efficiently without condemned being the focal point and kickstarted me trying unconventional yet strangely effective builds on other killers.
On survivor side it's Yoichi, Vittorio and Nic Cage equally. Yoichi since he was my first character I played as, Vittorio because I find him interesting, and do I even need to explain Cage?
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I have no guilty pleasure map because I feel no guilt in enjoying RPD
There's me, and everyone else with wrong opinions
(Joking mostly but I still love RPD)
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@Zraith said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568486#Comment_3568486
why are we so shy about the survivor numbers
Mainly because boons can be replaced and hexes can't.
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I can't explain why but Pyramid Head's music puts that spine chill in me.
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Sticking my neck out as a killer main here, but I'd personally like to see a boon that dampens sounds inside the radius, maybe by like 25/30/35%? I'd also like to see a Hex version that makes survivors louder mapwide by 50%.
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It's why I run Game Afoot with the reworked Furtive Chase, indeed it does work.
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@altruistic said:
Pyramid Head - Can Kill you by his hand, but requires you to be 2 staged before.
Onryo - Can Kill you by their hand, requires them to spam TV teleports.
In about 3-4 years when Behaviour remembers that Pyramid Head is in the game, they will change Onryo to require two hooks just like P Head
On top of what others have said, she's an M1 killer at heart and can only really mindgame out of demanifest, and even then I find most experienced survivors can outdo the intermittent phasing.
IF they did make her more in line with Pyramid Head, stacks would need to cause debuffs as basekit to balance her weakness. Stuff like maybe similar madness like Doctor, Yoichi's Fishing Net basekit, possibly the deafening status that hag has, definitely hindered for MFT, and at the very least make max condemned an exposed effect.
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OP is absolutely right. Even with my Sadako I'm not gaining bloodlust because I'm using manifest/demanifest to increase my mindgame chances and at times, activate my photograph addon to get aura reading around a loop. That would be one example of an M1 killer that doesn't require bloodlust to get downs.
Bloodlust is there for the killers who need it, and I can't remember the last time I had a chase go into T2/T3 bloodlust even when I play the other killers because chasing that long is too much time for the others to do gens.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564151#Comment_3564151
Yep, and my contribution to said discussion is, we should not be nerfing killers who are balanced especially when we have overpowered ones to deal with.
And I agree with that, but we're talking about the current SM changes and how we feel about them. I don't really care either way if she keeps the haste, it was just my two cents on it.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564137#Comment_3564137
I think if you ask most survivor mains, they'd say they want nurse/blight dealt with before anything else.
Yeah but this particular discussion is on the skull merchant?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564076#Comment_3564076
Why are you suggesting nerfing a killer who is Upper B tier/Lower A tier at best when nurse and blight exist?
Just because nurse and blight exist doesn't mean I don't find some aspects of certain kits balanced either. I'm just saying from my own experience the haste feels like overkill in most scenarios. But to be fair I dislike free, easily obtainable haste in general.
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I'm enjoying her a lot as a stealth killer. The only thing I'd say is to tone down or remove the haste bonuses now, since drones inflict hindered anyway. I get enough surprise attacks to not really need the haste, in my own opinion.
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I was skeptical but after a few matches I was honestly impressed.
Especially in indoor maps. Being able to control the drone's sweep direction is actually pretty useful in some cases. And I love running a stealth build on her, just as before.
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I think too many endgame perks would make it a problem.
Best I could recommend is it only activates when gates are opened and perks like Bloodwarden deactivate it during it's activation time.
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Might try it on my stealth-slinger. My go-to is already Trail of Torment, Fearmonger, Dark Devotion and STBFL.
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All haste effect bonuses removed aside exhaustion perks and addons that change base speed momentarily, replaced with better balancing to other aspects of the perks/addons.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553833#Comment_3553833
Should killers expect to win?
Can you name another game where people who play a specific role (something analogous to survivor/solo queue) should play the game with the expectation that they are going to lose? Another game, particularly a PvP game, where people who queue into a specific role do so with the understanding that victory should be some sort of pleasant surprise that isn’t common?
Surely not, but killer should also not be easily stomped with broken perk combinations and lackluster powers. And as far as expectations, no but that's why I play DBD to begin with. Closest I can think of is something like Dark Souls, where with enough deaths you learn how to manage around powers/perks/etc. At least that's my mentality going into survivor.
Winning against a killer should feel like the team worked together to achieve it and kept their wits about them, not by easily bullying the role that's supposed to be intimidating. Or at the very least you tried your hardest against the odds.
I've had plenty of matches where survivors get their stuff together and push through just fine without resorting to meta or broken combinations. And I in turn didn't tunnel or camp in return, unfortunately I am probably a minority with that as killer but when I play survivor I still try to work around those things instead of giving up on hook or DCing, unless the rest of my team just gives up.
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I get confused when people say killer is too easy these days. They must be playing the top tiers or something cuz' man, gens still fly like crazy unless you're playing your 120% against these cracked players.
And on survivor side, yes SoloQ is bad but I didn't play the game expecting to survive every match. Killer SHOULD be the intimidating role, which is why I dropped using meta and MFT/Haste combo because it trivialized the gameplay loop.
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The only fair compromise to this would be to make the unhooked survivor unable to heal/progress gens/unhook others for their BT phase while being unable to bodyblock or be hit during those 10 seconds or so.
Anything else would be used as a new weapon against killer. And even then I'm sure SWF would find a way to weaponize that.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551800#Comment_3551800
I'm absolutely biased, given that I'm an Onryō main, but I agree. I'm yet to be Condemn killed since 7.1.0 dropped.
Kinda in the same boat here. Sadako main who has only been Mori'd once because I got cocky about my condemned stacks and even then I recognize it was my own fault.
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The thing I think people overthink is those who actively camp/tunnel don't care about BP incentives.
If they camped/tunneled before the BBQ change, they're doing it now too. If they think killers are nerfed one way or another, more decide to camp/tunnel to compensate.
Personally I'd love BP bonuses for it, I actively try for different hooks/chases and legit feel bad if I accidentally tunnel or feel forced to depending on the pace of the match. But if we're talking those going out of their way for it, BP won't change that.
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I find survivor either way easier or insanely annoying depending on the teammates I get paired with.
But I do enjoy killer far more regardless. I like theory-crafting builds and constantly wish less powerful perks/addons got some love.
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@Irisora said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549024#Comment_3549024
Thats not the best way to play againts her, letting condemn go beyond half is a big risk specially if she applying too much pressure. The best way is as soon as you spawn in the map go for a tape and hold it. You don't get any condemn at all while holding, that her only counterplay but there is an OP addon (Mother's Comb) that should get changed that shows sadako the aura of tv that has been turned off, so you better watch out after turning off a tv.
The broken combo: Mother's Comb and Iridescent Videotape that force you to go to the most far away tv are really problematic, with the first one you can watch out after turning off a tv but with the other one you can't do anything other than cross the entire map and expect the tv its not turned off.. i know this one is ultra rare but its just too op. More than her power its her addons the problem..
When I go against Sadakos I find Iri Tape to be less of a problem, since my usual gameplan is to split from my team anyway and once done without getting caught, I simply grab another tape nearby to hold and deny 2 TVs near that area.
Mother's Comb, however, is a problem. Even as an avid Sadako player, I think that comb gives more information and pressure than Iri Tape can.
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I swear I'll see scratch marks vanish mid chase in the center of the line and visibly see the survivor running the entire time. It's either they're extremely inconsistent or just disjointed. Even post match the survivors won't be running things to hide them the way I see them being broken, no way something like lightweight could recreate and no vaults for dance with me to proc. And not long enough of a stretch for something like lucky break, that would be obvious.
It doesn't happen all the time, but when it does it gets confusing.
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Sadako main here
The ones that die to condemned are (nearly) always the ones who have 4-6 stacks on them, I swear. They're too hyperfocused on gens and dumping their toolboxes than to prevent the condemned. And heck, I don't even spam it and I actually do commit to chases and spread injuries over condemned.
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Sadako/Wesker would probably be nerve wracking.
Wesker's large TR would mask Sadako's lullaby in most cases, as well as survivors needing to drop a tape somewhere to cleanse Oroboros.
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Do you mean Springwood? Midwich doesn't have shack.
That said, yes, the Boiler Room with no basement is a headache for killers against that setup.
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April 27th to August 5th huh?
When did MFT arrive to live?
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Dark Devotion.
I usually get people who say they're confused why I use it (especially on deathslinger for some reason) but I love it on my pseudo-stealth killer builds. Using the obsession to create a diversion is fun for me. My only wish is it worked with Game Afoot better, but I understand why that would be a bad change for Game Afoot itself in terms of other perk synergies.
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That's what I've been doing honestly.
Best way to learn is to make it as difficult on yourself as possible, get good doing so, then add things to improve your chances.
Also another reason I want random perks as an option.
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499343#Comment_3499343
It was too easy to abuse the mechanic. When Sadako on ptb was hitting survs with tape, tape was not destroyed, and thus she could just camp crawling survivor and hit them again and again when they was recovered and apply condemn to full.
Being one of those killers that doesn't do stuff like that, I hadn't thought of that possibility. I'm fine with these changes in that case.
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@biggybiggybiggens said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498987#Comment_3498987
Just a generic trooper or? Interesting. Not from like Cod World at War Zombie or anything? Lol.
I mean I used to play a ton of zombies, wouldn't be opposed to that tie in
But I just think Slinger could get a really neat set like that, don't just make it simple either go all the way with it