Avatar

ChaosWam

ChaosWam

About

Username
ChaosWam
Joined
Visits
6,717
Last Active

Comments

  • Double checked the PTB notes, y'all are right. Feels weird I never noticed, and adds more confusion as to why they removed the hook-condemned thing for 2 stacks on hit. I guess it was too easy to counter?

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498990#Comment_3498990

    You are right on the cooldowns.

    She did get stacks for hits.

    It was one stack per hit.

    This could be used to "tunnel-slug" one survivor until they are dead.

    This is something they actually acknowledged to be a problem, therefore tapes now get destroyed when hit.

    Otherwise not much has changed from the Ptb, which is why I'm complaining this much.

    Odd, I can't recall getting stacks from hits in the PTB, I may be wrong though

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497194#Comment_3497194

    Excuse me?

    They changed how much?

    Almost all the feedback git ignored and they pushed this flawed concept live while knowing what would happen.

    Firstly, they changed how often TVs were active on both teleporting and doing tapes

    Secondly, she didn't get condemned on a tape-hit and survivors didn't lose their tapes on it, only when they were hooked and anyone without a tape would get a stack of condemned if another player was hooked with a tape, destroying it in the process.

  • Undead(?) WW1 Trench Gunner for Deathslinger

    Broken gas mask, dull glowing eyes to obscure the face underneath, full battle uniform covered in grime and blood, the rifle a modified trench gun with the spear, new sounds of heavy breathing under the mask and maybe a new chuckle and a unique battle inspired chase theme.

  • I'd do it while learning other killers.

    I like to gamble.

  • @[Deleted User] said:

    Can’t help but think back to when most people were saying she was nerfed into a weaker state than she was prior to her update, before the update even came out. Know never to trust the general consensus on things before they happen.

    That's because BHVR changed things between the PTB and the Live, she was real bad in PTB.

  • Refer to when I said 'anyone who says that should play more killer'

  • Sadako is a bit tuned up in condemned, yes, but everyone is acting like she's the new skull merchant and as someone who bought, learned, and struggled through the game as old sadako this is just a mess. Guarantee most people who complain never bothered with her tapes before and now that it's a hard requirement it's too much for them.

    She's not hard to counter, you hold a tape and loop. And it's not contradictory to say that, it's two steps.

    She's not Skull Merchant 2.0, anyone saying this needs to play more killer in general

    Slugging everyone is something most every toxic killer does, or killers that feel it is necessary in the match, Sadako is no exception to this.

    And if I see anyone else bring up her old stats, may I remind you all where nurse sat on those charts and I still see people calling for her nerfs.


    And before I get called out as a defender I've made change propositions that have been said to 'kill' Sadako by other defenders. Such as:

    Condemned only Mori's on death hook and instadowns on max, with other effects as the ring fills up.

    Cut tape-slap to one condemned stack.

    Give Sadako more chase power if she's nerfed down, say being able to go through pallets and wooden doorways while demanifested at a 1%-2% slowdown in speed.

    Tie condemned to her cooldown and not the teleport.


    My main point being the hysteria around her new changes are only because nobody is willing to learn her counterplay because they were so used to BMing every Sadako because they could get away with it before since she had no chase power and no pressure unless she had decently placed TVs and perk combinations, as well as the slug condemn build.

  • Neat builds. I usually run Iri Tape and VCR with deadmans, but I might give the well water a try cuz' that sounds interesting.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495917#Comment_3495917

    Even before your first 2 nerfs, just your 3rd change alone would put her in like low C tier, at best. Requiring pick up, carry and hook time for each down will slow down her pressure significantly. Plus needing 3 downs on each person before the condemn even matters. With 1 and 2 included her condemn would now be coming so much slower combined with 3 to the extent that it wouldn’t be a viable win condition anymore. Which that can be fine if she has other tools to compensate, but it’s literally all she has right now.

    These nerfs are wayyy more significant than I feel like you think they are. She would need massive buffs in other areas to compensate.

    Well I mainly put out the suggestions separate or together, so keep that in mind.

    Secondly, her condemn buildup is enough slowdown to compensate for hooks. Especially if you play hit and run. Not to mention you can slowly build condemn and try to have it maxed out near the end of survivor's hook states if they neglect to do anything about it. It will also keep Iri Tape a very good addon to run for it.

    You could also argue for stacks to add more than just exposed. People always wanted her stacks to do effects, could add hindered to it at a certain amount of stacks too.

    Edit: In retrospect that's what yoichi's fishing net should have done...

  • How so? You can still rack up condemned quick enough and it won't go away until the survivor does tapes even after a hook.

  • As a Sadako main:

    1. Reduce tape-slap to 1 condemn stack
    2. When you lose a tape, you have 10-15 seconds of condemn immunity so she can't start building more onto you immediately.
    3. Full condemned is an instant down, and ONLY a Mori on death hook
  • The most based poster on any of these discussions so far.

  • Most of the videos I've seen on this, I notice survivors just ignore grabbing tapes until it's too late or are unable to loop while holding a tape. Yeah there's the times they're caught in a dead zone, but even with my own tests on her people would rather stick to a gen then grab the tape right behind them when they reach 4-5 stacks.

    Otz is right about TV's needing to be seen better, and heck I'd want condemned to build slower or reduce/remove the condemned penalty for being hit with a tape, but survivors can only blame themselves when they refuse to interact with the power.

    And anyone who says she's as bad as SM, back to the corner.

  • Sorry but I saw lots of misplays on survivors parts there. I don't take a lot of videos of games going good to heart after Knight videos.

    Plus I have my own experience with Sadako to go on. I even tested the condemned spam people complain about myself and they rushed 2 gens before their condemned got maxed when all I see everywhere is people getting condemned on 5 gens.

    And heck, even I agree some stuff can be tuned down like keeping condemning to the cooldown and not also the teleport and tape-slapping can be 1 stack and not 2, but I will NOT accept Sadako being in the same camp as Skull Merchant when there is a strong counterplay.

  • Yeah no, this is where I draw the line at how ridiculous people are being about Sadako.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494174#Comment_3494174

    This is a valid criticism.

    I used to play with VCR + Videotape Copy a lot to try and catch survivors off guard after Projection. Obviously that doesn't really work anymore which is a shame.

    It's still early so I'm waiting to see if any new playstyles crop up that I've overlooked but overall it does seem like she has a narrower range of skill expression.

    I still run Iri Tape/VCR with Deadmans, Jolt and Gearhead out of spite and mostly just because I'm stubborn. When it works, it works, when it doesn't you get Wrecker's Yard with good loops at main and have a Nic Cage call you bad for running an iri and purple and only getting 2 kills.

    Though mostly I'm still getting 3/4ks a match, so I can't complain too much, it just still doesn't feel like the Sadako I learned to play though.

  • I think my problem is they nerfed down most other playstyles that didn't rely on condemning while boosting the condemned playstyle drastically. Much easier now to slug for anyone holding a tape or is at full condemned while never really needing to commit to chases. I use Deadman's Switch in conjunction with the VCR addon to fake projections to TVs near gens to get max value out of DMS when they let go, and now it only works when the survivors decide tapes are too much of a hassle. Which is a lot, I will admit, but once they understand to touch tapes they'll destroy what made my chase game strong.

    And from my point of view, it has been either you have no powered TVs, or people do TV's too late and get Mori'd out. Condemn will get nerfed, I believe, and it will emphasize how little she has going for her when it does.

  • I'd limit it to never allow 2 of the same killer. But it certainly would make for a very chaotic game mode regardless.

  • @Rulebreaker said:

    No, not really. We're assuming you mean he got hit by the pallet, visibly going through the animation, and hitting you while in animation correct? If so, we're calling bull on the guy.

    Exactly this.

    @Objectively_speaking said:

    Likely a cheater or using enduring. If it happened once its likely a bug. If it happened multiple times he is either cheating or had enduring likely. If no enduring he is likely cheating.

    Multiple times. He had enduring but he still got hits mid animation, not afterward.

  • I'd also like to raise another point: Most killers will soon have a better stealth potential than Sadako when Trail of Torment's buff goes live. I've already cooked up combinations with using blindness perks/addons in the PTB with it and patrolling my effected gen. Anyone without a lullaby will be able to out-stealth Sadako more efficiently with it, which is kinda messed up.

  • @SteveByDaylights said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491669#Comment_3491669

    i love that! That’s why I made this. Get attention to this rework majority of actual sadako mains don’t like. And maybe make BHVR consider undo it. It might not happen. But I’m trying!

    My current pre-patch build is Iri Tape+VCR and Deadmans/Jolt/Gearhead with the fourth perk filling whatever niche I felt like (mostly fearmonger and blood echo to counter MFT now) with the idea survivors needed to hold tapes or else risk Deadman's activating if they think I teleported near them after a hook.

    I think most can see why that build won't work anymore. That said, I'm still going to find some way to make a fun build but it's going to be extremely difficult to do without running more than one or two meta perks just to keep up in chase now. Weird that Iri Tape is still going to be a go-to just for buying time.

  • I'm going to still play her if only not to provide their stat charts with accurate information, but I'm not going to enjoy Sadako as much.

    This coming from a chase-heavy Sadako main, no condemned slugging.

  • Personally I hate the 3 gen setup SM's, but when I play her I love the stealth potential she can bring. Sprinkle drones across RPD and use the blind/oblivious addons, have one keep an eye on the Third Seal totem, and kick gens with Trail of Torment once everyone has Third Seal applied, and ambush gens with Fearmonger to make sure everyone is blinded.

    The Trail of Torment buff will make this even better.

  • I actually really enjoy RPD on both sides, as crazy as that sounds.

    That said, I think characters like Knight are too oppressive on it. Lots of loops are easy to drop a ghost on to get easy pressure or rat them out of a tight loop. I ran a match as him where no loop was safe for them at all, even to attempt to run away when I place a ghost.

  • Personally I'd remove the exposed effect completely and have anyone inside the range have basekit oblivious, maybe even blindness as well and have the addons extend the time it effects you outside the radius. She's pretty good as a stealth killer if you build her like so anyway, and when I play her I don't even bother with the exposed effect unless I trap them in a corner.

  • Hit and run is sometimes needed if the other survivors are running gen progression builds, your build requires multiple harmed survivors, or you need to apply as much pressure as possible.

    I swear I see people complain killers chase survivors too long and now killers focus multiple survivors too much.

  • I used to think something similar.

    'If they incentivized chase and hooks, they'd balance it all better'

    But then I thought harder on it, and the entire premise of the game is the hunting down of survivors and escaping being hunted down. If you take it away or make it less of a focus, you'd be gutting more of this game's identity.

    I do think some steps need to be taken for balancing and I'd even argue for some adjustments for emblem scoring, but kills should still be the objective.

  • Knight shouldn't be held up to the same level as Skull Merchant in terms of gen lockdown.

    Any killer can 3gen lockdown with the right build. I've had much easier games breaking Knight 3gens than SM's.

  • Wouldn't mind it if they were 1 token each.

  • Something Lovecraftian or Junji Ito related

  • Some things worry me about these changes, other than not being able to see the add-on pass.

    Grabbing a tape and being able to put it in any TV is strong, as others have said. TV's are also near every generator, so it's not like they're hard to find. I do think the teleport cooldown is needed now that it applies 3/4th stacks to everyone, but it won't feel as natural as the devs think it will. No bloodlust gain from being demanifested may be an issue around some loops, but I can't say much for myself since bloodlust rarely pops on when I play Sadako. Lastly, she will still have her lullaby, so having her drop chase with demanifest is a moot point in terms of stealth mindgames.


    All that said, the other changes are pretty dang interesting.

    Her demanifest now working more in line with Wraith being able to drop chase and be immune to stuns is VERY interesting. Now you can probably use something like Play With Your Food to grind haste stacks if you need a work around for bloodlust. And now holding the cursed tape as a risk/reward instead of a risk will incentivize smarter play, though I still think they should have an assigned TV or at least slowly introduce more TV's that can take the tape over time starting with the furthest available TV, or at least only work on active TV's.

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467260#Comment_3467260

    Sensible compromises such as?

    Also what would you consider an overpowered toy on the Killer side of things?

    The addons most agree are overtuned on the stronger killers, I'd consider that.

  • What I find funny about posts like this is it's never mentioned in the OP what killer is used, how long it was used, what perks/addons, etc like it's the equivalent experience to survivor.

  • I dunno about Made For This being an agreed upon OP perk, but you make a good point regardless of any opinions about perks or killers.

    It'd be nice if we had an official stats page for everything so we can see perk/killer trends ourselves. I'd certainly think otherwise of Made For This if it was shown to be less effective than it feels in game.

  • Been playing a ton of him and I find him fun to go against survivors as well.

    Sure the aiming feels off but once you get the hang of it, it really makes things interesting in loops. I've gotten lunges around walls that I will never forget.

    I also enjoy running stealth on him, especially on the new Red Forest maps. I've gotten some good jumpscares at the huntress' shack.

  • It feels worse when you try to make sensible compromises with either side for the overall health of the game and explore a middle ground and everyone wants to keep their overpowered toys and start insulting each other.

    I know it's not a new thing but man is it getting us nowhere.

  • My argument against this being a tool for tunneling is, killers who tunnel do it without it already. It helps killers spreading hooks more than tunneling.

  • Nurse and Blight I can understand, especially addon wise, but Wesker? Is he a problem recently or something?

  • From what I recall it was abusable by SWF. That or the endgame mori system it was in the PTB with wasn't well received. I get mixed answers on that one and I didn't do the PTB at the time.

  • My only hope is there will be a specific requirement for the 3% other than 'be hurt' at the very least.

  • @JackOfTrades said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462780#Comment_3462780

    The only problem is SWF just abusing feature after every match. It wouldn't be fun, but Im sure some would do it.

    Could just disable the option if the player is on your friendslist. Then again they could unadd/add each other in lobby.

  • Heck they should really tweak it to not only give notifications, but also BP (possibly shards? idk) for a certain amount of them you get every rank reset as well.

  • @KenwanObinobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461998#Comment_3461998

    Nope.

    We clearly saw it after the gen regression nerf, tunneling & camping is way more used today than before the nerf.

    Removing every other playstyle fromkiller players hase just left one viable option : tunneling out of the game a survivor asap.

    As a Sadako main I have to chime in and agree with this.

    I used to run builds focused around targeting different survivors. MFT completely ruins it, among many other things Sadako has like the lullaby and visual terror radius. I used to be able to work around the latter with precision chases at loops and managed downs before pallets/vaults but MFT guarantees an escape for them now, and guarantees a chain loop with any minor mistake made on either part.

    Now I'm playing more Nurse or running Knock Out builds on M1 killers in general.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461496#Comment_3461496

    At least 75% of the Killer roster has a power that says "so what?" to 3% Haste.

    If you are someone who is struggling against MFT and you are playing a Killer that is weak against MFT, what is so controversial about advising someone to play a Killer that is less affected by MFT?

    Again... if you insist on playing a Killer that struggles to catch a Hasted survivor, what is so controversial about advising someone to use a perk that gives the Killer Haste?

    This isn't rocket science.

    When faced with a challenge, you can either adapt, evolve, or lose.

    ADAPT: Rather than learning to improve, play a Killer that has an easier time against MFT.

    EVOLVE: Rather than playing an easier Killer, learn how to maximize the one you're already playing.

    LOSE: Do nothing reap what you sow.

    I'll remember this next time I slug

    It's the survivors playing survivors who are weak to slugging

  • While the event goes on I'm playing my scream build Sadako that I use to gain BP, attempt 1 hook on each and the rest leave as long as they're kind to me and their teammates.

    But once it's over it's back to Nurse or slugging since MFT is still here to ruin M1.

  • @[Deleted User] said:

    The issue with using raw math to determine if a move speed perk is OP or not is that the game only directly matches the calculation if the survivor and killer are continuously running in a stick-straight line. How often is this actually the case?

    You’re honestly no better than the devs who look at spreadsheets to determine balance and go no further.

    Problem with that is that MFT is an issue with loops/pallets, not running in a straight line. The math helps with both cases.

  • @[Deleted User] said:

    Her kill rate is inflated by how powerful her Iri Tape and condemn-only play style is, and bhvr generally doesn’t attempt to look into nuance. They see a high kill rate and think “ok seems fine”

    I'd argue but their response about Trapper basically confirms this.

  • One thought I had was, why not grant the speed boost if the killer chasing you is also benefiting from a haste boost? Just make it a haste counter. I'd argue you could even bump it up to 4% if that was the case. That way M1 killers aren't hit so hard by it unless they run haste.

1 … 35 36 37 38 39 40