Avatar

ChaosWam

ChaosWam

About

Username
ChaosWam
Joined
Visits
6,717
Last Active

Comments

  • Rose tinted glasses, my friends.

    There's a reason slugdako rised up and she was changed to begin with.

  • Boy if I had a nickle for every one of these 'New Sadako playstyle' that's actually a complaint about condemned spam I'd be able to buy out the new rift.

    Grab tape. Do tapes. Next to no condemned spam.

  • She has teleport cooldowns

    You touch the tapes to disable them for 70 seconds.

    Even if she teleports, it's down for 45 seconds.

    She doesn't need more.

    You simply got outplayed.

  • I'm gonna make an educated guess and say this is the removal of Wesker's hug tech, if it hasn't already been removed. I don't remember.

    Though I also don't wanna assume everyone is getting the SM treatment, but lately killer tweaks are worrying.

  • The only thing I kinda agree with is it takes away some form of luck from chaining loops.

    That said, I don't agree it's OP either. Just overused at a higher level, and the argument that newer players need it is kinda disingenuous because I'm sure not everyone will have Kate unlocked to get it when they start anyway. I know I didn't. Sure it's useful to learn pallet spawn logic, but it's more often than not used that way.

  • As others have said, they're pretty different despite their identical looks.

    Not to mention, it's usually not just Kayako, as Toshio could easily be incorporated into her power as well as a kind of auditory alarm.

  • I feel as if the two-tap was an oversight.

    Had it locked your M1 or power on a 0.5 to 1 second cooldown, it'd be evenly split imo.

  • Haunt into M1 is a valid criticism of this event.

    I don't mind the other stuff though. In fact, long range haunts have been very fun for me without the M1 combo on stuff like Insidious Unknown or other stealth killers for jumpscares.

  • I wouldn't mind it myself.

    They're not OP and are just a tool for mindgaming. Mostly to make the killer guess window or not, situations like that.

  • @fussy said:

    On survivors it's whole list:
    Any Means Necessary is #1, especially for soloq.
    Boons + Overzealous is one of my favourite things. Boons overall are pretty strong, people just used to extremely cheap old CoH value and ask to clearly overbuff it to the sky.
    Healing perks are super underrated as well.
    Troubleshooter is insanely good, especially with Eye of Belmont / whole wallhack build.
    Dramaturgy is dark horse which barely anyone can see.
    Light-footed is really good perk.
    Parental Guidance is situational, but nice when it works.
    Reactive Healing sometimes is S tier perk, I swear, especially with right build.
    Repressed Alliance sometimes can save you a game, but situational too.
    Resurgence was underrated and still will be, even consider it's now borderline S tier perk.
    Build to Last is very strong with right build and Commodious or for flashlight builds.

    Survivor's variety is literally amazing, there are so much build I love to play with, and I wish killers has at least half of it, left alone slowdown dependency.

    On killers I can mention:
    Spies From the Shadow, super underrated, one of the best info perks, but slightly situational.
    Coup De Grace, see it so rarely for how much it helps m1 killers.
    Dying Light. Mostly survivor's perk, but some best matches in my life I won due to this perk.
    Fire Up. Needs a huge buff, but I simply love it and these moments when it saves me from flashlight rescue.
    Gearhead. Slightly killer dependent perk, but sometimes gives a great value.
    Genetic Limits is too early too judge, but I already adore this perk and I think it will be really underrated.
    Unforeseen, good alternative to Trail of Torment, which I don't really see a lot.

    Probably that's all for killer side, all other good perks are kinda in meta.

    This list is basically an extended version of my own, especially on survivor side.

    I also love Unforseen for my stealth builds. I run it on Unknown alongside Insidious to position myself as a fake clone in open spaces with it once I've applied appropriate pressure.

  • Eh, it's whatever. Sucks when you're on an M1 killer though.

  • @Autharia said:

    It really doesn't. It's the same as running Zanshin Tactics pre buff. A new survivor will get some use from it to learn a map and a 5k+ hour one wont really use it.

    I only ever see people with 2k+ hours running it, sometimes 4k-5k hours.

    Pretty sure it's more used now to chain loops rather than learn pallet spawns. Not saying it needs a drastic change though.

  • They have been nerfed. Constantly.

    You can have them nerfed again when base regression gets better.

  • @SoGo said:

    I want Haddonfield to go back to it's original visual form, minus the stupidly long fences and infinites.

    I want a suburban street, not a highway with a few houses.

    Also, the map is so small it's ridiculous.

    Agreed with this one. As someone who came after those changes, I kinda missed out on stuff like the darker farm maps and old Haddonfield. Some may say that's a good thing considering what the game was like at the time, but visually I think it needs to return to it's roots.

    Plus let's be honest, the wide road is making more problems than it solves.

  • @LordGlint said:

    Played 2 games as Doc earlier after a YouTube vid got me in the mode for it. Neither game lasted long at all due to leavers. First game had 2 ppl suicide on first hook next to each other, which was followed by a DC. 2nd game had a person who was AFK, then DCed...followed by 2 more DCes.

    Pig games of mine were similar.

    One match, steamrolled because Pig is my least played killer so I like to diversify my builds to try and find something I like.

    Next match? 2 DCs on first down after 3 gens pop on The Game. Followed by a third waiting at the exit gate and getting crows.

  • @sirlemonhead said:

    Yes its been a bug for a while now.

    Good to know I'm not (personally) insane. I tried googling it and got no good responses on my end. I'll double-check the bug section and see if it's there.

  • Oni sits at around 58% for killrates as of 8 months ago.

    Console players must be holding him back, eh? /s

  • @Jaroslavus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818701#Comment_3818701

    Normal Comments:

    • no swearing
    • no pampering of Killers
    • only an objective view
    • no Spam
    • somewhat supportive comments (for better gameplay)
    • Survivors welcome

    So "Agree with me only"

    Got it, no discussion is here.

  • Actually if WGLF got a massive boost PER downed survivor and allowed for self-pickup after 2 were down, it'd be cool

  • This is why I dislike haste on both sides without a drawback. Being able to stack stuff like this, on either side, just breaks matches.

  • I really think being able to do gens while slugged defeats the purpose of why some killers slug.

    Not that I'm defending 4-man slug tactics, that needs something for sure, but the reason some killers will slug one or two survivors is because they need to slow down gen progression. Same with proxy-camping and tunneling to an extent. And I doubt we want gens to take even longer if you're asking for survivors to be able to do their objective at all times unless on hook. Exit gate progression while slugged is also counter to how endgame is played out.

    Some of your other ideas are pretty good though, I will say. Not so sure about chests and items, but using totems as a way to pick yourself up could be interesting. Even make it where hexes prevent it, or at least make it 50% slower. It would also make Pentimento more useful outside of hex builds (which would possibly require a nerf to some numbers, depending on the potency) and possibly make deerstalker a near-meta perk alongside Penti to keep an eye if the survivor picks themselves up with a totem.

  • I'd argue this is a nurse problem, not Predator.

  • @Sandt1985 said:

    What Behavior did to the Skull Merchant is nothing short of disgusting.


    However, there is an upside to this.

    A decent chunk of the community is angry about this, and are rallying behind the Skull Merchant. By trying to kill the Skull Merchant, all behavior did was make her stronger, in a way

    Probably the most surprising twist I've seen from the community, after seeing her being hated for a long time.

  • A trend I see with these posts is, nobody seems to say what killer they run, what builds, and what kinds of survivors they get.

    Killer isn't that consistent across every playable killer, perk, addon and survivor variants. Can't tell me a Nurse with BBQ, Nurse's Calling, Lethal Persuer and Pain Res with Heavy Panting+Plaid Flannel addons is the same as Singularity running Rapid Brutality, Nemesis, Game Afoot and Furtive Chase with Hologram Generator+Foreign Plant Fibers as an example.

    And that's before factoring in maps.

  • This game needs better information for players to access, and this nerf cements that idea in my head. The lack of knowledge on how to handle certain killers is kinda ruining some of them with these updates.

    Heck, I went against an SM yesterday and 3 people still DC'd as soon as they saw her. I know there's the 'boring' argument, but that doesn't hold water when SM was called boring enough to nerf her to this state for a year+ until her rework. Can't really argue for boring when players asked for this.

  • I just finished a few killer matches with a 25% bonus in my region, so… Dunno what to tell ya.

  • That's not a bad idea, honestly. I've even started using other perks on my Nurse aside maybe BBQ once in awhile because aura reads being too easy on her compared to other killers.

    At least with your suggestion, they can see the aura but have to time the distance and gauge where the survivor is going better.

  • I think either this, or the ability to mark a locker or gen as your sound maker after repairing for 20% would be neat.

    For example, you activate the gen, and much like Wire Tap or Blast Mine you can choose to place it on the gen or on a locker so the next time you hide in a locker, it makes the sound where you marked it then deactivates the perk.

  • "There I was, Cincinnati, on May 28th in the year 2016 where it all started to go downhill…"

  • You say joke, but 5v5 is one I voted for in an old survey already.

    I've always wanted a killer vs killer mode, so a killer can queue up with a SWF team for once. Could be VERY unbalanced with a comms team vs a soloQ team, depending on how they handle it.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813349#Comment_3813349

    Jesus! 🤣🤣🤣 I should try it! The lightborne helps too or?

    You can run anything else, but I run it because some smarter survivors started to try and blind every fake one to check for me. Somehow they don't hear the burning sound when it comes to me though.

  • Unknown is the killer I play when I want to get jumpscares because of Insidious and Lightborn.

    I have had games where I can stand around in the middle of nowhere and have survivors run up to 'cleanse' me only to be met with an axe to the face. I get a lot of good responses for it too.

  • I'm confused, wasn't the most hated thing about SM that she dropped drones at loops and is now incentivized to do so MORE with this changes?

    Attempting to use them as passive traps is pretty useless since they signal to survivors where they are now when they get close enough and are even easier to remove.

  • I would love sight jacking as a thing for survivor, whether it be tied to the killer's power or a perk that only works in short bursts after cleansing a totem or something. Plus, more JP horror franchises would always be nice.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811492#Comment_3811492

     even if Sadako teleports to you her teleport speed isn't fast enough to do anything by the time a survivor holds W to a new loop, which is a problem all M1 killers face.

    Her teleport was very useful back then, shure sometimes survivors won the mindgames and ran the opposite direction, but that was often very risky, because they did not know where you would come from. I really loved teleporting somewhere and then survivors did not know where I was and were running around randomly.

    As much as I'd like cursed tapes to be cursed while held with gradual condemned, there were reasons survivors would just rush gens and ignore the tapes

    My goal isn’t really to encourage tape grabs, because I find them turning off TVs pretty annoying. On the other hand I do think that the combination of all the buffs to her condemned and chase would encourage taking them for two different reasons. 1. Survivors might dislike that she can come out of a TV next to them and don’t like to get chased by her, which she would now be stronger in. 2. Her condemned would spread a lot faster than it has been in the past and now they have to deliver more tapes to remove it.

    I do like that current Sadako has a interactive nature to it. Do tapes or risk condemned

    This is pretty bad in my opinion since it makes her pretty much useless against survivors who know how to play against her and survivors who don’t just loose all the time. Survivors have far too much control over her tp and condemned right now.

    Part of me wonders if condemned should just be a global passive over time (at a slower rate I might add) instead of locked to TVs so teleporting isn't restricted aside from survivors grabbing a tape and teleporting isn't restricted as much, but that adds another can of worms to the survivor side.

    I would like if they did not make spreading condemned based around teleporting, but I don’t see behavior doing that honestly. It would also be relatively difficult to find a balance there.

    I do think the best way to bring Sadako back to 1.0 is to make TVs work differently. Removing the aura is one step, but how condemned is applied would be another. Even with 3.0 here, TVs should always allow Sadako to move to them, but they each have a condemned cooldown of 40 seconds, 70 if a survivor interacts with them. They can show up as yellow or white if they're ready to apply condemned, for example, then go on cooldown once they apply at least 1 stack. This prevents spam on both 1.0 and 3.0, while retaining the ability for movement. It would also be more lore-accurate considering Sadako can turn on a TV to travel to at will, just in-game the TV has to be on visually to apply the condemned.

    This could also be a nice way of doing it. Agree with everything. Just giving the TVs a condemned cooldown instead of a condemned and teleport cooldown would probably solve most of my issues.

    Heck, you could make an argument for survivors to be able to see TV auras IF they're ready to apply condemned since Sadako could still travel between them regardless.

    I’m not a fan of TV auras except of the one where you have to put in your tape and when you are fully condemned to find a TV. They give survivors such a huge advantage and constant walls hacks( that render your teleport useless) which isn’t very fun.

    On top of this, since condemned would be pulled back a tad tapes could apply the original effects regardless of 1.0 or 3.0 since applying condemned via TVs would have a cooldown regardless. Best of both worlds, I'd argue without compromising her recent additions.

    Yes this could work. Only to not misunderstand something grabbing a tape would not limit her teleport am I right?

    Yes, my suggestion would make it where you can travel to a TV regardless if it's on or off, with them being 'on' applying condemned on teleport. Whether or not all TVs apply condemned or just the one you target being up to the devs for balancing, but keeping the idea that TVs themselves have an internal condemned cooldown, not the teleport.

  • I have a few thoughts on this, but let me start by saying these aren't bad ideas at all for a 1.0 return. However, we should remember why Sadako was changed to begin with.

    One of the biggest complaints I recall with Sadako was an M1 killer with a power that rarely came into play. As much as I'd like cursed tapes to be cursed while held with gradual condemned, there were reasons survivors would just rush gens and ignore the tapes. Taking a tape to prevent her from teleporting just meant you're going to give yourself a timed debuff, and even if Sadako teleports to you her teleport speed isn't fast enough to do anything by the time a survivor holds W to a new loop, which is a problem all M1 killers face. I remember enjoying Sadako for her unique builds like my personal favorite combo VCR+Deadman's Switch (RIP to both) but there's a good reason the condemned slugging was popular, because normal gameplay against survivors who could loop decently meant losing matches to the gen speeds. Granted, this was also before the gen changes, but if you play someone like Myers without tombstone you'll know what a good team can accomplish pretty easily. Even with Sadako's teleport being unrestricted, it would take too long to deal with survivors at good loops to make much use of it.

    I do like that current Sadako has a interactive nature to it. Do tapes or risk condemned. I do think it needs tuning here and there, but I also believe it's better for Onryo herself and the back and forth. An M1 killer with a good incentive to do something other than gens. It's also why I liked 2.0 Sadako aside the obvious issues it had, because it at least made her power something to consider, not ignore until the last second when 4 gens have popped. Ironically, if you wanted pressure on 1.0 Sadako, you'd hit-and-run, slug, then spam the TV with Iri Tape reactivating it to rack up condemned for slowdown, even if it was rougher to do.

    That said, there is a good argument for condemned spam since it's the best way to punish survivors for ignoring her TVs, and it prevents her movement which is also a double-edged sword. Part of me wonders if condemned should just be a global passive over time (at a slower rate I might add) instead of locked to TVs so teleporting isn't restricted aside from survivors grabbing a tape and teleporting isn't restricted as much, but that adds another can of worms to the survivor side.

    I do think the best way to bring Sadako back to 1.0 is to make TVs work differently. Removing the aura is one step, but how condemned is applied would be another. Even with 3.0 here, TVs should always allow Sadako to move to them, but they each have a condemned cooldown of 40 seconds, 70 if a survivor interacts with them. They can show up as yellow or white if they're ready to apply condemned, for example, then go on cooldown once they apply at least 1 stack. This prevents spam on both 1.0 and 3.0, while retaining the ability for movement. It would also be more lore-accurate considering Sadako can turn on a TV to travel to at will, just in-game the TV has to be on visually to apply the condemned. Heck, you could make an argument for survivors to be able to see TV auras IF they're ready to apply condemned since Sadako could still travel between them regardless.

    On top of this, since condemned would be pulled back a tad tapes could apply the original effects regardless of 1.0 or 3.0 since applying condemned via TVs would have a cooldown regardless. Best of both worlds, I'd argue without compromising her recent additions.

  • Horror adjacent, yes depending on the context.

    Non-Horror, not really.

    It depends on how it could work within the bounds of DBD. I'm a firm believer that horror is subjective and in DBD's case, if it has an element of horror it should have a chance to be represented regardless if some people don't find it scary. Me personally, I don't find Clown, Chucky, Skull Merchant or Wesker necessarily 'scary' but I know some do.

  • I actually don't mind if survivors get overbuffed in 2v8 for one reason: It's an iteration.

    While I do think it was quite balanced in it's first iteration, survivors did not have enough incentive to run it over killer. Unfortunately, that means giving them more shiny things like repairing broken pallets and generator speed adjustments. That said, I do believe it won't be enough.

    The main draw for me is killer's playing with a friend. I don't care how OP survivors become momentarily because the prospect of playing 2 killers against 8 survivors is just that amazing. Which is a bit of a double edged sword, because I still think queue times will be lopsided due to it.

    For the topic though, I think the only L I can think of is when the twitch stream died midway through.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809217#Comment_3809217

    You're probably just saying that because Onryo was highly ranked. Onryo always had high kill rates regardless of any rework. For example, here are the official stats from Jan 2024 and Sep 2022.

    https://us.v-cdn.net/6030815/uploads/QZ3CV0JMI6PG/image.png

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809137#Comment_3809137

    Yep. Her kill rate declined significantly since IW was buffed in 8.1.0. See https://nightlight.gg/killers/Spirit

    Those stats were tracked when Onryo barely got out of her 2.0 phase at the end of January.

    And no, I don't say that out of bias because it could very well be the opposite.

  • I'm still not a major believer in Nightlight as a stat tracker due to it being a user-submitted tracker and can consist of folks who only upload wins or losses. I know it's been pretty accurate in terms of perk pickrates, but I do need to wonder about stuff like killrate/winrates if not every single match is being tracked.

  • I always thought if they could do it right, Fatal Frame or Siren would make for interesting chapters.

    Camera Obscura for Fatal Frame killer mechanics, and Sight Jacking for Siren would be interesting if they had a similar system to nemesis zombies, if the engine could handle it.

  • @100PercentBPMain said:

    Killers these days love 24/7 wallhacks so with the Distortion nerfs I recommend you do the same by equipping Scene Partner and Eyes of Belmont, maybe even Object.

    Auras are the future

    I still wanna see these killers who are able to keep up 24/7 auras the entire match and not lose out on gens.

    Extra hard mode: Don't use Nurse or Blight in your retort.

  • I agree, honestly.

    Though you can skip it and grind the shards you'd miss out on, so being a rift thing isn't a problem. The real problem is how it completely goes against how endgame saves usually go.

  • Saying DBD is like chess is silly, if that were the case then Nurse would be the Quee-



    Wait…

  • Hear me out…. do this, AND buff Blood Warden.

    Aside the whole 'We should have the option because x or x" this opens up a crazy last ditch effort strategy.

    Add to Blood Warden a condition that, if you open the gate, the active time Blood Warden blocks the exit and the EGC lasts for an extra 90 seconds per generator uncompleted.

    It would be a risk, but it also would be a drastic shift in how the survivors have to play the match. It still requires a hook to block off the exits, and if you wait to do it and a few gens pop, it lowers in strength while also retaining enough time to do loops and whatnot to survive. It's also a choice for killers to forego gen defense and play a totally different game. Perhaps it will be bad for gaining generator defense BP, but you can't tell me it wouldn't be an interesting twist.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804248#Comment_3804248

    I get plenty of fake hits through pallets. The servers are so bad (at giving Killer priority), I know I'm better off swinging into most pallets, on the off chance they get lag hit. Heck, even when I get autoaimed, I statistically already got at least 2 fake pallet/window hits already. I'm not even VPNing or doing anything to artificially increase my lag, and the servers favor laggier Killers. Where I play, I get people frequently VPNing over an entire ocean, because they know the lagvantage is too great.

    I'm not saying it doesn't happen, I also get pallet stun hits, but I also get false hits nearly as much. See what CosmicScarab posted for an example.

  • Perfect example of what I see from time to time.

    And no, these aren't hackers. I've seen legit players I down normally sometimes get hit and not get injured due to desync or general internet lag.

    Honestly, as long as online games have been around, I'm surprised nobody seems to realize this is a norm when it comes to latency.

  • @Sngfun said:

    Please reconsider if you actually enjoy playing the game.

    Like he kind of embodies every killer in the game, having to learn how to deal with zoning, dashes-line-of-sight, tracking, stealth (Bar Form specially) , mobility and overall so much skillexpressive parts to engage on both sides I wouldnt blame you if you got overwhelmed honestly.

    Honestly this is how I see him.

    His hellfire hit detection could use some tweaks (mainly because of residual hitbox shenanigans) but otherwise he's a solid killer. I thought him having a mash of other killer powers was going to be boring or too same-y but playing as and against him, it kinda feels like my knowledge of the other killers is helping me while their knowledge of Dracula and how his kit works helps them and vise-versa.

    As far as killers with borrowed powers go, he has a lot of interesting little twists to his.

  • Killer: exists

    Someone in the community:

  • Knight mori is just Havel shoving the dragon's tooth down Vittorio's mouth.

1 … 6 7 8 9 10 … 40