Crowman
Crowman
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She really just needs her projection cd per tv to be lowered. 100 seconds is so long considering that survivors only put it on a 60 second cd.
In my experience unless Sadako is running Iri Videotape, there's zero threat of being condemned by her and little reason to take out tapes because the tv is off for so long if she teleports there.
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@DyingWish92 said:
https://forum.deadbydaylight.com/en/discussion/comment/2903641#Comment_2903641
Another person underrating Myers one shot ability. Sadako has nothing that's as threatening as Myers tier 3. You can turn her tvs off, she has no anti loop which BTW Myers has an extended lunge in tier 3 which sometimes gets you a down that wouldn't have been. The condemned mechanic is a total joke, I've killed one survivor with condemned in the time since she's been released. I feel much more powerful when using Myers then I do Sadako, Sadako can be bullied easily while Myers cannot. You can also camp people to death at endgame with tier 3 99d.
Myers T3 is good, but he's not hard to loop. Many maps still have pretty safe tiles where faster vaulting and longer lunge won't help you avoid eating pallets.
You also can't forget Myers has one of the worst starts in the entire game and it takes time for him to get to T3 and good survivors will make you work for that T3.
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@GoodBoyKaru said:
Trapper:
And Sadako isn't just better than Trapper.
Myers and Pig are both worse than Sadako. As long as we're comparing base kit since Myers does have some pretty nutty addons that I expect to get changed in the future whenever the devs address Myers.
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Idk if I would say she's boring.
But her power isn't intuitive to use and fairly hard to master. It's not effective to trap pallets or vaults against good survivors, because they'll take advantage of your set up to make distance. Her main strength is the ability to threaten damage at range, but if all you do is constantly throw out crows to attack people doing gens and never commit to a down then you won't get anywhere either.
Ultimately I would say she's not very rewarding for the amount of effort you have to put into her. She has one of the highest barrier of entry (likely 2nd to nurse) and honestly if you are at the point where you want to put nurse level commitment into a killer, you might as well be playing nurse.
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Running meta perks won't help you against teammates who do nothing or actively sabotage the game. There's only so much you can when no gens have been done and your teammates are throwing themselves at the killer for the hook rescue.
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You just need to press space, it should still work even if you don't get the prompt. I've gotten a few power struggles off with the new wiggle.
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@Chilli_man2400 said:
Everyone just says revert his changes. As much as l loved deathslinger. As a killer main i will admit. He was very cheap to play.
His whole gameplay boiled down to faking and zoning his power that was god awful to fight. Imagine a killer who can kill instantly and give you absolutely no warning to firing. Huntress and trickster both have windups slinger had none. And he could aim and go back and zone with no Penalty’s was so cheap.
I will admit the TR nerf was overkill I agree it should go back but making him 115% wouldn’t fix anything
And guess what, all the changes did was make faking and zone with his gun more effective.
Quickscoping was never the issue all he needed was to have a longer cooldown when cancelling his power.
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My complaint about boons have always been the fact there is no limit to how many times a survivor can place bless a totem.
That has yet to be address, so my complaint still exist.
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Everyone always conviently forgets that slinger hitting the spear isn't a guaranteed down because of his chain mechanic. Like it was fine if his gun wasn't "dodgeable", because survivors always had the option to use the environment against slinger.
His projectile was honestly never designed to be reactable. It's pretty laughable how small the hitbox is and how slow his ads movement is. It doesn't take much effort to out run his gun. The only thing he really has going for him is to zone survivors and it's not like it's unique to slinger.
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@Noz said:
https://forum.deadbydaylight.com/en/discussion/comment/2902430#Comment_2902430
Took like 90 seconds to reach max condem and then she knows where i am.
Unless she has an exposed effect active, she can't instant down you meaning you have a chance to turn in the tape when that happens.
She's throwing the game as long as people are doing gens.
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If she's going to stand in front of a tv the entire match, you can just do gens.
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I don't think exponential itself is worth bringing, but if you already have another boon it's value becomes better since blessing a totem grants it all effects.
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The only way infinite reliting boons will ever be fair is if every boon is useless and not worth running.
So I hope everyone defending the no counterplay boon mechanic doesn't get upset when no one uses boons because they either suck out of the box or get nerfed to oblivion.
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It didn't need a nerf, but seems like there was unintended consequences with controller.
Boil Over is just a hard perk to buff.
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The longest one I remember was this chase vs a hag on Shelter Woods where one of my teammates was AFK for a good portion of the game and I took the hag on a world tour around the entire map, several times.
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I could see adding the no blood or scratchmarks for a few seconds after stunning the killer, but no way should the stun duration be increased.
I also don't think DS needs a buff. The perk is fine as is and I'd rather the devs not touch it when there are other perks that could use a look at.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2899503#Comment_2899503
Trust me, they complained about it alot. Of course this was also back when 80 charges was the minimum for a toolbox. Hell the Commodious could get up to 225 charges.
There were other factors besides old toolboxes that lead to old gen rush meta. The gen rush meta was also before Realm Beyond updates so the early Realms like MacMillian and Autohaven had some really strong maps that could waste killers time in chase. (Old Blood Lodge was awful and Old Ironworks was basically an infinite).
You also have to look at perks. Killers had Pop, Ruin, Surge, and Corrupt for gen defense. Corrupt was alright, but didn't stop survivors from finding other gens to do first and then do the blocked gens. Pop and Ruin before required you to be able to get survivors off gens before they were finished (harder with old toolboxes) and Surge was okay on smaller maps while being basically useless on larger ones.
Since then killers have gotten Pain Resonance to damage gens from distance, DMS buff and Dead Lock to stall out gens from getting finished, and map reworks overall lowering the strength of maps for survivors.
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The issue with healing right now is it's both fast and doesn't require resources. It becomes much harder to punish survivors when damage can be quickly reversed with no real downside to it.
At least with the no heal meta it was possible to punish survivors for not healing and killers had the perk thana to help slowdown gens if survivors weren't healing.
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Not every perk needs to be useful at endgame.
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I'm pretty sure it's possible for dbd to be in astate where the strength of the best killers aren't significant over the strength of the weakest killers.
But I don't really have much faith that bhvr will get there since they are far too slow and often too safe with the changes they make.
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I don't think Sadako needs more lethality. I think her main issue lies with her TV cd when teleporting to them being too long.
Right now it's 100 seconds. For comparsion Freddy by default has a 45 second CD teleporting to gens that gets reduced by up to 60% based on the number of asleep survivors. Having faced Sadako with and without Iri Videotape, I can say that the addon really changes how threatening Sadakos can be since it refreshes up to 4 tvs she has teleported to generally keeping all her tvs on and forcing survivors to have to turn them off.
Changes I would personally like to see would go something like this:
nerf iri videotape to the last 2 tvs and buff her projection cd to 40 seconds per tv.
change it so a survivor inserting a tape turns on the tv if it's already off instead of turning off an already on tv.
These should allow Sadako to take more advantage of her tv teleporting which is the far more unique aspect of her power.
If Sadako is able to teleport more, she'll build up condemn stacks on survivors more often which in turn will cause them to have to stop doing gens to reduce it. Since currently condemn is just ignoreable because Sadako builds it up so slowly for how quickly it can be removed and Sadako puts her tvs on a longer CD unless she's using iri videotape to refresh them.
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If a zombie is close enough to the basement and gets aggro'd by another survivor running for the rescue, they'll follow them into the basement.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2895295#Comment_2895295
Who says it denying hooks on it's own, it's completely nonexistant if the killer instantly picks you up,
the only time the perk is allowed to work is when a person is left on the ground for at least 15 seconds,
or the fact that you can get downed right next to a hook too,
if you mean Buckle up, it's because most anti-slug perks are rarely useful because usually the killer picks up someone soon after downing them
It's an anti-slugging perk. It's only suppose to give you value if the killer leaves you on the ground. I really don't get the complaint about how a perk designed around helping you against being slugged does nothing when you aren't slugged.
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You know you can find the totem and cleanse it removing the perk's effect for the rest of the trail. You literally get told it's in play the minute the killer damages anyone.
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I really just want the perk to fully heal that way if you get saved with bt and hit into deep wound the heal doesn't get wasted only healing the deep wounds.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2893438#Comment_2893438
The killer only picks the nearest hook, unless they have basement / scourge hook build.
The only "strategy" killers are employing is tunnel out survivors fast by not letting them heal after being unhooked and making the rescuer take a trade.
A 3v1 is easier to win than a 4v1. You are getting mad at killers playing smart.
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Hooked survivors shouldn't teleport, because part of the reason a killer picks the hook is to create a zone to pressure.
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It's an existing bug that has been in the game for at least a year. It's honestly bs at times.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2890342#Comment_2890342
Point is bloodlust isn’t skill. It’s a crutch.
Unless you are exposed, that's at least 90 seconds spent hitting T3 to hit you twice. Your other 3 teammates can easily get 3 gens done.
If you are losing to bloodlust, you have other issues.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2890099#Comment_2890099
When they stop releasing non-safe pallets you can complain about chase extenders.
I wish killers would rely on skill too when they refuse to break a pallet and wait for bloodlust T3.
If a killer is letting themselves get to T3 bloodlust for a single hit, they are already losing the chase. It takes 45 seconds to hit T3.
You should honestly be proud of them wasting time hitting T3.
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I don't see why it should.
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@Blueberry said:
Better than what we had of course, but not nearly as impactful as people are acting like. How often do you realistically interrupt healing? Rarely.
This is how I feel.
I also feel like people are overreacting about Hemorrhaging working in dying state.
I just hope Hemorrhage doesn't get any changes and goes live as is.
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You shouldn't be able to quickly heal by yourself without using some kind of resource and boons as they currently stand are not a resource. Hemorrhage wouldn't do anything if survivors could quickly heal themselves in a few seconds since the killer would never be able to interrupt the heal to get Hemorrhage value.
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So you want to allow people to mod color pallettes on skins and don't see how that wouldn't be abused to make killers or survivors super visible by making all their skins show up bright pink or something?
Like that was the issue that existed before modding was removed.
And even considering chase music just means people are going to mod it out for an advantage.
You would need a moderation team to verify mods which would be a lot of resources for something that I don't think really adds much to the game with how restricted it would be just to prevent advantages.
If you want to mod games there are plently of games that do allow modding (mostly single player or co-op games where advantages don't matter too much). DBD is just not one of those games.
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I always had a problem with the design of boons. The fact killers have no real way to remove them meanwhile their hexes are one time use is just unfair.
Not to mention that being infinite resources means they have to be weak given they are free team wide buffs. Boons are destined to be unused perks without an overhaul to their design, because any good boon is going to get nerfed until it is no longer worth using.
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Should not be global. I wouldn't mind if she got a small range to be able to grab more out of the pools, but certainly not global.
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Calling it a hard nerf is harsh. Chase music should always be playing when you are in a chase. Sounds more like a bug that got fixed.
I would say overall Legion improved, but at the same time feels like he still has the same issues with his addons. Half his addons look useful while the other half are questionable.
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I guess with the fact BHVR gave Feral Frenzy some lethality they didn't feel comfortable removing it.
Though I agree it's really outdated and pointless.
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My experience playing against Sadako has been Sadako's who don't teleport with their tvs a lot simply lose, because she offers very little as a purely M1 killer. Generally the most challenging ones to beat are ones using the Iri Videotape since it refreshes up to 4 tvs with a rather easy to achieve condition.
To me it suggests that her Iri Videotape needs to be weaken a bit and her base kit CD with TVs needs to be buffed.
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All they need to do is give it kindred treatment. Allow it to activate when a survivor gets closer to you on hook and active it when you get close to a survivor on hook.
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@MB666 said:
most players seem to find her extremely boring and i cant blame them....Artist is the perfect example of how not to make a killer
she doesnt have a counterplay at all (the only way to survive against a decent Artist is by holding W..and thats just pretty uninteractive for both sides) just put a bird on one side of every loop and its a guaranted hit (if the survivors are not running Dead Hard is pretty much a hit 100%)🤔
same por predroping pallets you just put 1 bird on one side of the pallet and again...same situation.😴
You can't say a killer doesn't have counterplay and then immediately list a way to counterplay them.
Not to mention there was only ever 1 killer in all of dbd who actually had no counterplay and it was release legion. No killer currently in the game comes close to that.
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The payoff to learning her is not any better than other top tier killers and most of the other top tier killers are just easier to get into.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2884035#Comment_2884035
I think CoH will get another nerf after this one. The strength of the Hemorrhage change is what will determine if this nerf is the last one or not.
To me I think Dead Hard should be a 1 time per game use. I think it should give permanent exhaustion after use. I think it'll still be pretty good.
IMO, Hemorrhage won't really stop heal meta. It's a good change that should have happened a while ago, but it won't really change much. Ultimately the killer will need to both interrupt a heal and not chase the injured survivor being healed hoping they have no way to self heal themselves. Otherwise downing the injured survivor already resets the heal progress.
Like Hit and Run killers like Wraith will get value from it. Killers who can damage at range like Huntress can get value from it. But killers like Trapper and Hag will still struggle against teams who can quickly heal damage even if they can inflict Hemorrhage.
Though now I wonder how Hemorrhage and dying state works, if the survivor stops recovering do they lose progress? Though that should never matter since a survivor can just hold the button to recover to keep it from decaying.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2884155#Comment_2884155
No, they do not. You are approving of one of the most toxic things a killer can do to a survivor in this game. The mere fact you say if the killer has already killed the other 2 survivors they've already won shows you're either being disingenuous or you're just bias. You should know it is not impossible for the last survivor to win if 2 are dead and 1 is slugged. I have seen so many 4th survivors finish the last gen, get the 3rd survivor up and both escape. If a killer has to play that toxic to get 4k then they didn't win anything. All they did was make the game miserable for others so they could think they got some kind of victory when really all they did was leave a survivor on the ground for several minutes at a CHANCE they would find the last one. For them to get an entire bleed out bar's time to search the map for the 4th survivor is unfair. Slugging ruins this game. Its not fun. Its not fair and it is VERY toxic.
All you are saying is that a killer winning is toxic.
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If the killer has already killed the other 2 survivors, they've already won. IF they want to slug the 3rd to get their 4K, they do deserve it at that point.
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Just make it so the perk works both for yourself on 2nd state and for others on 2nd state. This way it's less situational and leans more towards Camaraderie where you are working together with other survivors to keep each other alive. Kindred got this treatment a while back and it went from a perk no one really ran to a solid perk you'll often enough.
Plus I don't think this rework is really a good idea. Most people aren't going to want to stay on hook longer to counter camping. A lot of survivors already just let themselves die on hook if being camp so they can move on to a different game.
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I don't like completely removing distance or making it so you can't interact with pallets or vaults as nerfs to the perk. They feel more like bandaid fixes that would make the perk straight up bad rather than trying to make it a viable perk.
My suggestion is you cut the distance by at least half so using Dead Hard to make it to a pallet or vault is less effective and give Dead Hard a bonus sprint burst if the killer swings and doesn't hit you during the shorter dash (and maybe within a second afterwards). Now Dead Hard rewards the survivor using it to dodge the hit while making using it for distance weaker. The main reason I don't think the distance should be completely removed is that the animation of the survivor dashing forward should still exist. This way killers don't start complaining that survivors are hacking as they have visual feedback as to what just happened.
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@Itslat3ncy said:
Sprint Burst is the better perk by a mile. Can use it while healthy, It gets you outta deadzones, and provides you much more distance, and can't be baited out. No clue why people use dead hard over it. Probably because you get the choice of using it when you want while injured.
Dead Hard has a lot more flexibility which is why it gets used more. But Dead Hard is only as strong as the tile the survivor is on.
Dead Hard does nothing if the survivor is out in the open whereas Sprint Burst is useful no matter where the survivor is.
The other thing with Dead Hard is that it's just a more fun perk to use.
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If anything, the dc penalty could build up faster.
Also you can't claim you d/c to "preserve the fun experience". The act of d/cing is ruining any fun that match could have been.
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Sometimes you just gotta accept that your teammates will lose your games regardless of how well you play.
@Thusly_Boned said:
Cleansing is fine, so long as the team is coordinated, and cleanses strategically.
I play a ton of Plague, and I've probably 4Ked more "we refuse to cleanse" teams than those who cleanse as soon as they hit the injured state.
As a surv, I will cleanse when:
- My teammates are also cleansing
- Only when I hit the injured state
And that works pretty well. If no one cleanses, Plague has a harder time getting her power, but with four broken survs, she's essentially tier 3 Myers. Not only that, but loud vomiting makes you far easier to find.
Now in the above scenario where your teammates are cleansing then immediately re-infecting themselves, there's not much hope.
Depends on the map honestly. Like Plague doesn't get increase lunge or faster vaulting than Myers T3 gets. And many maps still have really strong tiles that aren't easy to play around as a purely M1 killer. Don't forget Plague is tall and has a smoke effect from her incense. She's very easy to watch over tall walls making it much harder for her to pull off successful mindgames against competent survivors.
This is not to say you should never cleanse, but not cleansing can be much safer on generally safe maps for survivors.