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Devil_hit11

Devil_hit11

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Devil_hit11
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  • i do do not like perk changes either. the killer seem restricted to only info perks and gen-delay. no chase perks allowed.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650824#Comment_3650824

    I've been playing her a lot lately and even I wouldn't want the changes that I posted above. I just figured she's going to get a sledgehammer to her entire kit like Freddy if she stays as is.

    I heard the "hacking removes lock-ons" idea tossed around, and I saw people complain about her "hold W" leave-the-loop chase mechanic so I thought changes could be made to appease the angry mob. The numbers can be changed so that it doesn't have to be as big a nerf as people make it out to be.

    But as others have pointed out, players will hate her regardless. In which case, why bother nerfing her?

    wow. i get punished for pressing my ability. that is remarkable design. Losing stacks of lock-on might as well reduce drone count to 1 and fixing leave loop might as well reduce drone count from 1 to 0.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650543#Comment_3650543

    I mean who cares about how she looks or what is her lore. Most people, me included don't even read the lore.

    People hates her gameplay. If that changes, her reputation will be fixed. Ths worked for Legion.

    I don't see anything changing. survivors suicide on hook is not responsibility of BVHR. this was said q&a that they cannot do anything in regards to hook self-suicide.

    @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650610#Comment_3650610

    Which is also nothing I said. I said that Skull Merchant is a strong Killer. Which cannot be denied. But that her Killrate is mainly paired with Survivors giving up against her.

    But even without that she would be in the Top 10, I am very sure about that.

    top 10

    @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650491#Comment_3650491

    Nerfing her isn't the solution though, she isn't a good killer. When played against properly, she loses most of the time. Probably a low C killer at best. People just don't want to play against her. There is a difference there.

    Low C. some very conclusive opinions.

  • @MechWarrior3 said:

    It’s been 1 weekish since Onyro has been updated. Unfortunately people are catching on very quickly. She’s becoming so easy to counter it isn’t even funny.

    when I go up against her with two or three of my friends, they work on generators while I go around the entire map, just shutting her TVs off. 🤷🏼‍♂️ there isn’t much she can do about it and I have a good idea of course when they’re gonna come back online the time I make my rounds again.

    We gained very little condemned from this, why? Because it’s that simple, I press one button, and there’s no consequence for me to turn the TV off, the time I turn off several TVs and cleanse I am perfectly OK.

    When I play as her, the same issue happens, someone spends the entire time just turning the televisions off. I don’t get an opportunity to teleport, I don’t get an opportunity to condemn slow down my opponent.

    It’s become more apparent than ever that the counter for survivors to shut down sadako is entirely too easy.

    that's in dev mind a slowdown mechanic. 1 person shutting off TV's means that killer has 3vs1. my main issue is when entire team does that because there is no negative when entire team does that. if i go to gens that have tv turned off and push survivor off, the survivor just goes to another gen with tv on and turns it off. If i commit to chase then i am m1 killer where all gens become finished.

    your not getting sufficient game-delay to win but your condemn mechanic is ineffective.

  • I find him fun to play and i don't have any problems against him. I think only thing i wished got buffed/reverted is his iri photo card working on dying state instead of injury.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650575#Comment_3650575

    Most people I played against didn‘t even play her that way back then. Most just played her as a mobility killer like me.

    If they wanted to change something, they only needed to give her the buffs she got until now and make her condemned a bit easier.

    Do you mean with Freddy kill-rate, that it will still be high, because most people don‘t know what to do?

    weak killer with high kill-rate.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650569#Comment_3650569

    Blood Rush is really situational. It's quite literally useless by itself and only really works alongside Sprint Burst. It needs a buff, but it's the trickest to buff out of the bunch.

    It's also in the top 15 least used.

    i wish they buffed gameafoot to work on all basic attacks when changing obsession.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650152#Comment_3650152

    I don‘t understand why they even reworked her in the first place. Her OG version was fine. They only needed to buff it.

    I believe one of the reasons that they changed her was to discourage killer to slug and something else. Something to do with unfun play-styles. She's going have freddy kill-rate now.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650101#Comment_3650101

    You may not know that OP think they're at that smallest percentage groups, and want that 4 players SWF of 48% escape rate dropped down to 40% to call it balance.

    48% and 40% is huge balance discrepancy. how do you balance killers with such discrepancy? Do you balance every killer around 40% or around 48%. If you balance around 40% then when killer player goes against 48% player, He is going feel like there is no chance to win. If you balance around 48% then killer will be deemed as over performing on average.

    Woundcowboy is playing killer's balanced around 40% but is playing against the 48% so in his view, Killer is too weak.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649956#Comment_3649956

    Hi peanuts, can you say; what the kill rate of Sadako after her rework is?

    i think it is fair to say that her kill-rate is likely one of main reasons for her negative changes.

  • how about changing tape insert time from 1 second to 15 seconds? I don't want a slowdown mechanic as onryo. I want my condemn mechanic to be actual threat vs best players like it was pre-rework.

  • @Seraphor said:

    Sloppy Butcher is supposed to be a counter to perks like this, just as things like Distortion and Blindness are counters to aura perks. "Ensuring you get value" defeats the point, that's like saying Fogwise should bypass Blindness to ensure value against Mindbreaker.

    What should change however is that Haemorrhage should reduce your health slower, it doesn't need to be 99 to 0 in 3 seconds, it could be much slower and still be effective, as it's mostly used to deny medkits. Slower health drain means you can work around it by initiating healing sooner, and limiting your losses.

    if it does it slower, then i have to follow survivor to insure value out of interrupted heal which defeats purpose of the status effect because you are committed to the chase.

  • So the difference between soloq high MMR and SWF high MMR is according to these stats is 48.30-39.42. This is 8.88% escape difference which is wild. This just confirms killers saying how SWF matches are significantly more difficult to win compare soloq matches.

    After that, you look see that Bond and Kindred are 12% and 15% pick-rate with Window of opportunity being 32% pick-rate. If we add both common global aura reading perks, you get 27% pick-rate for bond & kindred collectively and 32% pick-rate. For soloq survivor, that means that 50% of their loadout is being used on aura-reading which for killer is blank perk slot while 4 man SWF does not need these perks. This is why I said that it would be greatly beneficial for survivor to see each other's aura entire trial so that soloq is not -2 perk slot every single game and does not have massive escape-rate discrepancy(from having -2 perk slots).

    Many killer have asked for SWF to be nerfed, so only question is whether BVHR will nerf SWF or buff soloq to have easier platform to balance killer around.

    @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650034#Comment_3650034

    And even that's the reason of her kill-rate, it just proves she needs another update. Because looks like BHVR did not address her problems.

    People are not giving up against even strongest killer Nurse that much.

    how is it killer's problem if survivor self-suicides when they get hooked? That would make every single killer have high-kill rate.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649671#Comment_3649671

    Regarding what you think tunnelling gens is - sure, but that's not what killer tunnelling looks like. Tunnelling for the killer is when you hard focus one of your four objectives. As I've laid out elsewhere in the thread, it's also playing very inefficiently so that you can put yourself in an advantageous spot after you've finished doing it, which is only as strong as it is because that inefficiency is very difficult to punish.

    So, in order for survivors to "tunnel" generators, they would need to hard focus one of their seven objectives and play very inefficiently in the short term to gain an advantage later on. As you might be able to tell, that's not reeeeaaally a thing? It's somewhat doable, but if any survivors did it, it'd work out pretty well for the killer compared to the alternatives.

    I can sorta-kinda get behind the framing of "brute force" gameplay, I think that's a little more on the money... but brute force gameplay for survivors would still just be genrushing, IE, bringing the fastest tools and being extremely aggressive in completing all the gens. As I've also laid out, the equivalent to that on the killer side isn't tunnelling - it doesn't even really exist. You could maybe say that bringing the best tools and being extremely aggressive in completing all your objectives was possible in a way that's comparable to genrushing back when, say, Nurse could equip Exposed and speedrun a victory, but even that wasn't as reliable as genrushing and isn't even possible anymore.

    I think one of the big reasons for this comparison gaining traction is that a lot of people seem to honestly think that tunnelling is "just doing your objective very efficiently", when the entire point of tunnelling is that it's not even efficient to begin with at all, it's a shortcut trading on short-term inefficiency to gain strength later. IF tunnelling were just being very efficient, there'd be a direct comparison to survivors being very efficient, at least as far as survivor and killer gameplay can be compared directly. Since it's not, though, that comparison doesn't hold any water.

    giving killer a free down in front of the gen for your teammate to complete the gen is short-term failure for long term success.

    Tunnelling for the killer is when you hard focus one of your four objectives. As I've laid out elsewhere in the thread, it's also playing very inefficiently so that you can put yourself in an advantageous spot after you've finished doing it, which is only as strong as it is because that inefficiency is very difficult to punish.

    this varies. As i said, desperation tunneling is often the easiest tunneling to punish for survivor. most of the time, killer setup situations where they lose very little for tunneling a survivor out of the game. A killer does not necessarily need to be in a bad spot after completing a successful tunnel. This is also true for survivor. survivor tunneling a gen might not neccassary be in a bad spot even though they gave a free hook to the killer. This is because hook-states are resource that only punishes the survivor after their 3rd hook. This in mirror to killer where generator is also a resource where survivor gets nothing for completing gen 5, gen 4, gen 3 and gen 2. they only get rewarded after finishing all 5 gens and opening exit gate.

  • @TieBreaker said:

    Dead Hard does require being hooked before it can be used. You get one per hook state so two in total.

    he is saying that Sprint burst, Lithe, Balance landing should only work once time per hook-state. He's request a nerfing to exhaustion perks.

    @[Deleted User] said:

    Your English isn't bad at all bro 👍

    It is bad if the player reading does not understand his post.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649647#Comment_3649647

    Actually its the opposite. The way it worked before is that you had about enough time to curve around 90 degrees, making it super easy to just bind turn left/right to q/e or whatever keys you wanted, then you charge and you just hold q or e and you curve 90 degrees.

    Now you actually curve a bit more, so you have to time it much better now to actually curve around things. But the extra window to curve means you have more time to do it, and you are able to curve around longer loops. So if anything this makes billy even HARDER to play, and rewards skilled players for doing well while nerfing the braindead easy play of just using the saw to cut someone off and m1ing them super quickly without any real skill involved.

    all it does is make so that billy can be further back and still get the curve. here's image of what i mean.

    image.png

    Why it makes easier to curve is a rookie billy might measure distance wrong and curve into the object. Now with greater curve window, they're less likely to do that.

    You already see that a lot right now during overdrive where many of billy's who aren't good at billy run into walls with overdrive when your playing survivor. At same time, when billy misses, he get punished more which means a clever billy player that zones correctly now won't be able get hits reducing his total power-level.

    As for why it buffs lopro chains, if your standing further back and respecting pallets, the survivor will have moments of lose/lose where if they drop pallet, they get hit and if they don't drop pallet, they still get hit. with current lopro, the billy has to go a little bit inwards into pallet hitbox to curve. that is why a popular perk on billy was enduring so that pallet stuns were not detrimental.

  • @jesterkind said:

    Whenever a thread about tunnelling comes up, usually from the perspective of acknowledging it as a problem and attempting to come up with a fix, there's a particular rhetorical trick that some people will use. I have some issues with this trick, and I'd like to lay out why I think it's misleading and unhelpful.

    The trick is the following: Someone will liken tunnelling a survivor out to genrushing, and refer to it as "tunnelling gens", to claim both sides are capable of playing their objective very efficiently but people only care when a killer does it. I think this is kind of silly, because that's obviously not what "tunnelling gens" would actually be if and when any survivors did it.

    To break down why, let's define what it means for the killer to tunnel for a moment. Tunnelling, to me, is defined as the following: A killer chasing a recently unhooked survivor while ignoring everyone else, with the intent of getting that survivor sacrificed as quickly as possible. In other words, the killer is focusing on one of four objectives to the detriment of others.

    The killer's objective is the survivors, and the survivors' objective is the generators. Therefore, if the survivors were to "tunnel" a generator, they would be focusing on that generator, to the detriment of others. If any survivors actually tried this, it would be extremely easy for the killer to capitalise on it. It's definitely not genrushing, which is doing all their objectives as fast as possible with the aid of the strongest tools available.

    The killer equivalent of genrushing isn't tunnelling, either. It'd be playing to all their objectives as quickly as possible-- IE, it'd be spreading pressure and chewing through the whole team's hook states as quickly as possible, not just one survivor's. As you can imagine, this doesn't really exist as a realistic strategy or even reliable outcome, much in the same way that survivors "tunnelling gens" doesn't exist as a strategy. In the killer's case, it's playing extremely extremely well, and in the survivor's it'd be just throwing the match. Opposites, but equal and contrasted with one another.

    there is difference between reckless tunneling and smart-tunneling. Reckless tunneling makes both sides lose the game in many cases as the player is recklessly pursue a narrow objective without consider alternative options.

    tunneling gens in my opinion is when survivor stays on the generator and purposely gives killers free downs in pursue to finish the generator in killer face. this is often used by survivor that are not on death hook in order to rush the objective.

    killer criticize the gameplay because they're often criticized for "tunneling" survivors and playing efficiency when survivor is throwing themselves to rush the objective to give meaningless hooks. this has further stereotype of all 4 survivors using Adrenaline.

    There is nothing worse m1 killer where 3 survivor are on a gen, you walk to the gen in attempt to use pop goes weasel, all 3 survivor sit on gen in your face. you grab one, you hit another, they stay on gen, you hit another in dying state, they finish gen in your face, adrenaline pops, all survivor are healed, you hook a survivor, they heal up teammate, rush hook, bodyblock you, unhook, run to exit gate T-bagging.

    that is why i think the tunnelling gens and tunnel survivors comes from. it is suppose represent brute force killer objectives vs brute force survivor gameplay.

  • @MikaelaWantsYourBoon said:

    That's better honestly. Cooldown nerfed and they buffed his another part which is W.

    And good thing, that change only affect high mmr player. Your average Billy will hardly notice any change.

    not sure why billy needed a nerf. I think this change is being largely exaggerated because average billy's who struggled to curve now have an easier skill-floor to curve while people that were already good at curving won't notice anything besides cooldown nerf.

    The change for experienced players will mostly buff Lopro chains where breaking a pallet and hitting someone after is made significantly easier.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649605#Comment_3649605

    Because of her stealth.

    That addon allowed infinite stealth for Skull merchant (with that other yellow addon), which devs didn't seem to like.

    wasn't that one of their goals in her rework to improve her stealth?

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648328#Comment_3648328

    I fail to understand. Are we talking about same addon?

    Low-Power Mode

    By intermittently powering on and off non-vital components, the Drone can stay on for longer.

    • Causes the Scan Lines of Drones to no longer rotate.

    my mistake, i thought you were talking about expired batteries. low powered mode was re-design to be cooldown add-on though i don't know why i have cooldown for placing drones in first place.

  • @Shaddoll_Serpent said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649314#Comment_3649314

    What? Basekit kicks take off 5% and survivors can no longer tap to stop that regression. How on earth is that unrewarding?

    Base regression's low, sure, but I don't think it's necessary to raise it considering everything else they've done to improve killers' abilities to defend generators.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649322#Comment_3649322

    There's definitely a point to be made about that skill check, but I don't think it's necessary to completely remove it, especially because it's basically the entire point of the perk. Just like remove the extra penalty or make it only stay there for 30 seconds and then buff the regression aspect of the perk to compensate.

    @Topic:

    Always felt like the nerfs to both especially Call of Brine were a little too harsh and felt like now would be the time to buff them a bit considering the generator changes, but I must say, we would have to be very careful about increasing their regression. They're still unearned regression that provide free extra value for nothing and could in theory be brutal when stacked together with some other kick perks.

    5% regression is pathetic reward. I waste time as killer to kick gens for what survivor at 4:1 ratio outclass in anywhere between 2-3 seconds. I rather have an extra hook on board than spend time kicking gens with current rewards. kicking gens should be more rewarding than what it is at base and perk should only add to killer's regression. basically an optional bonus for killer to spec into.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649221#Comment_3649221

    Xeno has the same problem as slinger: you slow down when pressing m2, so the survivor rounds the corner by the time the attack comes out. You have to be pretty much on top of them to even have a chance.

    I played some Nurse after getting frustrated with Xeno and did well, but saw the same issues. I was getting insanely fast downs, but gens were still knocked out. The game should’t be trying to force an outcome. If the game is trying to force a result, what reason do I have to play? It shouldn’t be coming down to 1 or 0 gens left if I am outplaying them.

    what amount of gens do you expect to be at when you win? You sound like your expecting to win at 5 gens every game.

    I would say killer is an ok spot if they use meta perks. one of the main issues with killer at the moment is low perk variety. there is not exactly a lot of perk combinations for killer that lead to good results. I am not saying that survivor perks are all perfect and what not but there is more perk variety on survivor end than there is on killer end. that is my take on killer playing killer in 2024.

  • the problem now is that kicking gens is unrewarding. the only time i ever kicked gens was in 3 gens and now that 3 gen are limited in regression, kicking gens is now under-powered because reward is pathetic.

    They should consider buffing killer's base regression to 200% to increase reward of kicking gens but nerf hex:ruin to 50% keeping the power-level the same.

    So no, I don't think the perk are issue. it is base-kit. base-kit is unrewarding therefore perk are unrewarding.

  • @Depressedlegion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648912#Comment_3648912

    I think you have a point with nerf #4, but the addon is fine because it is and insta down attack, which is more powerful than Chucky's slice and dice. He can also use it as a full on mobility rather than a short dash, which is why his is 2 seconds vs Chucky's one second.

    Right but you can walk as chucky until your in range to hit the survivor with the dash, at that point, it is functional the same as Oni's demon fury in loops and between loops. Instant down for killer is great because you save time as killer from not needing to hit the survivor twice however Oni takes long time to get his innately power and instant down loses value if everyone stays injured in the mid-late game. Oni needs to be able to punish survivors staying injured in mid-late game and that drawback specifically makes it difficult to do that. it is too easy to starve Oni between 1-4 gens and too easy gen-rush on final gen/end-game. He'd have better slug pressure in early game without the dying state penalty and his anti-loop would be less reliant on the 180 flick if part of add-on was put into his base-kit.

    I think he's pretty solid outside of his exploitable weaknesses but those weakness make him not as fun to play in my opinion.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648959#Comment_3648959

    I wouldn't be too bothered if the 6% was nerfed or removed entirely, I'd probably still run it. I just don't see it as a problem, or as a threat when playing killer.

    It really doesn't revert to pre 6.1 gen speeds though, it's sacrificing a perk slot to go halfway back to pre 6.1.

    it almost reverts it. another aspect of the perk that is annoying is that it encourages survivors to 2-man stack of gens. weak killer are balanced around survivor walking to useless gens and survivors being afraid to use pallets. not stacking on correct gens, pre-dropping pallet smartly and pre-running. I notice player that use deja vu tends to do all those things.

  • @Skillfulstone said:

    It's 6%!! It literally shaves off like 4 seconds off a gen and only on 3 gens at a time! It's strength isn't from gen speed, it's knowing where the 3-gens are so Survivors don't end up in a 3-gen in the first place.

    And the system is flawed anyway, it's not just 3-genning that's gone (although it's not entirely gone) it's gen-defense in general that took a blow and tunneling that got encouraged.

    Most people use it because Gold progress bar = Dopamine XD

    if its strength is knowing where gens are, then you don't mind the 6% bonus going.

    @Seraphor said:

    Deja Vu is so much of a nothing perk, I don't understand why killers get so uppity about it when the likes of Hyperfocus, Toolboxes and Resilience exist. It's info is far more useful than the 6% speed buff that only shaves off about 4 seconds, IF you manage to stick to that gen for the entire 86 seconds anyway.

    I'd much, much rather Toolboxes got a rework similar to Medkits last year, that completely negates their ability to stack with perks of a similar nature.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648631#Comment_3648631

    Also consider that Bloodlust was only added to the game so killers could deal with infinite tile loops. Those loops are long gone but we still have Bloodlust.

    BHVR work in a "if it aint broke don't fix it" policy, both Bloodlust and Deja Vu are absolutely fine in their current states, regardless of the reason they were created for. They won't remove them 'out of principle' but IF they become a problem. If their stats show that Deja Vu is definitively contributing to lower kill rates, it will get nerfed.

    my problem with it is that it reverts gen speed nerf to pre 6.1.0 level. So survivor get free base-kit BT but no gen speed nerf because deja vu replaces old BT. It is also low commit perk, i.e survivor can run Adrenaline+Exhaust+w/e with this perk.

    A nothing perk means that you don't mind the 6% going. After all, it is nothing change. right?


    @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648586#Comment_3648586

    Only if you run it by itself. Add toolboxes and other perks to the mix.

    I personally run it with my stake out/hyperfocus/fogwise build and have had a ton of matches of me doing more than half the gen progress by myself and breaking any killer 3 gens before they become a problem. It's pretty strong if the killer leaves me alone at all.

    that's fine because you commit an entire build towards gens which allows killer to tunnel you as you are weak link, chase-wise.

  • @MaTtRoSiTy said:

    I feel like Oni is still very strong and he really only gets hard countered when you get a good team who can deny him his first hit for as long as possible. He destroys most public lobbies

    i get first hits on Oni within 30-40 second of the match and I end up losing with 2 kill/2 escape games. the teams that make Oni lose are teams that actually know how to loop Oni in demon fury and gen-rush effectively while injured.

    -------

    I forgot what his nerfs were from PTB:

    These are ones that I remember off the top of my head

    -> Demon strike pallet break increased from 1 second -> 2 seconds.

    -> Survivors during demon fury no longer drop blood when injured.

    -> Added restrictive turn angle when using demon dash up to 90 degrees.

    -> Putting someone in dying state during Demon fury depletes 7 second of demon fury gauge // Tear-Soaked Tenuqui & Ink lion now reduce penalty of demon fury instead of increasing demon fury duration.

    Deathslinger/Spirit patch

    -Scalp Top Knot

    -> Reduces the Charge speed of Demon Dash by -0.5 seconds(Was 1 second).

    ==============

    My biggest problem in these nerfs is nerf #4 and Scalp Top Knot nerf. Oni as a character is suppose punish survivors rushing generator while injured and the way he does that is that he slugs people which slows down generator progression when he has surplus of orbs. Nerf #4 is designed to discourage killer from slugging which prevent him from punishing survivors when injured.

    It artificially reduces his demon fury duration to 35 seconds and there is also activation time of 3 seconds, an activation time for charge(2 seconds) and cooldown for downing survivors(3 second). Adding all these mini-cooldown and you get like 30 second power-up. 30 second is too short for Oni to slug at base-kit.

    The change actively punishes the killer for being successful at using the ability with only way to mitigate the problem with Lion fang add-on.

    The second change that I disagree with is Scalp Top Knot. With 90 degree turning angle, the activation time of the charge is too high for his 90 degree turning angle. Chucky in comparison has 1 second charge time for his Slice & Dice. This changes forces Oni to use a specific turning angle exploit to have relevant chase potencial in demon fury vs stronger looper's. Dead angling Oni demon fury is unfun mechanic because there is no counter-play for Oni to get a hit other than not using the ability. advanced killer tricks should be optional, not mandatory to be relevant. If there is insist on removing the killer trick then at least buff Oni's base demon fury charge to 1.5 seconds. Oni should be scary strong in the chase, not be a worse version of chucky and blight's ability.

  • @CammyChameleon said:

    There is literally no way this isn't satire right? This is probably the worst list of changes I have ever seen.

    Background player already one of the strongest survivor perks rn, making Flashbangs saves and pallet saves nearly free.

    Never bring back Old MFT it was way to Overpowered and made it harder to balance maps. Plus it was infinite.

    Pain res is the most balanced perk in the game rewarding not tunneling.

    Pop is only 30% of current progress, so kicking a 50% gen is ALREADY 15% regression since 30% of 50% is 15. So Pop def doesn't need any changes.

    Base kit unbreakable is a horrible idea that never made it past PTB because of how much it ruined the overall experience for both sides and encouraged slugging everyone.

    Being able to remake a pallet 3 times.... that has to be a joke....

    i am laughing at the MFT change. 5% haste? The 3% one upset killer players and this guy is like reverts the changes and increases it to 5%.

  • @CammyChameleon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646703#Comment_3646703

    I've been testing out a bunch of different builds.

    Not sure why you think pwyf is bad though, I have been using it based off one of the Best Onryo's In The World from Team Creed, who has played a lot of Onryo against some of the best players, even team Eternal, and they say often times PWYF is banned in Comp because of how strong it is giving free hits and downs with that extra speed.

    Pwyf helps against perfect loopers that you couldn't hit otherwise.

    I just still need to learn how/when to farm the stacks to be most powerful.

    PWYF used to be good in Sadako 2.0 because you only needed 1 hit to break the tape which rewarded killer 2 condemn stacks. The new version does not have this mechanic so PWYF is not as good or rather, it is as good on her as any other regular m1 killer.

    Condemn Sadako is like Scratch Mirror Myer's now. It relies on you picking Gideon's map offering or Hawkin map offering to be relevant. On all other maps, she's m1 killer now if survivor plays correctly and is high-level looper. you can beat people below your skill-level as killer but not very best anymore.

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648278#Comment_3648278

    Old Bubba had a massive cooldown when he just tap M2 so I couldn't even bait using his Chainsaw to get the hit on the Pallet or bait Dead Hard. Also old Bubba was garbage. He couldn;t use his Chainsaw against people who know how to run 1 circle on the loop...

    I believe that my suggestions would make Bubba still skillfull, but much stronger Killer.

    he's already very skilful because even 1-2 second late usage of his chainsaw leads often leads the survivor to just make it to a pallet. there is very narrow windows of opportunity for bubba to counter shift-w play but it also matters how you zone survivor and how you pressure survivor when they enter the loop. this is hard to describe but a lot of bubba's play relies of peer pressure for survivor to make a mistake in the chase.

    my guess is that if you buff bubba, he will take less skill to play because you won't need to be as sharp at measuring distances for his chainsaw to be effective. His skill-ceiling will lower and skill-floor will lower. great accessibility to his power-level.

  • @VomitMommy said:

    Low-Powered mode would be quite good if it worked only when drone is in stealth mode, but would rotate otherwise.

    Or it would change your active ability (rotation) into making it rotate/stop.

    But current version is just bad.

    it is nerfed version of her purple geographic readout that used to be 2%. this one is 0.72% with a -50% penalty. it also has no vault speed... or pallet break speed.

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648099#Comment_3648099

    Double recharge base kit would create very braindead playstyle - everyone would spam Chainsaw. Only Purple Chili & Beast's Marks at base kit and it would be amazing.

    why? dbd is trending towards hyper spam abilities like billy. The original iteration of bubba allowed him to spam chainsaw with no cooldown or any drawback. He should be partially reverted to have no cooldown or drawback similar to billy.

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648025#Comment_3648025

    Without speed on slightly higher level Bubba is very weak...

    Bubba design was intended to create that effect where the killer "just misses you". They made this killer originally because dev thought it would be exciting for survivor chases to included a big scary chainsaw sprint where your running forward and the killer just misses you creating that big epic moment of escape.

    That is why bubba had 1 charge originally. The irony is this design is that after rework, if your good at bubba, you create opposite effect where.... the killer just hits you on very last sweep on every single chainsaw. For me, that last part never gets old. It is very satisfying to perfectly time the chainsaw sweep to the very last hit.

    what would be great for bubba is for spark plug, primer blub, award winning chili, beast marks, knife scratches and Yellow chili to all be base-kit add-on so that killer is not add-on dependent. Maybe add speed limiter bloodpoint base-kit then Bubba can be played add-on less and just be nice bloodpoint killer. The add-on themselves could be converted into freddy-level add-on. There is clearly an expert that knows how to design worthless freddy meme add-on's so just ask expert to design the filler add-on's.

  • i wrote post long ago in regards to doctor. his biggest issue that virtually all his madness afflictions are not that useful excluding discipline add-on. I also agree that he is reliant on range add-on's.

  • awhile back i asked to buff expired batteries, high powered mode and supercharger.

    What i suggested was expired batteries was haste bonus to be buffed from 25%->50%

    Supercharger to be buffed from 15% ->30%

    High powered mode to be buffed from 1 second -> 5 second.

    -What changed?

    Low powered mode was nerfed from -25% cooldown on placing drones to that a joke meme add-on.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647600#Comment_3647600

    Well, Deathslinger used to be way more fun to play in past for sure.

    I don't think he is worst killer in dbd, but he is definetly not best either and not really popular.

    he used very popular before his ADS change and TR change.

  • Universal perk:

    -Perk name 1-

    When a survivor begins a healing action outside of 40 meter meter radius, The killer receives a loud notification and the survivors aura is shown for 1/2/3 seconds.

    Bloodboil:

    When inside the chase, Completing breaking a pallet increases your pallet breaking speed by 10, 15%, 20% for next 20 seconds.

    Heavy Foot:

    Increases your generator kicking speed by 50/75%/100%. After kicking a generator, the survivors pools of blood are shown in bright red for next 30 seconds.

    --

    The goal is to provide beginners with one tracking perk, 1 chase perk, 1 game-delay from kicking gens for killers.

    --

    Survivor perk idea:

    Rejuvenation:

    At the start of the trial for the first 90 seconds, rejuvenation activates. the first injury you suffer will make you suffer from the broken status effect. You are granted the ability to automatically heal 1 health-state after 35/33/30 seconds.

    While Rejuvenation is active, the following conditions will deactivate it:

     Successfully being healed by Rejuvenation while active.

     Being put into the Dying State before the timer elapses.

    --

    A self-healing perk for a beginner survivor.

  • @AhoyWolf said:

    https://us.v-cdn.net/6030815/uploads/PWP2OLDA5FWY/huh.png

    So if I got it correctly, it increases the duration of you being Visible after manifesting when you're blinking in and out of existence for two seconds? But the wiki says that it increases your invisibility duration, which makes more sense. What does this add-on actually do?

    it makes your flicker longer by 2 second after manifiesting(de-cloaking). the default flicker time is 4 seconds. so this one bump it to 6 seconds.

  • @UndeddJester said:

    The big issue really is that Deja Vu trumps pretty much every gen aura reveal perk you could ever create, because it doesn't really have any trade offs.

    • No range limit
    • Always active
    • Information on which gens to break without any investigation or time investment
    • Additional repair bonus of 6%

    I kinda want alternative perks for gen auras to Deja Vu, so I'dnot be in favour of such a radical rework... but you're gonna struggle to get a perk that provides equivalent value.

    As such, if there is no intention of nerfing Deja Vu (which I can see being fought insanely hard), Visionary needs an effect that offers other effects in the game outside of gen auras.

    I think something that makes sense for Visonary is to keep it's effects as is, but remove the cooldown. Then add:

    • You recover from the Blindness status effect 50% faster.

    This means that Visionary has a niche that Deja Vu doesn't; it can be used as a means of ensuring better value from your aura reading perks. You can stack Vigil on top of it to become basically unaffected by blindness perks /add ons, and otherwise protect the vslue for things like Kindred, Windows Of Opportunity, Bond, or obviously downed and hook auras.

    that is another perk. that perk is called vigil. I believe value is 30%.

  • the perk design is meant help new players find gens. the upside over the perk over deja vu is that it works indefinitely and works on all gens. they could remove cooldown of the perk as a buff.

  • @Azulra said:

    So, as we all know, Myers is pretty much needing a rework by now and the main things keeping him from falling to the bottom of the killer tier list are his Tombstone addons. However though I noticed that Lights Out actually makes him at base-kit really good and the reason why is because it gives him the "stalking environment" that he desperately needs since spotting Myers stalking now is pretty easy.

    What I think should be potentially done is try to incorporate the Lights Out game modifier into his kit during his rework, but instead of the map being covered in full darkness it can be a heavy fog sorta similar to the fog he's surrounded by in his cinematic trailer(but a heavier version of the fog) and he still has his terror radius due to how small it is anyways. This would give him a stalking environment to use for reaching Evil Within 3 much more easily without the chance of instantly getting spotted. This should also be possible to achieve as well since we already have killers who do a similar thing such as Freddy with his Dream Realm and Dredge with his Nightfall.

    Yes, this would give it away that it's a Myers instantly, but I don't think this would negatively impact his stealth as much as you'd initially think since he could hide within the fog.

    what about ghostface? he needs that environment as well.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646957#Comment_3646957

    Im making propaganda? OK man...

    No. Having the same addon every match does not make it basekit. That is absurd. Agree to disagree.

    Sadako's slowdown is considerably lower than Pig's, but it is still there.

    I'm glad that you don't lack a sic understanding of Pig's rbt. 1-3-4-4 is indeed extremely oppressive. You dont even need addons to get head pops. Having survivors do anything else other than searching boxes can result in a head pop if they have 4 searches. This is the true power of pig. Survivors have to make difficult decisions. That how I beat knightlight and viewers. They made the wrong decisions. You dont need any screaming related perks to accomplish this result. You dont need addons to accomplish this result. All you need is the correct Rng. Ultimate weapon is not as good on her as people say. My simple explanation: when your in 32 meters around the survivor, interrupt them yourself. Easy as that. Your there. Why are you not doing it yourself? A good pig always knows where people are. At least I do. I memorize pathing throughout the match.

    Please don't bring popular content creators in this. They are also just players. I only brought in Knightlight, because you seem to give a lot of credit to these types of players. I don't. They are at the end of they day just like us. People playing this game. In my match with knightlight, he could have been any random pubs Kate. He didn't play any different way.

    In terms of Sadako, I helped making her the way she is now. At least I think I did. If you want to crucify me for that, do it. I gladly take that blame on me.

    If you think her base kit overall is flawed and should be completely removed, I have to say that we can stop discussing her at this point because we will never come to any agreement. I support her kit and think she's in propably the best/healthiest spot she has ever been in. Please keep in mind, that I don't think that best and healthy = strong. Nurse is not healthy for the game. 2.0 Sadako and OG Sadako where not healthy for the game. Og Sadako was a sweat fest without busted addons and 2.0 Sadako was a mindless spam fest with counterplay that was way above the input that Sadako had to do.

    My proposed changes to her kit (no the ones I brought up where not problems of OG Sadako)

    - 2 sec insertion of tapes

    - no aura shown to survivors

    - passive condemned sets in after one minute of holding a tape OR taking another tape out of a TV

    - addon pass

    - changes to Gideon meat plant

    2 second insertion was not a problem of og Sadako. She had that base kit. Auras of TVs are a new problem since the Ptb. Her addon situation was bad back then and is bad right now. At least she doesn't have very problematic ones anymore. Just a lot of bad ones. The Gideon meat plant was problematic back then as well and passive condemned was something that was also a mechanic back then. That much is true.

    I give the ball to you know because I'm tired to repeat myself. What would you propose that changes about her? You just stomped on and talked down my ideas for as long as I remember and made them look bad. What do you think should be added, since my ideas seem to be so bad from your point of view?

    Last but not least, if you do not like Sadako, that is fine. I don't like Wesker. There are a ton of characters in dbd. Not everyone is to everyone's liking. I like Sadako. I fought for her. I continue to fight for her. I'm dedicated since she came out.

    But I have to say, that I think that new Sadako is here to remain for a while and will not see major reworks anytime soon. She got reworked twice in 9 months. That's a lot of time investment from a dev team that is known for having little time for major changes between big releases.

    I'm glad that you don't lack a sic understanding of Pig's rbt. 1-3-4-4 is indeed extremely oppressive. You dont even need addons to get head pops. Having survivors do anything else other than searching boxes can result in a head pop if they have 4 searches. This is the true power of pig. Survivors have to make difficult decisions. That how I beat knightlight and viewers. They made the wrong decisions. You dont need any screaming related perks to accomplish this result. You dont need addons to accomplish this result. All you need is the correct Rng. Ultimate weapon is not as good on her as people say. My simple explanation: when your in 32 meters around the survivor, interrupt them yourself. Easy as that. Your there. Why are you not doing it yourself? A good pig always knows where people are. At least I do. I memorize pathing throughout the match.

    let me break down your statement.

    1) Statistically, you do not have enough time to head-op someone without those add-on's if a player immediately begins searching the boxes, so yes you do need them vs good players.

    2) "Ultimate weapon is not as good as people say". It is as good as people say it is in regard head-pop pig. Your explanation doesn't work because one of tips for playing vs pig is even if you hear TR, you should keep searching the box. Another tip vs Pig is to not waste pallets near Jigsaw boxes because it is vital that the player who searches jigsaw has a pallet nearby because it allows player to feel safe searching jigsaw such that survivor can calculate distance to get to the pallet. Now that I have covered the basics, the reason why Ultimate weapon is good is because you can predicting survivor pathing with jigsaw boxes and mathematically time the jigsaw search to reset 1-2 second sooner before search completes. In essence, using a scream perk forces survivor to 5 jigsaw boxes instead of 4 jigsaw boxes. If you know anything about Pig's history in regard jigsaw, you might remember that Pig used to have add-on to increase total number of Jigsaw boxes. The add-on was called Jigsaw's Sketch. This add-on was nerfed and no longer grants +1 jigsaw boxes on the map. Instead it gives +1 reverse bear traps. This was major because her traps were random so having 5 jigsaw boxes meant that you could get a 5 box search reverse bear trap and this was especially strong with Tamper Timer as it reduces bear trap timer by -30 seconds which is now -20 second. This add-on was also nerfed in deathslinger/spirit update.

    To further talk about add-on Crate of Gears and Bag of Gears, these add-on only add 2.2 second and 1.65 second on paper which does not sound a lot however when you have search 4 jigsaw boxes. The cumulated time added from these add-on's amounts to a 5th jigsaw search because 3.85 x4 = 15 seconds.

    Still watching inexperienced players such as Conconuts video on head-pop pig is funny because a lot of people will try to force the mori on pig by chasing after survivors in reckless fashion in desperation for Mori's when Pig's power for Mori is more like indirect mori that happens over-time.

    But I have to say, that I think that new Sadako is here to remain for a while and will not see major reworks anytime soon. She got reworked twice in 9 months. That's a lot of time investment from a dev team that is known for having little time for major changes between big releases.

    I agree. I do not see any reworks any time soon. She might get pig treatment where dev randomly fix her mori like how pig received the 12 box rule though i do not see this happening for at least 3-4 months. So for now, she is likely to stay underwhelming.

  • an interesting buff would be to reduce the wall-hack window from 2 minutes to 20 seconds but make it apply to all generators on the map when activated. The perk cannot be disabled by kicking.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646867#Comment_3646867

    You just hear what you want to hear, do I see that right?

    You just pick the points that fit your argument and ignore the other points.

    Myers is not at base power, when he uses addons. No killer is. Base power is base kit killer without any addons. Myers can NOT mori a survivor base kit. He needs either the purple tombstone piece (the strongest addon in dbd) or the iridescent tombstone.

    Sadako is a game delay killer just like Pig. Both killers have a secondary objective that delay generator progress. Pig can also kill survivors with traps. I get head pops every third match. I even got a head pop against knightlight. All on twitch if you wanna see that. Pig has stronger delay on specific survivors. Sadako forces survivors to cross the map multiple times in order to insert tapes.

    Both killers have a mori mechanic if the survivor ignores it. Pig is better in chase while Sadako is better in mobility. They work pretty similarly.

    I have ~2200h on Amanda. I know what I'm talking about.

    The "flickering" works alright. It's just situational, just like the ambush.

    You have to know when to play m1 and when to go for your ability. The buffs to chase are really good. Especially with fingernails. I even got to outplay a shack with it. It's not bad. Not the best, but not bad.

    On the Ptb she had some issues, mainly:

    -2 second insertion had to stay because tapes where no threat.

    -auras shown to survivors where too much info.

    -addons are horrible with the exception of 5 to 6

    -gideon meat plant is just dumb

    These where the main points of frustration.

    For some reason, they decided to nerf her from the Ptb. Many, including me, where very disappointed with these nerfs, which is why she got buffed now. The buffs are very welcome and especially the removal of the cooldown helps a lot.

    I hate to repeat myself, but: she's undeniably better than what we got after the Ptb. Is she perfect now? No, there are still things that have to change.

    I encourage you to read everything I read and not just pick the sentences that fit your argument.

    Last but not least, do you want to see some matches? (I repeat myself because you didn't respond to me asking the first time.)

    once again, your taking my post very literal creating misunderstanding.

    I am saying that if you have enough bloodpoint and main killer to p100, you can use the said add-on every single game because you own 1000 add-on of the same copy. As such, the add-on is base-kit because your equipping the add-on every single game.

    Sadako is a game delay killer just like Pig. Both killers have a secondary objective that delay generator progress. Pig can also kill survivors with traps. I get head pops every third match. I even got a head pop against knightlight. All on twitch if you wanna see that. Pig has stronger delay on specific survivors. Sadako forces survivors to cross the map multiple times in order to insert tapes.

    Sadako is not game-delay. this is another propaganda non-sense. She doesn't force survivor to anything beyond pick-up a tape because it is free counter-play with no drawback. Cammy explains this a little bit in his video between 10:00:11:00 but I will draw this on paint to explain it. You can go to a gen, pick-up a tape, do the gen, then go to a television drop the tape in, do the gen. If everyone on the team does this, you disable her condemn mechanic because TV is off for whole 70 seconds and no condemn stacks are ever build-up because survivor immediately removes any condemn build-up. Your doing a gens while simultaneously having no game-delay because locations your dropping the tape off are locations that you would be walking too because that is where generator is located.

    image.png

    5 second game-delay with 1 second insert timer is laughable game-delay. It is not game-delay. it is a joke. Pig has capacity to mori survivors because Crate of Gear + Bag of Gear is over-tuned game-delay that has been produced from the buff that pig received few months ago after her nerf on deathslinger/Spirit chapter where they added 5th box to her base-kit but changed the Jigsaw box logic to include 12 jigsaw searches which has resulted in pig having rng like 1/4/4/3 where a majority of her revear bear traps are amounted to 3/4 searches. 4 boxes searches with 20+ second jigsaw is amounting to mori's in her power. Nobody complaining about this because Pig considered to be unpopular weak killer.

    The complaints that have started with Pig have been recent where I made a joke build revolving around using Infectious fright, Thwack! & Face the darkness that revolved around causing survivor to scream during their jigsaw search in attempt to mori player with pig. This was not consider serious build but recently new perk was added. This perk is called ultimate weapon. It causes survivors to scream on command upon opening a locker and many players such as Otz have said that this synergy is "unhealthy". So now you can make mori-based pig builds due to added perk synergy. Player are only raising awareness to this perk synergy because Ultimate weapon is valid strong perk unlike previous iteration which included a hex totem, Thwack! which might as well be some D-tier joke perk and Infectious fright.

    Despite Pig having a free mori-build, Pig is still not considered good because her chase and stealth is poor. In any case, Pig is scheduled in March to receive some changes so I guess we shall see what kind of changes are given to pig. This is huge tangent in regard to Pig which has absolutely nothing to do with Sadako's current state.

    On the Ptb she had some issues, mainly:

    -2 second insertion had to stay because tapes where no threat.

    -auras shown to survivors where too much info.

    -addons are horrible with the exception of 5 to 6

    -gideon meat plant is just dumb

    These where the main points of frustration.

    Does address game 1 problems with Sadako. her problems are kit design related.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646572#Comment_3646572

    Myers does NOT have this power in his base kit. Truetalent uses the strongest addon combination in the entire game to do this. Combined with a build that makes it even stronger.

    You compare that with Sadako? Really?

    Sadako has no sich addon. No killer really does. Even Blight doesn't have any addon, that is on this level of ridiculousness.

    Sadako's best addons to spread condemned are ring drawing, videotape copy, tape editing deck and remote control. That's it. The iridescent tape is not as strong as it used to be and doesn't give any quick condemned anymore.

    Did you read the messages I wrote you after the Lery's match I showed you?

    I told you that this match was not played well on part of the survivors and that I played really nice. A match, that showcased how strong she CAN FEEL if survivors mess up drastically. I also told you that I have way more matches against better survivors to show you. I even asked, which one you would prefer to see. Please go back to that thread to look up these matches. I posted 2 more there. If you can't find it, I will try to find the links again.

    FOR THE LAST TIME. SHE WAS NOT GOOD WHEN SHE GOT RELEASED LAST PATCH. I think I said that loud enough. Many players did. She's now undeniably better but still needs tweaks.

    2 second tape insertion

    No auras shown to survivors

    Addon pass (for real this time)

    I DID SAY THAT SHE IS IN A GOOD SPOT, NOT THAT SHE IS PERRFECT BY ANY MEANS. Cammy also uses a sub optimally build. Playing Sadako = playing around condemned. Pwyf is bad. Sloppy is not good, survivors will simply ignore to heal because Sadakos chase is bad. Stbfl is way better. Surge is great because you don't want to kick gens. You have to manage your time. What he needs is more info to spread condemned more effective.

    DO YOU WANT TO SEE MORE OF KY MATCHES?

    If you don't trust me that I'm also going against better survivors, I played against Knightlight 2 days ago. I won. All recorded. If this players is not in the upper bracket, I don't know what to tell you.

    Myer's power is at base-kit when he uses both add-on's. This is his default power.

    FOR THE LAST TIME. SHE WAS NOT GOOD WHEN SHE GOT RELEASED LAST PATCH. I think I said that loud enough. Many players did. She's now undeniably better but still needs tweaks.

    She hasn't changed between patches in significant way to alter her state. She has same problems as PTB.

    If this is completely ignored, we have a killer with an alright secondary ability, good map mobility, awful chase and no slowdown. That's Pig in way worse.

    The killer is suppose excel at

    -> Skip hooking states(Mori)

    -> Map mobility

    -> Anti-loop flickering

    Pig is suppose to excel at

    -> Game-delay

    -> Stealth

    -> Ambush dash anti-loop.

    She is not worse. She has different strengths. Her current none of kit is functional because condemn is ineffective vs good players showcased by Cammy game 1 vod, Her map mobility is non-existent vs good players due to Cammy's explanation 10:00-11:00 and her flickering remains ineffective since her debut to the game.

    @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646572#Comment_3646572

    Sadly it’s true, that she will only be a noob stomper soon. After everyone understands her power, there won‘t be much you can do.

    I have two types of games: Survivors struggle against condemned and I kill everyone at 5 gens or I don‘t get kills (without tunneling) and no one is near to getting condemned.

    The Problem why tapes need a downside is; survivors take away two powers from her, condemned and mobility (basically everything).

    I really like her first version, because no one interacted with her TVs and taking tapes was really threatening. That meant you could apply condemned freely (only limited by your own skill) and your mobility wasn‘t hindered. To make condemned stronger, I would have made it dependent on the proximity to the one tv. I know you will disagree with the last part, because you liked her second version.

    I have two types of games: Survivors struggle against condemned and I kill everyone at 5 gens or I don‘t get kills (without tunneling) and no one is near to getting condemned.

    That leads me to believe that the killer is unlikely to change because killing everyone at 5 gens shows the killer is effective.

    The Problem why tapes need a downside is; survivors take away two powers from her, condemned and mobility (basically everything).

    My thoughts on old iteration is that tape mechanic of gaining passive condemn promoted exploit old legion-deep wound type gameplay. I do not care to elaborate what released "old legion-deep wound type gameplay" means but the player that were able to play that version will understand what i mean by that.

    I know you will disagree with the last part, because you liked her second version.

    I liked her second version because it allowed her to be overpowered while simultaneously being under-powered when the survivor was competent at chase/looping. I would be less concerned about the killer if the killer was a monster at the chase but current iteration excels at nothing.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646287#Comment_3646287

    Yes. I'm sorry that I took you by your word.

    Survivors can be condemned before getting hooked at all. This has nothing to do with the survivor ignoring and playing badly but also the Sadako player being nice.

    While we are at the *sigh* part: nothing you wanted to say to my reply in regards to Myers and his addons? It's not ok to mori a survivor in less than 5 minutes if they don't make massive blunders. If you want a killer that just destroys while being rather simple, I strongly recommend Nurse. I feel like I told you that before.

    You seem to just disagree with me for the sake of disagreeing. If you don't want to play Sadako, that's fine. There are a bunch of other killers you can play, that might be a lot stronger for less effort. I like how she is and will defend her and her unique and special playstyle.

    While we are at the *sigh* part: nothing you wanted to say to my reply in regards to Myers and his addons? It's not ok to mori a survivor in less than 5 minutes if they don't make massive blunders. If you want a killer that just destroys while being rather simple, I strongly recommend Nurse. I feel like I told you that before.

    if your talking about in regard to that myer's game, they did do massive blunders. that is why they lost so quickly. You said 7 minutes for first condemn mori is too fast so I showed how Myer's can do a mori in 2 minutes which is more then 3x the speed.

    The game you showed me on Lery was way too far from my usual killer experience in this game.

    https://www.youtube.com/watch?v=CaAI6WHdyhw

    You seem to just disagree with me for the sake of disagreeing. If you don't want to play Sadako, that's fine. There are a bunch of other killers you can play, that might be a lot stronger for less effort. I like how she is and will defend her and her unique and special playstyle.

    I will use Cammy's footage because this first game is excellent showcase of what high MMR Sadako looks like. you cannot look at game 1 and say that the killer is good. You can continue to disagree that current sadako is good design but I will point out the flaws the killer. Cammy's explanation 10:00-11:00 for how you counter Sadako is exact explanation that I saw in the PTB for why I immediately saw this killer as dead on rival. His explanation is why Sadako cannot be a good killer in current iteration.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646107#Comment_3646107

    WHAT?

    You can only mori survivors on death hook? You sure that I AM the one that doesnt understand her current design? I can mori survivors without having hooked them once.

    Shall i record more games for you to prove you wrong? At this point, you just seem to disagree with me at every point i make just for the sake of it. If you play really well, you can get people condemned ever almost every game. Feel free to disagree with me.

    sigh.

    your taking my post literal. what i am trying to say is that survivor has to purposely ignore the condemn to get mori'd before death hook. the killer reduces the effectiveness of the tapes at the very end when the survivor in death hook but this is also the point where the survivor does not care to get condemned.

  • @Nick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646041#Comment_3646041

    They use the 8 kick change in comp? They removed the anti-camp mechanic in comp. Do you have a link for me where that happened?

    are they playing on private server?

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646051#Comment_3646051

    The 2 sec insertion enables interuption of inserting a tape with enough stbfl stacks. This si huge for predicting taget TVs and spreading condemned in clutch situations. This is the only thing needed to make tapes more of a threat, because there would actually be a risk to them.

    i think your misunderstanding her current design. the mechanic behind sadako is that they do not want killer to interact with survivor's counter object. that is why they removed ability to break tapes with her m1.

    the only interaction that killer has in countering tape is lock-in condemn mechanic. you need hook survivors 2 times to lock in 6 condemn stacks. This means that you can only mori survivors on death hook. that is intended game design. It is terrible and ineffective. that is why games are lasting 10-15 minutes for sadako because it physically takes 10 minutes to condemn 1 survivor. 10 minutes for 1 kill is absurd and far too long for the killer to win.

    Survivors are able to win in 7-8 minutes under proper coordination and proper play. 10 minutes vs 7 minute for objectives is balance mismatch. the only way for current iteration to work is to make lock-in mechanic more aggressive because it defeats purpose of using tapes to erase condemn. in conclusion tape insert time does not need change because it is technically working as intended. it makes her condemn power ineffective which was #1 goal in this rework.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/404843/freddy-buff-idea

    He still seems rather boring to play as and against, your gameplay as Freddy does not change too much, besides being far stronger, it is still only put stuff on floor... As survivor you will have to regularly go to the alarm clock as to how opressing it is, but cannot get rid of it before it activates, so you will necessarily end up in the dreamworld... Making it even better slowdown.

    The main issues with Freddy are that he is boring... His gameplay as and against are just not engaging, which is why I think he needs a full rework. Best case he gets an ability that actually allows for skill expression, because there is not much that shows whether or not you are good with him, in the sense of being good with the killer specific parts of his kit, and I don't see that changing with those buffs.

    freddy's skill expression was related to macro play where he lost ability to m1 survivors and allowed survivor to pre-run in exchange for wall-hacks and a low TR. a scratch mirror myer's viable on all maps. In his original iteration, he was able to also wall-hack loops with Red paint brush because red paint brush lower his tr to 8 from 24 meters but in exchange, his m/s is reduced to 4.4 m/s.

    I am hoping his rework returns freddy back to his old roots where he was a unique killer.

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