Devil_hit11
Devil_hit11
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645917#Comment_3645917
What!??!!
That's way too fast. What type of killer do you want? A win button? Sadako is a slowdown killer. If survivors coordinate, and interact with her tapes, games are gonna take longer. That's normal. I had a match against the "best" dbd player as piggy yesterday. They destroyed my gens and I got tbagged the entire match. Then I had 1-3-4-4 and they made 3 misplays. Instant loss for them. That also took a little bit.
Matches against killers like Sadako and Pig take their time because not everybody sits on gens the whole match.
She's pretty good now. Not perfect but good. If you don't like her, you know you can always play one of the 30+ other killers, right? If you want to get someone out in 5-7 min max, I recommend nurse. 0 counterplay if played correctly.
Sadako could use one more buff and an addon pass. Then she's in a great spot.
The one buff is : 2 second insertion
Condemned is pretty balanced now. It rewards you for holding up pressure and planing while also rewarding survivors for doing the same.
I don't even know how you want condemned to be. Like a tunneling Pyramid head?
i am asking for 6-7 minute mori's.
https://www.youtube.com/watch?v=l1GiwTOekmk&t=26syou have Michael here doing mori's in 2 minutes and finishing games in less than 5 minutes but 6-7 minutes to get 1 mori. Too imbalanced. give me a break.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/404825/patch-7-5-1-sadako-is-still-trash
Wrong. She's actually pretty good now. If you know how to optimize condemned, she's really good.
Try this build :
Hex face the darkness
Stbfl
Surge
Distortion.
If you can hold up pressure, your the best slowdown. Not commit to chases you can't win. You have one of the best mobility powers in the game. You can chose the chase.
She's good. Not perfect, but way better than some bourse ago.
distortion is not a killer perk. It takes more 9-11 minute condemn survivors. holding up pressure is exaggeration to how ineffective the condemn mechanic is. I watched two games today. One from Onepumpwillies, he played match today on Eyrie of crows and it took him 11 minutes to get 2 condemn red dots. Negoose posted video today of his game on Azeroth resting place, he took around 10 minutes and his condemn kill was also on death hook. The condemn mechanic is way too slow. it needs buffs to be around 6-7 minutes for first condemn.
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I said this from very start of the ptb for 3.0 sadako. there is no chance for condemn to be viable option in current form. The ebony mori offering is more viable mori option then current ability. The only idea that i can ever see making this version relevant is all survivor except hooked survivor be condemn locked.
I'd rather be able to actually have some control over condemn, my viability and not be entirely at the whim of survivors being so confused they don't know what to do anymore.
The only control given to killer is when survivor is on death hook. Mori survivors on death hook is meaningless in term of gameplay value.
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BVHR will not ever admit that condemn rework is failure in her new design. as a result, she will remain terrible until it is resolved.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645528#Comment_3645528
She's really good now. Finally!
I disagree. She's still going struggle/lose vs the better teams. As i said, Sadako is only good for pub-stomping now. her power is entirely controlled by survivor.
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@Crowman said:
It was changed to lose stacks on power hits. Nothing about needing to do damage. Honestly STBFL never needed a nerf, but now the perk is just gutted.
error in my post. the bug fix gutted the perk.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645499#Comment_3645499
Ive jumpscared a few people out of the tv with the new nails lol.
the patch made her better as m1. her televisions now make Dredge locker teleporting in nightfall look like an under powered mechanic. I assume they'll buff dredge at some point now.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645018#Comment_3645018
Not true at all. It doesn’t display on the screen but it’s there. I used my bt many times yesterday to take hits.
i see. i played survivor and didn't see BT symbol.
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@Atom7k said:
It is a refreshing game mode and I whish it would stay forever. DBD finally feels scary again BUT it also feels far less stressfull. No worries about pain res, dead mans switch or noed. No backround player, lithe, sprintburst or unbreakable. It really comes down to your skill and mindgames.
On the other hand people are barehanded and realise, they rely on perks and add-ons way too much. So killers fall back to the only thing they can do. Camping and tunnling.
Tunneling has become a bigger problem lately in dbd but lights out stripped killers from their beloved pain res, pop, the add ons and now they have to show how good they are with the bare killer power, their strategy and mindgames. So in result tunneling in lights out mode became a thing. And due to it's nature of killers having no terror radius, camping as well.
I already can feel angry killer mains comming at me pretending it's a valid strategy and something like that, but this is lights out. Even swf's get lost on the maps a lot. They don't have perks or toolboxes for gen rushing, aura reading and such. The map pool is limited so you can already adapt to that when choosing the killer.
Maybe they are frustrated because they realise that they do not have the skill they thought they had but maybe this is the wake up call then. A point to realise that you need to train the killer to master it's power.
So far I think lights out is the coolest thing in a long time if not the best thing ever. Unfortunately people are sweating even more now because their beloved builds are gone.
Same goes for some salty survivors. Without windows of oppurtunity, resiliance, lithe and adrenaline, some of these pt100 "look at my shiny skin" survivors didn't last for 10 seconds in chase.
I think it is hilarious to see both sides sweat but unfortunately a tunneling killer will still ruin the game. Maybe not as much as in normal dbd but still making it far less fun.
you realize that there is no borrow time in this mode? right? so killer can hook someone and just hit them immediately off hook.as soon as they get unhooked.
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@LordGlint said:
It's funny how killers that are usually low to mid tier become OP in this gamemode. Any kind of tracking ability is a huge help. Even if an ability is not really suppose to be a tracking ability, if it helps find survivors in any way, it's huge. Artist throwing crows at gens... Great. Plague puking on gens to get survivors to make noise... that works. Heck, Nemi's zombies raising their arms is more valuable than his whip.
You should try out Alien on this mode. his tunnels when you emerge give you 16 meter of killer instinct and you can see foot markers in the tunnel. you get amazing tracking.
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@Nos37 said:
I wasn't having fun at first either.
Then I took a step back and looked at it what it was: a new game mode for crybaby killers who want to consistently 4k every match, and a new game mode for survivors who have been asking the devs to "make DbD scary again."
I no longer go into the match expecting to escape and that makes it much more bearable for me.
Love the new Badge/Backgrounds from the Event Tome though, so I have to play Lights Out.
what is interesting about this mode is this mode was how dev envision dbd to be. originally, dbd was not intended to be a looping game. it was intended to be horror stealth game with scary killers ambushing you on dark maps. A casual thriller game with survival elements.
Light out is exactly how original dbd was originally meant to be designed. Chases were meant to be killer favoured with occasional "Haha, I lost you moment". You can see clearly why dev did not go this route in the game. This might be a theory to why killer only have 4 perks vs 16 perks of survivor. In essence, killer were meant to be stronger at base-kit.
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I do not like this game mode. it is too random. almost anything can happen in the game mode and it is somewhat out of your control as survivor. The only fun aspect for survivor is juking killer with no scratch marks. Too bad you can't equip Iron will+Lightfooted. Other than that, the survivor gameplay is harder while being mostly the same.
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the game mode is suppose to be casual. not exactly a balanced experience. I was playing plague in the light mode and 1 hitting everyone with sickness.
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@Leachy_Jr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643394#Comment_3643394
He reminds me of alien, having such a cool concept but is ruined by a clunky, uninteresting power. Unlike alien though, his power can be fixed with simple number changes which I'm surprised they havent done yet.
they have not changed him due to survivors that complained about his power. Judging from Billy finally receiving "revert", if we go by how long billy waited for his revert, you'll get deathslinger revert by 2025.. fingers crossed that freddy also gets reverted into his original self.
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@NerfDHalready said:
it really feels it's bugged because it doesn't make sense, if i didn't know how perk worked i never could've guessed it recharges in a chase because it doesn't match its main purpose: avoiding killer. none of other terror radius perks won't recharge in a chase also, pebble and stake out.
i think pebble and stake out should recharge in chase. they're crap perks that nobody uses.
@Xernoton said:
I guess they were worried it would take too long to recharge tokens otherwise.
Regardless, I agree. As it is there isn't really much use in it having tokens at all. You might burn through with Scratched Mirror Myers but even a full aura reading build isn't going to work. It could be tweaked a little. Either make it so that it takes longer for tokens to recharge or you can no longer recharge tokens in chase but the recharge is faster.
untrue, gearhead+face the darkness can destroy tokens very quickly especially if the survivor is not hitting great skill-checks in full aura build. I put these perk in my nurse build at one point because i was annoyed for survivors countering my nowhere to hide perk.
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@jesterkind said:
Are you sure about those?
Right now it should just be Basic Attack and Special Attack, not any power use. Pinhead's Possessed Chain isn't a Special Attack, and nor is Doctor's Static Shock, but the Knight's guards and Skull Merchant's drones are.
Have you tested these to make sure that the powers you're referring to actually cause token loss?
Pinhead chain is counted as special attack. it used to not be but they changed it to a special due to Engineer fang add-on. The entire stbfl rework needs to reverted or the perk needs to be entirely reworked.
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@Skitten56 said:
I like the Manifest and Projection buffs. I think these will increase her chase power a bit and provide a nice QoL increase to those playing her.
The condemn cooldown being removed is good if they don't plan to address her counterplay issues (which seems to be the case sadly). If BHVR did address these issues such as the TV auras and the 1s tape insert speeds, I would be okay with them keeping the cooldown.
Condemn Lock
I personally think they needed to make condemn lock in at 4 stacks to reward good condemn play. Especially given how much easier it is to remove and counter in this version.
If they don't make it 4 stacks I fear many Onryo players will just slug since hooking may not be worth it. At 3 stacks Onryo basically has to play a 3 hooks game while also spending extra time to build condemn, this could make condemn worse than traditional hooking for some and result in it just being a slowdown mechanic. Why should an Onryo player who wants to focus on condemn hook if hooking doesn't result in any advantages?
At 4 stacks however, there is an incentive to hook over slugging. A Onryo can lock in enough stacks to make the effort to build condemn and the effort to spend time picking up a survivor and hooking them worth it. This is critical if BHVR wants to avoid Onryo players slugging.
If they address the issues with her strong counterplay like TV auras and tape insert speeds, 3 stacks is perfectly fine, but without these changes though it should really be at 4 stacks.
At 3 stacks Onryo basically has to play a 3 hooks game while also spending extra time to build condemn, this could make condemn worse than traditional hooking for some and result in it just being a slowdown mechanic. Why should an Onryo player who wants to focus on condemn hook if hooking doesn't result in any advantages?
that is kinda entire problem with the rework. you fail gain advantage for using ability. if they really want push this whole hooking condemn Sadako thing with her, why don't they make it so that when you hook someone, all other survivors EXCEPT the person hooked have their condemn stack lock-in? What this does is create incentive for the player to spread condemn by teleporting to televisions then hooking someone else to lock everyone else's condemn stacks. This creates urgency for survivors to constantly remove condemn or risk permanent stack that eventually lead to a mori.
so picture this, you tp to survivor A, 3 times, you find injured survivor B out of position, you down them, you hook person B. Person A now has 3/7 condemn stacks locked. You find person A again, you teleport to them 2 times, they have 6 stacks(1 from ring drawing because they holding a tape), you find survivor C, you hook them. Now person A has 6 stack of lock condemn. You teleport to them delivering the final stack. you chase them and mori them skipping all 3 hook-states using survivor B and C.
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643240#Comment_3643240
I agree that condemned shouldn't be the focus, but if you're going to introduce a mechanic, it should at least make sense. If you can't max it before the second hook, it's almost useless. It becomes like when they changed moris only work after the second hook; it makes it more of a flourish than a feature. Their reasoning for capping the lock in is still nonsensical.
That said, I'd rather see her stealth/chase buffed than her condemnation.
One dead horse I'll continue to beat is that her lullaby should be removed. She's not Huntress, she doesn't have a ranged attack you need to game around. She's a stealth killer (with poor chase) that you can hear coming. It's stupid. It's too bad because the audio design is great, but the lullaby is an unnecessary handicap.
If they insist on keeping it, they should give her a chase buff. Like instead of having a slowdown when manifesting, give her a speed boost.
agree with your post regarding mori working on second hook. Condemn is flourish touch than a feature. The buff improve her but the killer is still weak.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643488#Comment_3643488
I’m happy about this 😄😊 not perfect, but better
not enough of a buff. that's my first impression. man i dislike this rework. i think i just need to come to terms that this is how killer is now.
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freddy krueger killer power. there you go.
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@MechWarrior3 said:
I’m not happy with the new changes. The nerfs are garbage.
I wont write more feedback since I’ve been advocating for her over and over. I’m tired. I want old onyro back but balanced. Period.
Doesn't look like that is happening. you get these 4 buffs instead.
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your better off increasing base-kit gen regression to 200% to incentive kicking gens. Pain res and Grim embrace already incentive the killer to hook all 4 different survivors.
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@apathyinc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642908#Comment_3642908
You are incorrect about this. If you kill a survivor your rating will change from The Entity Hungers to Brutal Killer to Relentless to Merciless for each one killed. Bleed one out and you don't get that rating. The game simply does not count them as kills, you don't get points, can't complete any adepts, do any daily or tome missions if you bleed the survivors out. There is no benefit to killers for doing this.
that sounds really dumb because what if a survivor goes in corner of the map where there is no one to hook? you would lose rating. in any case, those rating were based off emblem system but at some point, they changed them for the purposes of Adept achievements.
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Trickster with Lucky blade+Watch would be among the best killer in 2vs8. Main event would be endless. Down the entire team with 1 main event in 8 player lobby.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642903#Comment_3642903
Coulrophobia has entered the chat...
that perk has no duration.
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@apathyinc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642752#Comment_3642752
But it's not a win condition. A killer doesn't get any points for doing it and it doesn't count as a sacrifice/kill on the end game tally screens.
yes it does. it is counted as mori. It not rewarding killer for bloodpoint does not matter. I mean there should be scoring event for it. I suppose it is over-sight. As for emblem system... i mean emblem system punishes killer for like... survivors healing and I wholeheartedly believed the system was made for sole purpose of attempting to appease killer into playing a certain way and punish the survivor for gen-rushing/playing efficiently which similar to killer playing a certain way.
there is nothing wrong bleed out but the current iteration is often considered "toxic" play by the killer because it takes too long to die.
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@Astel said:
I have a strong sense that Sloppy will be placed with Ruin and CoB after next updates
i agree. It will be like Leverage where the mangled lasts for 30 seconds. Leverage is terrible perk but it would be consistent with the only other healing debuff perk in the game.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642768#Comment_3642768
I guess that is a joke? Because basically making him have 35% less charge time overdrive is basically insta saw...
not a joke. current chainsaw is too map dependent.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642746#Comment_3642746
They said during the anniversary that this upcoming chapter is both killer and survivor
https://us.v-cdn.net/6030815/uploads/CHCNLWZW1ETO/images-2024-02-05t153201-891.jpeg
yes. I am explaining that road-map is end of march-beginning april. The upcoming PTB is feb 20 showcasing the new killer and new survivor. As with all PTB, they get released 2-3 weeks after, so expect the killer to be released beginning of march 1-5 on live. OP post is thinking this PTB is changing Doctor, Demo, Huntress, Hag, Clown alongside mangled. that PTB will be way later.
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I don't think billy is strong enough vs top 1% of players. Here's two buffs that to make him viable vs top 1%.
1) Overdrive:
Decreases chainsaw charge time increased from 5% -> 15%.
2) Tuning guide no longer decreases hillbilly movement speed to 4.4.
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buff wesker's pallet vaulting. allow wesker to use his bound->2nd bound. till then, infection should stay as is.
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bleed out death is intended win-condition for killer. it is just not very viable currently because it takes too long.
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@CompleatBeet said:
https://us.v-cdn.net/6030815/uploads/OVC2GU424GSQ/image.png
This set of balance changes should be arriving with the next PTB, if I'm not mistaken, the main highlight being the nerf to Sloppy Butcher and the Mangled status in general. According to one of the Reddit AMAs that we had recently the Killer changes specified won't be anything big like what we got for Hillbilly or Onryo recently, probably minor changes to their add-ons/power. What are your predictions for how these things are going to get changed and what would you like to see? Do you think Mangled/Sloppy needs to be nerfed?
Hopefully we get some buffs to Pig's stealth and ambush, and fixes to Huntress' abysmal hitboxes. Not really sure what to expect for the other four Killers though.
no that is wrong, feb 20 PTB is new killer chapter. I don't know if there is survivor included. The road map PTB is in March-April and I would imagine that it feature extensive changes similar to Billy and Onryo changes on listed killers. Those mangled and killer changes are in like 2 months time. If I had to take guess on dates, it would be something like March 20 -> 3 weeks released on April 10-12.
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642073#Comment_3642073
insta head on is not a good idea, and sometimes, 1 person helping the team mate is better than 1 person in a generator, this game is not a ´´well we´ll do our gens and no one gives a fk about the guy getting chased, he will probably loop that cracked wesker for 5 gens´´, you need to like, survive with your team
there are perks for help teammate in chase or give them second-life. Chemical trap is decent perk for extra distance if you manage to make the killer break a pallet which 90% of killer do. Flashbang and Flashlight give second-lives. a less popular choice is sabotage which can also give second lives.
Head on is suppose to be selfish exhaustion perk primary used for juking killers mid-chase with lockers. The lack of 50% haste for 3 seconds and activation requirements makes it difficult to use head on in practical game scenario resulting unpopular and ineffective perk.
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@RFSa09 said:
head on is for helping team mates, it´s not like dead hard or someting like that
i'd argue that someone doing a gen is more useful then someone stunning the killer for 3 seconds. head on needs the activation time removed. Imagine if every other exhaustion perk had 3 second activation window before it would trigger. exhaust perks would be a lot worse in many instances.
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@Alen_Starkly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641557#Comment_3641557
Thank you for sharing your thoughts! You made some very good points. I agree that Lightborn and Distortion can be helpful when someone is trying to get better at DBD. But also when someone's had rough matches and/or is tired, and just wants a few matches with a more chill experience :)
have you considered that people that run lightborn or distortion do not find flashlight or aura reading interactive? That is why they use the perk.
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@Beano744 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641885#Comment_3641885
I feel like a small buff wouldn't hurt anything... It just makes me not want to use his tail, using his tail basically gives so much distance. Maybe I'm wrong or overexaggerating, but it certainly feels like they get so much distance.
my main issue is how strong health-state vs xeno and how destroy turrets with tail gives too much distance for survivor forcing xeno to use anti-turret add-on's to m1 turrets.
Increasing successful and missed attack movement speed to something like 50% or 65% would be really good.
The other issue is that xeno add-on are boring and uninspiring to play with. I remember otz talking about how xeno add-on hold him back from being an outstanding killer where he lists two particular interesting add-on's. One add-on he list is for Xeno to have a 20% longer distance tail attack and other that he lists is 20% lower successful attack coodown.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641596#Comment_3641596
Honestly, i loved Singularity as well. He is well designed and unique killer.
Even i love Xeno, i admit he is just better Nemesis. He has nothing unique, maybe except tunnels.
Knight and SM are so dull tho.
that is insulting post for killers that play those killers. while I do not specifically main those killer exclusively, those killer do not deserve the hate they get.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641315#Comment_3641315
No. Huntress and Trickster have lullaby for good reasons.
But i will never understand why Sadako has it.
it is because when spirit got released, she had no sound in phase-walk. From gathering Spirit feedback, Sadako has flickering invisibility so they decided to add a directional high-pitched screeching sounds when Sadako turns invisible. It is not really related to her TR, more related to her anti-loop which just happens to also affect her TR because distance == current TR. it allows high-tier survivor player to know what direction she coming from. The lullaby just so happens to work outside of chase and inside chase.
The visual indicator is for player with hearing disability issues so the mechanic is working as intended.
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@Skillfulstone said:
Basekit Billy is perfect.
However (with the right add-ons) his missed cooldown is almost non-existant, especially in Overdrive, which is similar to what got him gutted the first time.
Scott Jund recently made a video on it, it's a good watch.
The first time he was demolished, it was mostly because of insta-saw add-ons, basekit Billy was fine.
I wish they buff his tuning guide to not make him 4.4.
@Skitten56 said:
The issue is that the cooldown can be pretty short, and with add-ons there is practically no cooldown. A survivors should be able to get some distance if Billy misses with their power. In their current form this element of gameplay is lacking. Billy is in a great spot overall and certainty doesn't need heavy nerfs, but they do need some adjustments to make it so survivors can be rewarded for countering him properly.
the way your suppose to make distance vs billy is using windows... and not being out in the open. Also dropping pallet are still pretty good at wasting billy's time. Sounds more adaptation problem just like his old iteration that got turbo nerfed.
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@MechWarrior3 said:
While these are all unique suggestions, I don’t think people are wanting a new Sadako. People didn’t want the 2.0. I certainly don’t.
They want the original Sadako they were given. They just wanted her condemn to be stronger, so it wouldn’t be ignored by survivors.
You can’t ignore plagues infection, you can’t ignore the box, technically yes, you can ignore all those things but they’re consequences.
Sadako 1.0, you could ignore her condemn entirely, ignore TVs, didn’t even need to pick up a tape, there was barely a threat. Not to mention the 100 second tv cooldowns 🤣
That’s the whole reason the developers made the change on her in the first place was to make her power more threatening.
We want OG Sadako just more condemn threat.
I will be patient and see what next chapter of changes are for her. What I wanted is a killer can that gains mori's but does so in a way where the mori is fair but effective. In the words, if killer plays their power correctly, they can skip all 3 hook-states but if they misplay, then the mori is not effective. Current sadako is not based off the killer being competent at using the ability. It is based off survivor being incompetent. the changes with 3.0 sadako have returned old problems where the killer is mainly effective in small congested indoor maps where running into televisions is easy while she suffers on big maps where people can spread out and turn off televisions+rush gens. My wish is that sadako was more based around hit & run and choosing correct chases and TV were more about ambushing and map mobility.
I like that killer has unique condemn threat ability but between V2 sadako and V3 sadako, it is clear that V2 was too difficult for survivor to play around such that V3 goal was to dumb down the killer. they need find a middle ground version where condemn kills are practical for killer to achieve(1 condemn kill per game that skips 3 hooks) while not being too overly oppressive for the casual survivor player to play against. My suggestion in this thread are to make a better chase killer but to lower prominence of condemn killing while still giving relative condemn threat-level.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641311#Comment_3641311
It doesn't have to be CRAZY stuff to be useful. Freddy's snares for example could have addons that let you place them at range , or maybe increase the size of the puddle. Maybe Demo could get an addon that increases the charge rate of his shred, or allows him to shred further.
This is the reason the majority of Pyramid head's addons are considered useless... because only his range addons actually affect his attack.
demo had charge time add-on in the ptb. it got removed. Mew guts decreased the charge time by 50% for his shred. This was changed for 11% decrease in missed attack cooldown. Demo was a bit worse version of xeno but he also had no pallet break originally speaking.
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@LordGlint said:
I've noticed a bit of a pattern. Many killers have multiple powers... One is meant to be used in chase to attack survivors while the other/others are more of a support role. When it comes to addons for these killers, 90% of them will be to tweak that support power.
Look at Pig for an example of this. Look at how many addons there are that boosts her ambush vs how many are to do something about her head traps. She has multiple addons for debuffing survIvors with headtraps... the survivors you typically don't want to prioritize chasing.
The same is true for Demo... Demo's shred is sorely lacking in addons while his tunnels has PLENTY. Nemi's whip has 1 addon if you include Licker tongue while the rest it feels like filler addons. Increases time to open supply crate by 4 seconds...is a green. A total time sink of 16 seconds split between 4 survivors. Seriously?
It's getting to the point where I miss simple killers. Huntress doesn't have this issue. Her addons are almost ENTIRELY about her hatchets. Thoughts?
the filler add-on are added in fear of the killer being "too oppressive" so they are not complained about that like blight is. Can you imagine freddy with useful add-on's such as if you trigger a snare, windows get blocked for 15 seconds or upon completing a generator projection, the generator explodes for 12% total progression and begins regressing.
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My feedback remains same as this thread: https://forums.bhvr.com/dead-by-daylight/discussion/403099/sadako-suggested-changes-my-version-of-onryo
The summary of the thread is following:
1) Her chase is too weak and has not been improved enough. 1.0 ->1.2 invisibility duration is not sufficient chase improvement.
2) Sadako's gameplay should be more centralized on interrupting tapes and ambushing survivors with tapes. The current version is lacks killer interactivity.
3) The mori feels unrewarding and undeserved in the current version of Sadako.
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641223#Comment_3641223
I don’t believe she needs to be more lethal on Chase, it’s only her power that needs to be stronger. If they buffer and chase, then they have to weaken her power, besides not every killer has to be excellent at Chase.
I personally enjoy using her power strategically, I definitely don’t want her converted more than what she already has been, this has already been a disaster. :)
they already did weaken her power. her previous iteration was her condemn being stronger. rework removed that, so now she needs new strengths.
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@Ghoste said:
His fast ADS speed is what made him problematic before. He was almost un-loopable. If they made ADS speed add-ons, those would become the only ones people use because it's so strong.
They need to buff him in other ways, like giving him a secondary power, or maybe bring back stealth builds by reducing his Terror Radius again.
there is no other ways to buff him, he needs his ADS and TR back. Unfortunately, he is not in the patch note listing for this half-year. Better luck next year.
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@Coffeecrashing said:
I think it’s safe to assume that Trickster dropped off the watch list when his pinned forum thread got unpinned.
New Trickster is easier for console users, his movement speed got raised to help him with the high amount of clutter the newer maps have, he can use Main Event a lot more often, and his kill rate is probably way better because of all this. I think these are all the goals BHVR wanted to achieve.
yeah i don't see any problems with him. he is fine where he is at. The thing about huntress is that huntress has worse maps now then trickster. His movement speed being increased makes a lot less susceptible to bad maps like RPD. I am sure huntress changes will make her have less bad maps.
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@[Deleted User] said:
I think he's mostly fine as it stands. The only issue I might have are the cooldown add ons. The missed saw cooldown is too integral to his balance to have modified by add ons. He went from "you only have 1 chance to land this saw or they'll be two tiles away before you regain control" to "I can miss as many times as I want and lose no distance" with his cooldown addons.
Don't get me wrong, Overheat Billy was a terrible decision+design from a balance perspective. In no way did I support that. But this version of Billy can edge a little too close to killers like Chucky where there's no expected level of competency for a highly effective output. And to clarify, that's only with certain add on combinations that affect his cooldown. 99% of this version of Billy is fine.
the problem is that chucky and xeno are killer where they're SUPPOSE to be accurate with their ability. Billy is opposite. he's not suppose to be accurate with chainsaw because his steering is poor. He is inherently suppose to miss until he hits you. that is literally what made old billy so fun. Thompson mix+Old carburettor tuning guide was strong because fast charge time+low cooldown.
@sizzlingmario4 said:
Most of the Billy changes are completely fine, it’s just the miss cooldown (both basekit and addons) that is an issue. I’m pretty confident he will be fine if that is fixed.
It will take survivors time to adjust to the new Billy, and that is okay.
billy is same as original. It is just that people forgot what billy used to be.
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@sizzlingmario4 said:
They should probably adjust it so that only special attacks which actually injure the obsession remove tokens (and not losing tokens for each individual Trickster knife or Deathslinger losing 4 for spear + follow-up hit). The nerf shouldn't be completely undone though.
I do not think they will do that. it would be inconsistent with special attacks.
i would prefer that they just add an extra 10% to base-kit cooldown so I do not need to use the perk.
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@appleas said:
I think leaning into her Condemned only playstyle will probably be much harder as compared to the previous version of choosing one Obsession target to focus Condemned on, deny them tapes when they do pick then up along with gaining PWYF stacks by not committing to a down until they are fully Condemned.
Going for the regular hooks with slowdown/chase perks and catching Survivors off guard while they do their tape run is probably how devs intend for her to be played similar to Pig
if condemn mechanic is suppose to be useless.... at least buff the chase to a good level so playing m1 killer with basic teleport is more fun.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640284#Comment_3640284
I still get condemn moris without what you describe. I must be a magician then.
I'm think I'm gonna upload my matches to YouTube. I think you havr to see to understand.
Edit: here i go: https://www.youtube.com/watch?v=R9OhBytP46Y
This was a really good match , showcasing why she can still work.
I have two things to say about that game.
The first is that survivor your playing against haven't done a gen in 5 minutes. At 10:00, they are still at 3 gens.... after 5 more minutes has passed and everyone is still alive. the first gen they pop is at 5:12 minutes. I wish my games were this slow. A strong team would be at like 1 gen.
Secondly, Nea got condemned at around 4:27. Why didn't you mori her? Nea's play makes no sense but your play makes less sense.
Your not a magician. The team your playing against is not good. The condemn works for player that play like Nea. New player that do not know what they're doing.
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@sizzlingmario4 said:
It is a nerf to survivor but it was needed to ensure that each regression event does something. If gen-tapping was still possible it would’ve been too easy for survivors to burn through the killer’s 8 regression events in some cases.
In other words, because there’s now a hard cap on the number of regression events, gen-tapping had to go.
I played a game against skull merchant that 3 gen, we broke 3 gen so easily by exhausting all 8 regression events. the change works like a charm.
