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Devil_hit11

Devil_hit11

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  • @DaddyMyers_Mori said:

    Dh is absolutely free on many killer powers, and any lunge attack.

    Noone respects it first time unless you make it really obvious...

    If you can't get that in 0,5sec window, then something is wrong with your reaction speed...

    If you can't get that in 0,5sec window, then something is wrong with your reaction speed...

    haha. this sentence is funny.

  • after playing 10 games. my opinion of these changes has completely changed. she is so much more enjoyable to play.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493257#Comment_3493257

    Slugging is leaving a survivor in the dying state and going elsewhere. Entering the dying state after getting hit is not he Survivor being slugged.

    entering the dying state is being slugged. it is just that FTP has no charge time to activate. it has health-cost instead. with buckle up, you remove drawback of trading slugs. survivor has no penalty for picking up slugs. this is just another case of survivors abusing body-blocking and slugging mechanics of the game to avoid hook-states like flip-power struggle at pallets or boil over.

    the thing is, if you heal faster then killer does damage then you can have 1 survivor loop and another survivor can perfectly body block you with health-states whenever survivor 1 is about to go down. it is a swf body-blocking strategy. this just more of that. It is imbalanced strategy because you can conserve pallets and you can weaponize health-states against many killers such that you cannot down anyone thus unable to hook anyone. I had dialogue with a user that told me that body blocking is balanced strategy because you cannot do gens as quickly but as long as 1 person gens, you progress gens but killer progresses 0 hook-states, so I am not entirely sure how that is balanced for weak killers. Now you can do this with buckle up endurance and FTP in case you fail to do it with regular health-states.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492336#Comment_3492336

    I dunno, a common argument in favor of bug-tech is 'its removal would force Blights to participate in bump logic', and Adrenaline Vial is bump logic at its most pure. I certainly get that sharper turns would allow for saving tokens, but I can just bump 2 more times with a shorter CD even when using all tokens with Adren. If you are saying turn rate add-ons are juicier than Adren, and I think Adren is super busted, that just tells me turn-rate add-ons are even more busted. Again mileage may vary, Adren might just perfectly fit my playstyle with Blight.

    I would say blighted crow and yellow speed favor bump logic because the more you bump, the faster you move. Adrenaline vial restrict your ability to steer blight. this favors using hug tech because you cannot steer properly to bump where you want to bump. you have to slide in certain instances to correct where you want to go to get an angle to swing. normal blight does not need umbra salt because his steering at default is good without it. the upside of using the add-on is that you get more rushes, faster recovery and slightly faster base speed. the faster recovery is biggest aspect of that add-on. it is unconditional recovery as opposed to alchemist ring.

  • @FilthyLegionRevival said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493285#Comment_3493285

    Not even STFBL at max stacks can stop that if they're quick enough to react.

    FTP inflicts broken for 60 seconds. if 4 people run this, you can bodyblock killer 4 times. you have to either injure entire team or run stbfl to try to down bodyblocker. Another perk that counters it is singularity perk, forced hesitation. other than that, bodyblocking swf is kinda imbalanced for the majority of killers imo.

  • @Kaethela said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493257#Comment_3493257

    You can do it during the attack cooldown. Before the killer has even had a chance to start slugging.

    oh you mean like health-state body-blocking and healing immediately after the down. that is m1 killer problem. you can only counter it with stbfl.

  • @Chilli_man2400 said:

    Her biggest problem right now is that tapes have no purpose anymore. I had a game where 3 survivors were holding tapes for like 2 minutes cause now they don’t build condemned anymore.

    this is godawful game design. Why is it that a CURSED TAPE is actually protecting you!!!! You should have so many negative downsides for holding that tape.

    With pinhead you can’t hold the box forever cause you get oblivious and you can’t do gens. Wesker you get slowed down unless you spray yourself and Nemesis you can get downed at a distance that’s far. Sadako has none of this

    have you tried m1 the survivor? I heard it breaks the tape.

    @CamperSluggerVillain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493161#Comment_3493161

    i have to admit i'm judging her a bit too quickly, i do hope this the cause i've been surffering for so long on her on release been playing wesker so long i'm desperate for a killer i enjoy to be good and viable whoose name isn't wesker but if she isn't good i will go back to wesker and let her gather dust like i did before we shall see

    she is good. you have to hit & run and intercept tapes holders when survivors go for TV. She has higher skill ceiling. she is not as easy to use as older one. the older one was easier to play because Iri-tape allows you to spam TP's in 3 gens and the passive condemn from holding tapes & ring drawing from slug gave passive rewards. new sadako is more proactive. you have to keep track of survivor positions, what TV are turned on/off and know what chases to take vs which chase are not beneficial time investment to build on condemn.

  • @Coffeecrashing said:

    Buckle up shouldn't combo with For the people. Killers will knock a survivor to the ground, and another survivor will For the people the grounded survivor while the killer is in attack cooldown, and now both survivors have endurance.

    why? buckle up and FTP are anti camp slug perks. they're suppose make slugging less effective.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492277#Comment_3492277

    I by no means am a Blight main, but I can get consistent results through the overwhelming power of that combo. Maybe it just fits my playstyle to use Blight that way, but it legit feels uncounterable. Any matches I lose are typically by such a small margin that if I used real perks instead of meme/BP (Hex:Thrill+Distressing+Beast of Prey), I'd likely win. It feels like the Killer plays itself, at least with both Vial and Notes, as even for raw map Mobility it is near unmatched by any other Killer.

    in certain situations, you can lose steering control with blight with minus turning rate. I can win with just adrenaline vial blight but this does not make add-on good. it just means my opponent is playing bad vs blight in which case I would be winning with no add-on's blight. again this is just my opinion but i think you should use umbra salt on blight if using adrenaline vial. the shred notes is adrenaline vial recovery without turning rate drawback but you lose 1 rush. loss of 1 rush can be bad in certain cases. both of them together is just overkill.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492060#Comment_3492060

    It's the same strategy with Myers. Just hop in a locker, a total no-brainer. If they slug you, stand up and turn off more tapes. Repeat.

    I just noticed that plottwist is really good against getting 2 condemned stacks too.

    yes. plot twist entirely removes any risk for holding tapes. that perk only deactivates if you fully heal yourself but if someone else heals you, then you can keep slugging yourself to avoid m1. that is why i said new design encouraging hooking. their changes makes slugging risky. I would not say it is useless but it is just risky.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492216#Comment_3492216

    Blighted Crow isn't 4%, its 6% then 12% then 18% then 24%. The rat is 4% per stack, and even then it reaches 16%. Also it is multiplied against the base rush speed of 9.2, so arguably it could be considered an 8/12% haste compared to the normal 4.6. Heck, you can even combine Crow/Rat with Adrenaline Vial to stack it up to 36% or 24% +10%Adren, and that stacks multiplicatively with the Adren. Should MfT also be 3%->12% based on how long they held shift, bumping up every 10s? Surely Blight's Crow at 24% is hardly noticeable, just as a 12% MfT would be. People certainly aren't complaining about Hope+MfT 10% that can only be used by reaching endgame while injured and passing up on Adrenaline. That being said if Crow/Rat could only have the base 6%/4% (or only base 3%/2% to account for it being double with Rush speed anyways) then I'd have to agree with you.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492219#Comment_3492219

    I think Adrenaline Vial+Shredded Notes also slips under the radar despite how powerful it is. It takes .66s recharge per token, so even if you burn all 6 tokens (+2 Adren, -1 Shredded) it only takes 4s after the fatigue to get them all back. That isn't even taking into account that you recover tokens while breaking pallets with your power. This is like Alch Ring, but you don't even need to be good to get value with it. Heck, you keep up the pressure while destroying pallets faster than a Frosty Eyes Bubba eager to facecamp. The only add-ons I'd say don't need massive nerfs/tuning are the Purples that aren't Alch Ring, and the fatigue recovery add-ons (since they only work when you don't swing after a rush IIRC). Blight's basekit is plenty strong enough (even with the bugs fixed) to stand against the vast majority of Survivors. There may be an argument for the extremes of comp, but I personally hold no value in a game mode that glorifies and encourages facecamping and hard-tunneling off hook in a dumb fun party game.

    the turning rate of adrenaline vial is very severe drawback that you need to use umbra salt to use it properly. the add-on still somewhat restricts your turning rate and movement but with enough practice, you can still use blight very well with very sizable stat increases. It is one of those add-on that i do not recommend a novice blight to use. you need to very experienced with blight to use this add-on without hurting yourself.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492163#Comment_3492163

    There is issue. His some add-ons are problematic. They need to be nerfed. I don't have problem with his base-kit.

    Base-kit Blight is fine and he has counters. But bugs and his problematic add-ons removes them. He should not be rewarded by them.

    your asking a lot of add-on to nerf though. If I had to order his strengths, I would say 2x speed bump logic blight -> C33 blight -> Adrenaline+Umbra salt with Lilith omen hug tech -> Alchemist ring/iri tag infectious blight. that would be order that I would classify his strength. Of course this is entirely subjective.

    weakening all of that would make blight too weak. I can see reasons to nerf double speed blight and C33 blight but weakening his hug tech would go to far.

  • @HPhoenix said:

    Since we have perks that can search for med-kit (Pharmacy), Flashlight (Residual Manifest) and toolbox (Scavenger) Allow me to introduce the next perk.

    I call this perk "The Master Key"

    https://us.v-cdn.net/6030815/uploads/5M8V3TZRNCLQ/new-perk.jpg

    Description:

    "This perk only activates if you're the last survivor in the trial. (Other option: You can nab the key anytime time during the trial)

    Opening the hatch will take 40/30/20 seconds to open.

    This perk grand the ability to rummage through an open chest once per trial and will guarantee a Skeleton Key. "

    As always, I would like to hear everyone opinion of this idea of mine, and please, keep it civil! :D.

    Add effect to bill's perk. Left behind.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492185#Comment_3492185

    I think @LordGlint ’s point is that spawning hatch after X time just flips the script.

    Instead of the Killer holding the game hostage, the Survivors get to hold the game hostage.

    At the end of the day, it doesn’t solve the problem.

    4 Survivors playing hide-and-go seek for 30 min, because it will spawn hatch, is no better than a Killer patrolling their 3 gen.

    ah I see. it begs question what survivor objective is. if you think survivor objective is completing all 5 generators then you need make it possible to complete 5 generators however you could say that the survivor objective is not completing 5 generator but instead surviving the killer for x time. Completing 5 generators makes it so you have to survive for less time but if you do not repair generators then there is supposedly risk that you give the killer a lot of time to kill you. it just depends what you subjectively believe is goal for survivor when it comes to escaping a killer.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492154#Comment_3492154

    I understand tracking perks exist. I still don't think offering the hatch to a team who isn't interested in touching generators at all is a good idea.

    sure but how often do you play a match for 30 minutes or in skull merchant case. 50 minutes? I would like to think that that playing matches past 30 minutes is rare. you also have to consider at what point should killer consider himself losing? Is there a point where killer should lose if he does not kill survivors in x time? it is certainly something you do not think about when playing DBD. This is likely because stalemate in dbd are uncommon but like every game, a stalemate can occur.

  • @Digfish said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492039#Comment_3492039

    This comment gives me a headache in how far is misses the point.

    I guarantee you the number of condemn kills is going to skyrocket tomorrow because of all the players who don't pay attention to patch notes and don't know what Onryo can do now. And that trend will continue for newer or inexperienced players. But once most people figure out they can just pick up a tape an negate her power completely with a 5-10 second jog, that's all they are going to do. So she will become extremely weak against any moderately knowledgeable player.

    And as for hit and run. Sure she can do normal hit and run. But before this patch, she had a couple add-ons she could run that let her excel at it. Those add-ons have been nerfed, taking away what made her better than average.

    But the real big nerf is to the fun of playing her. They've taken away all the agency she had over her own power and how she could use it. She has one viable playstyle now, and 80% of it is in the hands of the survivors. It's just not fun. And no Onryo main was playing her because she was strong, we were playing her because she was fun.

    once most people figure out they can just pick up a tape an negate her power completely with a 5-10 second jog, that's all they are going to do. So she will become extremely weak against any moderately knowledgeable player.

    I am not saying she is going to be good vs experienced players. you'll only mori weaker middle-level survivors due to being an m1 killer. I think most sadako will be using Iri-tape because it is too easy to remove condemn otherwise. For example, You can walk to a generator. repair generator for 20 seconds which is roughly 2 teleports, then you can take out a tape from TV which turns off TV for 70 seconds. By the time you finish repairing the generator, the TV will turn back on. So now you can deposit the tape inside exact same TV that you got tape from. The only way to fix this problem is to use iri-tape so that survivor has to go to further TV instead of depositing the tape in same TV.

    As you can see, you still reliant on using iri-tape to condemn kill with the killer.

    And as for hit and run. Sure she can do normal hit and run. But before this patch, she had a couple add-ons she could run that let her excel at it. Those add-ons have been nerfed, taking away what made her better than average.

    I am aware of that. the fact that survivors turn off your TV teleportation and you have no ways to turn TV back on reduces Sadako into an m1 killer that has to manually hit & run walk to places instead of hit & run TV teleport to places. they're on the right idea for her but there is some execution error in her kit to do well as hit & run killer.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491984#Comment_3491984

    I wouldn't mind that if it was a killer dragging things out forever, but I'd hate to reward Blendettes that have been crouching in bushes the whole game without ever touching a gen. The idea of a team of Blendettes waiting to escape for 20 minutes at 5 gens is terrifying.

    there is a killer perk for anti-blendettes. that killer perk is whispers. you can use it to triangulate any survivors position. It is just that killer are not willing to spend perk slot to counter blendettes play-style. The blendettes escaping with key is not gaining any MMR. they just playing for a draw. The killer only experiences an emotional loss.

    Hatch in general seems like it was designed to break stalemates and draws. the issue is that it used to count as survivors escaping because of old emblem system that relied on one of the emblems to hook and kill survivors and that very old generator emblem where you could gen-rush the killer then use the key to depip the killer in a toxic way.

  • @Zakon05 said:

    I think this statement can be applied to every single killer.

    Ugh. Come on, you know what I meant with that.

    The way you beat instamori myers is by genrushing him as hard as possible. Yes you also do that against other killers, but you're also doing other things like rescuing/healing allies and when the killer comes for you, you need to loop them. The killer can also regress generators, there's flashlight saves and hook sabos you can go for, etc.

    With myers it's like "Okay slam the gens before he hits T3 or we all die. Crap he's in T3, okay keep slamming the gens and whoever he chases dies."

    whose to say what is and what is not intended.

    Because it took people a very long time to figure out the condemned playstyle and the #1 priority BHVR seems to have in these changes is to ensure she can't do that anymore. Very safe to assume they never intended her to play like that.

    you're also doing other things like rescuing/healing allies and when the killer comes for you, you need to loop them. The killer can also regress generators, there's flashlight saves and hook sabos you can go for, etc.

    your also doing that vs myer as well. If your teammate successfully jumps into a locker, you need rescue them from hook/floor without dying.

    when the killer comes for you, you need to loop them.

    you need to loop myer's as well. you do that by using line of sight and denying angles so it takes most amount of time to get to tier 3. It is not normal looping because normal looping is all about not getting hit/maximizing the time to not get hit. In his case, it is about maximizing the time it takes for him to go to tier 3 and once he is in tier 3. you use lockers to survive as long as possible to finish 5 gens. It is alien type looping.

    Because it took people a very long time to figure out the condemned playstyle and the #1 priority BHVR seems to have in these changes is to ensure she can't do that anymore. Very safe to assume they never intended her to play like that.

    subjective interpretation. this could be right. it could be wrong. only BVHR knows the design intent for every killer.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492021#Comment_3492021

    "I" don't like it, yes, but that's not an uncommon sentiment. Condemned Sadako on live right now is easily one of the most reviled killer playstyles to go against. I think the only one that's hated more is 3gen Skull Merchant. They are literally trying to remove it from her right now, most likely due to overwhelming feedback that it sucks to play against.

    Mori Myers is just a test of how fast the survivors can do gens. BHVR may not see it as being problematic because it doesn't make the game take forever like condemned Sadako does and it requires rare addons, but that doesn't make it fun to play against.

    The difference between Myers and Sadako is that Myers was 100% intended, but Sadako was most likely not intended to play that way. Do you really think that the way BHVR wanted people to play Sadako was for her to slug and generally avoid hooking people?

    They clearly don't because they nerfed the Ring Drawing, nerfed how fast she can build condemned on a single survivor, and then when a way was found to continue the slugging playstyle on PTB, they removed that as well.

    Mori Myers is just a test of how fast the survivors can do gens.

    I think this statement can be applied to every single killer. Here's example.

    "Nurse is just a test of how fast the survivor can do gens."

    "Plague is just a test of how fast the survivors can do gens."

    "Wesker is just a test of how fast the survivors can do gens."

    Do you see the pattern?

    The difference between Myers and Sadako is that Myers was 100% intended,

    whose to say what is and what is not intended. you do not know if it was intended or not intended.

    They clearly don't because they nerfed the Ring Drawing, nerfed how fast she can build condemned on a single survivor, and then when a way was found to continue the slugging playstyle on PTB, they removed that as well.

    I think reason they are changing Sadako is because playing against live version of Sadako did not feel like playing against Sadako in the movies. remember one of the reason they state when changing killer is design intent. how Sadako's were playing in live was not satisfactory to their vision of the killer.

    that can also be reason to why certain add-on get changed. For example Reiko's watch is add-on to play a little bit like phase-walking spirit. they do not want that play-style for her so weakening disincentives the player from using it. There is likely nothing wrong with play-style but it is not within their design intent. their design intent with this rework is to improve condemn mechanic and they want killer to play into that mechanic. not ignore it like many Reiko's watch Sadako players. If you want to play into the whole phase-type invisible killer theme, there is spirit.

    If your going ask, why her invisible mechanic so bad and not good like Spirit?

    My guess: balance.

  • @SirCracken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492084#Comment_3492084

    You just ignored every single point I made because of... Lore.

    My brother in Christ: Gameplay > lore

    you would not feel like your playing against Sadako if condemn was not a threat. you would feel like your playing against a spirit that has teleport. I think they prioritize the feeling of going against a legendary killer from the movies but they also need keep it balanced such that it is not too killer-sided gameplay wise for survivor. Killer need to want to play killer and Survivors need want to not d/c vs killer. that is strikingly difficult to achieve given your average dbd game.

  • @SirCracken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491998#Comment_3491998

    You've completely missed the point.

    Sadako's kit is not remotely balanced. The only thing she's good at, forcing kills with condemned, involves playing the game an extremely campy and un-interactive way. This is the real problem that needs addressing. Not how strong the strategy is. But how interesting it is to use and counter.

    The "rework" doesn't solve this problem. And just funnels players to abuse it more since Onryo is still terrible at doing anything but trying to cheese kills.

    The devs should have buffed her ability to chase survivors instead of doubling down an gimmicky insta-kill that her entire kit has to revolve around because of how powerful it can be.

    The only thing she's good at, forcing kills with condemned

    that sounds lore accurate character. a curse that kill you after 7 days.

    The devs should have buffed her ability to chase survivors

    Sure but that risk's sadako becoming too strong. like S-tier strong. She would become way to lore accurate.

  • @LapisInfernalis said:

    What I was wondering:

    When hitting a survivor gives you 2 stacks and destroys the tape and hooking only destroys the tape, what will happen if you get grabbed out of a locker?

    If you still get the 2 stacks, it's fine, but if not (because you don't get hit), then this will get abused....

    you get no stacks. you can hook survivor and destroy their tape or you can slug them to not destroy tape, preferably away from lockers to hit them after they get picked up. kinda like old ring drawing sadako.

  • @Digfish said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491782#Comment_3491782

    Spoken like someone who doesn't play Sadako, and/or didn't play her on the PTB.

    These changes make her the opposite of pro-active. They actively strip away her pro-activeness. Her only viable power now is entirely passive. Rather than strategically teleporting for map control, targeted condemn and information, she is incentivized now to just spam teleports solely to build condemned as fast as possible.

    Her power is entirely controlled by the survivors. The survivors choose whether they take a tape or not, and if they take a tape, then Sadako knows she needs to find them and hit them. It's like she's on auto pilot. New survivors that don't know to take tapes immediately are just going to get destroyed by teleport spam.

    And on top of all that, they nerfed her hit-n-run stealth playstyle by inexplicably nerfing Reiko's watch and taking away her ability to get bloodlust while demanifested. Demanifesting in chase and using her intermittent phasing was the only real tool she had in loops and now doing this will reset her bloodlust and also let survivors reset any window-blocker. This was her most "pro-active" playstyle and it's also being destroyed by this update.

    Her only viable power now is entirely passive. Rather than strategically teleporting for map control, targeted condemn and information, she is incentivized now to just spam teleports solely to build condemned as fast as possible.

    if you mindless spam teleport when everyone has tape. you build 0 condemn like onepumpwilly play-style. you only get rewarded for accurately teleportation and confirming a hit post-TV teleportation. you get twice reward. before teleporting within 16 meters of a survivor award 1 stack. Now it awards 2 stacks if you successfully teleport and hit a survivor.

    New survivors that don't know to take tapes immediately are just going to get destroyed by teleport spam.

    New survivor would pick up tapes and just hold tape for entire game until they get passively condemned by tape passive. they did not understand how to use the tapes.

    they nerfed her hit-n-run stealth playstyle

    did they really? you are encouraged to hit & run to knock peoples tapes out of survivor''s hands.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491902#Comment_3491902

    While I am sympathetic to the plight of Sadako mains regarding this issue (I do play her a lot myself - she's one of my legacy prestiges and is currently at prestige 24 for me)

    Saying "Yeah but Myers" is a terrible comparison.

    First off, condemned Sadako is an awful playstyle to go against and survivors largely hate it. I also hate it and I play as her.

    But survivors also hate instamori Myers.

    He can only do that if using a very rare or ultra rare addon and it makes him one of the most unpleasant killers to play against in the game.

    Going up against that is basically guaranteeing nobody in the trial gets any bloodpoints and are guaranteed to depip, it's awful and should have been removed a long time ago.

    It should definitely not be emulated on other killers.

    that is just means you dislike killers with mori-based play-styles. Myer's is based off movies and Sadako is also based off movies. their play-style in winning is mori-based. they both feature very unique gameplay from survivor. they play the game in such a different way that it feels like brand new game when playing against them. The gameplay being so alien means that you have adjust how you survive as survivor to escape against them. It is unlikely for their unique gameplay loops to be removed.

  • her chasing kit is extremely weak to prevent her from becoming too strong with condemn kills. it balances her kit out. weak chase but strong passive to potentially mori survivors in the trial.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491469#Comment_3491469

    So perk needs a nerf, because now it can really be used, and not rely on luck?

    You should not waste time on this forum and go develop your stand-up career, for real.

    that is their current balance. they think that SC are too strong if you can use them every single game.

  • @[Deleted User] said:

    Deliverance is one of the best perks in the entire game. Being able to self-unhook and being able to choose *when* you self-unhook during the first stage can complete change the game. If someone is consistently being found first or not getting Deliverance value, that's an issue with their positioning and game sense, not an issue with Deliverance.

    Hooked in the basement? 1 for 1 them and use Deliverance to get yourself out of there.

    Killer facecamping you? Let your team blast gens and unhook yourself at the last second. You should be pairing Deli with SB or Overcome+OTR to buy time for the inevitable tunnel after. The killer will throw the game for the camp at that point.

    i think best use of deliverance is in end game. you unhook yourself with self-BT and walk out of exit gate. 9/10 killer will be salty and say the game is survivor sided because facecamping in end game did not work.

  • @[Deleted User] said:

    It's going to be hard to pull off something balanced for both sides. They could start with something like: after X amount of time without putting a survivor into the dying state with 1 gen remaining, survivors start gaining stacks of Emboldened every X seconds. For every stack of Emboldened, generator speed is increased by X%.

    they'll just likely put hatch after 20 or 30 minutes.

  • @frozzenk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491922#Comment_3491922

    You don't understand. If you're chasing a wounded survivor and they know they're going to get hit they can just enter a locker. Sadako is punished for grabbing instead of hitting them down. She will not build stacks. When she hooks him, it will not build stacks. And to top it off, the tape they are carrying is destroyed. Amazing!

    that is like myer's tombstone locker counter. Jumping in lockers vs tombstone Myer's is considered fair counter-play to his ability. it is counter to prevent being mori'd. you can slug them on ground to prevent tape from being destroyed then proxy camp to hit them when they recover from the ground.

  • @MarthaMEG03 said:

    After the infamous video showcasing a (P100) Skull Merchant holding a trial hostage for almost one hour with the best competitive team in world, I've been facing SM with the same assortment of perks, defending the 3-gen from the start and not committing to any chase apart from scaring you away and then returning to kick and guard the gens... I was stuck in a Solo Q game for almost 40 minutes and neither me nor my teammates came close to even pop one of the three gens, and we did everything people claimed helps to "defeat her": we hacked the drones, we didn't heal, we took the exposed status effect to prioritized gen repair, we try to loop her away from the gens but nothing worked.

    At this point, if I see a single drone flying around the map, I rather take the time penalty or give up on first hook, facing the Skull Merchant is such a miserable experience, I honestly can't believe someone has fun by just standing around 3 gens and dragging what are supposed to be quick trials for so long... BHVR needs to kill-switch Skull Merchant until a proper rework can be done on her and her power, because seriously I don't know a single person that enjoys going against her.

    in q&a, dev reponded that they will do something about long endless 3 gen gameplay. they stated that killer should not be aiming to 3 gen from very start of the match. so you just have to wait till they find solution to that. I hope they just spawn an opened hatch after x time. it will save torture of many survivors.

  • @Matukas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491907#Comment_3491907

    Yes, you could. This is exactly why Ring Drawing users slug, actually.

    They appeared to want to get rid of this playstyle based on i) the Ring Drawing nerf ii) the change in today's developer notes to make a hit destroy the tape, but they've only done the opposite since the chasee is once-more vulnerable to Projection-induced condemned without the tape after being hit. Hooking is something you can do if you want to play nice. But my point was that it's not really optimal to do it in this rework and that appears to go against the spirit of what the developers wanted. They've messed up.

    it was not optimal in either versions. the only difference was that in PTB, you got punished regardless of what action you took. now it is neutral between either action. slugging means that you do not waste time hooking but your not progress any hook-states so if someone is downed 4 times, then you not hooking them hurts you. the upside of hooking is that they are guaranteed to die in 3 hooks. you remove reliance of the power by hooking the survivor.

    New changes encourage hit & run Sadako. you want to hit as many people with tapes to knock them out of the survivors hand to maximize condemn build up. I think you should give new Sadako a try. it might not be as bad as it appears.

  • @Matukas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491885#Comment_3491885

    This is like saying tombstone Myers is all in on doing a mori instead of hooking. Of course he's all in on doing a mori, that's his kit. And it's Sadako's kit too now, since her new condemn is global rather than local. I don't see any reason to ever not be all in with this rework.

    you could argue the same for Live version of Sadako. with ring drawing, if you hook people, you lost 1 condemn stack because survivors did not heal the downed survivor. they unhooked which is 0 stacks. you also lost stacks from TV teleports because hook might not be near TV's but picking someone up and dropping them near a TV means they are next to a TV to TP.

    Global condemn means that you are not punished for not slugging within proximity of TV. you can still hook and build condemn at same time. there is no drawback to hooking besides spending time putting them on a hook. As I said, it is optional safety net.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491684#Comment_3491684

    No, downing the survivor breaks the tape now.

    The new patch notes say that if you down a survivor holding a tape, they get 2 stacks of condemned and the tape breaks.

    Since the tape breaks when they get downed, there's no reason not to hook them now.

    image.png

    "Survivor who are hit while carrying a tape will now gain 2 stacks of condemn." It is no longer down. it is hit.

    @Matukas said:

    I will say that I'm very glad to see that they changed the cooldown on projection (though 10 seconds is still too much) and lowered the cooldowns for TVs (SUPER happy about these durations).

    Not really happy about anything else though. 2 stacks per hit with no hook incentive is crazy. I'm just going to slug anyone who has a tape now. Would have much preferred that they listen to the feedback we gave on the PTB instead of incentivizing slugging even more when most of the feedback indicated that moving away from this sort of thing would have been well-received.

    The fact that her chase is absolutely atrocious now doesn't really help her move away from slugging either, since she's now incentivized to really pressure what downs she is able to get. The PTB-version of her makes it so that demanifest mindgames are dead and Reiko's Watch is dead, so she's going to be slug all the way to the Major League.

    it is not that simple. if you don't hook people, then you risk having to down people more times then 3 times because you all-in on condemn killing the survivor. hooking now is more of a safety net. hooking means they will die in 3 hooks. slugging means that you are all-in on condemn killing them and if it fails, then you get no kills.

  • @the_voices said:

    These changes are awful. So many people keep saying that 3/4th of a stack for every teleport is a good idea but it completely ruins her uniqueness and the thought you have to put into her power, it just makes her boring. Why does no one understand this?

    your missing something. If everyone hold a tape, then every basic attack that you hit someone with applies 1 stack of condemn which coincidentally is same amount of condemn as Sadako teleportation as the live servers. your just no longer rewarded for blindly teleporting within 16 meters, your rewarded for making accurate TV teleport's that basic m1 hit survivors.

    there is just few problems with that

    1) TV spawns are random. they can be super far away from generator that is impossible to confirm m1 hits+speed boost is too small at base-kit(only usable with green add-on but this goes on to conversation of more mandatory add-on for Sadako to run).

    2) survivor can hear sadako coming out of the television so they can run forward preventing sadako from hitting them because they are too far away.

    3) Survivor can turn off TV teleportation by taking tape out of TV for 70 seconds. Survivor can close televisions that Sadako wants to teleport to so you cannot use TV to ambush survivors.

    you get rewarded for accurate teleports but counter-play to teleportation is too easy to deny such that Sadako get no use out of the ability. The reward for new change is +2 stacks so it is greater live servers. problem is counter-play.

  • they're encouraging Sadako to hook which is not her design and they're also encouraging an m1 killer to tunnel off-hook. I am not entirely sure why Sadako needs a condemn meter to mori and then a hook counter to mori. it is two counters racing the same thing. survivor will still hold tapes because they're immune to condemn teleporting due to the crazy shield. nothing really changed from PTB. She's going to better vs lower MMR survivors and weaker vs efficient gen+chase players.

  • @GannTM said:

    Combine this perk with wiretap and it can be really strong and fun on certain setups.

    The only use is wiretap otherwise you get better gen-blocking then killer perks. The killer does not need to bring dead man switch. they just ask survivors to do it for them.

  • @[Deleted User] said:

    The only thing I've found that even kind of works with him is playing him like a bad version of Hag. If you try to play chase oriented against good players, you're going to get EMP'd constantly. He's an M1 killer with extra steps to become a slightly better M1 killer. I genuinely think he's bottom tier with the likes of Trapper. I do better on Huntress and I play her once every 3 months and can't aim

    are you a 3 gen singularity player?

  • @Clockwork_Enigma said:

    For those unaware, BFFs is currently in this state:

    • Every time you hit a Survivor in Feral Frenzy, you gain tokens based on the amount of Frenzy hits you deal to each Survivor.
    • Once you get 15 Tokens, and only when the Exit Gates are powered, you gain a permanent 4% increase to movement speed.
    • This 4% increase to movement speed does not affect Feral Frenzy.

    This is pointless just for the facts that you have to work in order to earn the effects of the add-on, which aren't even present until the very end of the game, where you will likely not even get to in the first place.

    In fact, there's even a chance you may not even get the add-on's effects in the first place, limiting the usefulness of it to almost nothing.

    In my honest opinion, this is how the add-on should work:

    • Each time you hit a Survivor in Feral Frenzy, you gain tokens based on the amount of Frenzy hits you deal to each Survivor.
      • This starts at 1 Token after the second slash and caps at 3 Tokens at the fifth slash.
    • Once you get 20 Tokens, you gain a permanent 5% increase to your movement speed while not using Feral Frenzy.

    This would at least allow the Legion player to be capable of earning this add-on's effects in the middle of the match in some capacity while not taking too little time to get it. And it would reward a Legion player for keeping up the pressure.

    if you don't get to end game as killer, you already won. it is end-game add-on meant to be used with hex:no one escapes death.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490704#Comment_3490704

    She would not be. Like if you still want to do condemned it can still be done, but it requires more input from you and can't rely purely on slugging. People being protected from passive condemned gain while holding is tape is a substantial change, but so is being able to target folks with tapes to apply condemned progress directly.

    Though the point is to have condemned be less of her only truly viable optimal playstyle and get condemned to be more a looming threat survivors need to address which should breakdown some of their efficiency in other areas. She stills something to improve her chase aside from not being able to be stunned while demanifested, but what's she is getting in the next patch is start in the right direction.

    Though the point is to have condemned be less of her only truly viable optimal playstyle

    you mean be an m1 killer with lackluster chase that has to hook people 3 time? that is surely going to be super viable vs survivors that can loop.

  • @Clockwork_Enigma said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490757#Comment_3490757

    A Survivor should theoretically never even get damaged by a Dire Crow that's facing towards a hook due to the range restriction being larger than that of the flight path itself.

    If you set up Dire Crows within 10 meters of a hook, but their effective range is 7.5 meters (not 8 as I stated before), that is a whole 2.5 meters range between them and the hooked Survivor which prevents them from actually damaging.

    Look at this and tell me with a straight face behind that monitor of yours that this will hit:

    https://us.v-cdn.net/6030815/uploads/119ZL8LFNDLI/20230723162653-1.jpg

    That little area in the very end is when they turn into a Swarm.

    https://us.v-cdn.net/6030815/uploads/GPA8SS8FCMGO/20230723162307-1.jpg

    https://us.v-cdn.net/6030815/uploads/B8T8M5AX7DVD/20230723162409-1.jpg

    Wherein they become this just before they even make contact with the hooked Survivor. And let's not forget that if Artist wants to get a hit in on Survivors by camping in this manner, the Survivors have to travel within the beam's length and run into it haphazardly.

    And again, Survivors can just bait the Artist into throwing them out or she'll have to go on cooldown anyway if she lets them disintegrate. The notion that Artist is a strong face camper is ludicrous when she has to not only go out of her way to set up a temporary system, but one that can actually not work at all.

    And this is even ignoring the fact that I made the suggestion to REMOVE the ability to injure Survivors outright if they're pointed towards hooked Survivors as part of the changes so that it doesn't get campier as a result of removing the range restriction.

    they're anti-face camping mechanics. its weird because every killer has different amount of punishment for facecamping. If you think artist range is crazy, you should look at Twin's victor radius. They will eventually implement the anti-face camping mechanics where survivor can jump off a hook after 59 seconds of a hook stage if you hard-camp the hook. Perhaps they will revise or remove some of these restrictions on killer power because they are little bit silly for some killers.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490782#Comment_3490782

    He has C33 and speed add-on. Which is very strong add-on combo.

    Lethal + BBQ is very good information combo.

    Pop + PR is very strong slowdown perks.

    And yet, this was not enough for him because he also proxy camped and tunnelled.

    But yeah, he was not sweating. Such a good guy.

    plague is decent with iri seal+devote amulet. her base infection is kinda slow to build up at base-kit and she is kinda slow at charging up puke so you can loop even in corrupt purge in many situations. that is my guess to why people do not play her. the other killers are m1 killer so they have m1 killer problems. they're weak to survivor hold-w like yoyo tactics and they do not down survivor quickly if survivor is healthy. doc vs MFT is not good and freddy got nerfed to the ground.

    blight does not have those m1 killer issues. his speed counters shift-w and yoyo tactics. he can down people quickly even when they are healthy. he has some play at loops using hug tech. he is also fanatic tunneller so his gameplay is relatively straightforward. that is why he is popular. Wesker is kinda similar. he is popular for similar reason. strong tunneler, counter shift-w and yoyo tactics. he has play at loops but only if you master his exploits.

    TL:DR most killer too weak vs typical survivors strategies so you get low killer variety as survivor.

  • @WiseTraveler said:

    If anyone should be phasing through windows or pallets it should be Sadako while she is demanifested that would actually give Sadako a good chase power.

    phasing throw window/pallet = super-fast vaulting. Legion has that in his feral frenzy. Play Legion. spirit is suppose to be about mindgames and outsmarting opponent with phase-walk. directional sound makes it too easy for survivor to outsmart spirit. too much information. Sadako is unlikely to be next legion.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490753#Comment_3490753

    It should have been a basekit solution. Imagine if BHVR did a honor their promise to tackle 3-gen by doing it via a perk, survivors would riot.

    that is exactly what they did, right? they invent potencial energy. Vittorio potencial energy helped team eternal break 3 gen skull merchant game. I imagine they charged the potencial energy perk and then used it to break 3 gen. I know saw someone in end screen with that perk.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490839#Comment_3490839

    No, the game is not over by the time you boon rofl. Boons as a concept are not remotely similar to shattered hope whatsoever. The fact that most swf bring a CoH contradicts saying that groups don’t bring boons as we literally have the evidence. If it was not worth equipping we wouldn’t see them running it.

    i don't really see that. SWF only bring COH if they are excessively taking hits for bodyblock strategies which is free win vs m1 killers. That is just abusing bad killer balance. they could easily do that with botany knowledge or autodidact which almost heals you instantly if your at 5 stacks and you will be at 5 stacks if your excessively healing 6+ times per game. the only difference is you do not need to setup boon and killer cannot turn off the perk. in general, I do not see boons both in soloq or when playing killer. typical swf run MFT+Hope or 4 adrenaline for healing.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490818#Comment_3490818

    That is a very, very extreme exaggeration of the time spent setting up the boon. You are absolutely not spending 30 seconds looking for a totem rofl. The vast majority of the time I would make that zero time looking. You usually run into them passively in your time going to gens. You’re essentially only losing the time through setup of the boon, of which when you multiply the time given to the other 3 survivors when you spend time as killer to snuff it, is wayyy more time lost on gens as killer than what that one survivor spent setting it up. You “want” the killer to waste time snuffing all your boons as it’s a net positive for your team in “most” cases. This is proven by the fact that most of the time killers will not ever waste time snuffing a boon, even when the old OP CoH existed, they would just eat it.

    This is a case of treating the game as a 1v1 rather than a 4v1.

    by the time you bless a boon, the game will be over so there no point in equipping the boon perk. you should selected a different perk. strong swf/strong efficient solos can finish gens in like 6 minutes if everyone plays well. perks with no value are empty perk slots. they're not worth equipping. its same reason why killer do not equip shattered hope. the fear of an empty perk slot.

  • blessing boons is secondary objective for survivor. you spend time away from generator to activate the survivor perk. if you spend 30 second to find boon and 14 second to bless it, you lose 44 second of generator time. in other words, you self-incapacitated yourself to activate the perk. for boon to be worth it, you save more time then 44 second spend blessing the totem. that is why COH was so good because your teammate/you would save time on healing and healing can increase killer overall chase-time. your were almost always positive in time. The other boon do that as well. DT grants haste effect which allow survivors to chain-pallet loops, so it prevents a survivor from going down and allows them to chain a pallet loop they could not chain, then chase get extended and you get massive gen-time as survivor. This is also why MFT is strong. Boon:exponential saves you time by the fact that you do not need to walk to another survivor to pick them up. Shadowstep grants you extra time by using it to stealth around killer making killer waste time and indirectly allows you to work on generators. the boon perks are like gamble. you invest early time to get more time later.

    shattered hope denies value the time value of using boon perks. it becomes detriment to the survivor. your encouraged to rush gens and ignore blessing totems that will get destroyed and provide no value to the team.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490790#Comment_3490790

    That's why it was only suggested based on the old OP COH, not the current one.

    Anytime it's suggested now it would be in tandem with boon buffs.

    it doesn't matter what buffs you suggest because it is free gen defence eruption incapacitates for killer for survivor equipping perks.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490753#Comment_3490753

    They suggested it as base kit, not as a perk, which is a huge difference.

    With a CoH in play you can remove it from the game, but now you've wasted a ton of time and pressure snuffing all the totems around the map to make them lose 1/16 of their perks in exchange for losing 1/4 of yours. Just terrible. A perk slot cost is massive.

    that would make boons useless. you would never get that base-kit. it is like asking survivor to see all hex auras for the entire trial.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490733#Comment_3490733

    Even if, and as we said that's a big if, people are running boons almost guarenteed, Shattered Hope is still complete and utter trash. It is not a solution to the boon design problem.

    didn't killer suggest this solution to boon design problem and they implement it as a perk? I used during COH era and looked pretty good for countering boons with wraith but issue was that people also ran these hyper-fast healing med-kits. there was nothing to counter those med-kits so it still wasn't rewarding to hit & run.

  • @Blueberry said:

    Boons are failed in concept. If they’re actually good enough to run they’re too good because of how they’re simply designed. So in order for us to actually make boons in general good they would need changes to their fundamental design and how they work. Infinite placing and costing the killer more time to snuff than it takes the survivor is just flawed design as it negates the entire point that is “suppose” to be the negative attached to them.

    That all said, for how much people complain about CoH supposedly being bad now it’s just frankly not. It’s extremely good. Not as much in solo queue but it’s still present in every single swf you run into at higher mmr for good reason.

    the counter to infinity placing is shattered hope. although, why would anyone shattered hope when nobody uses boon anyway.

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