Gandor
Gandor
About
- Username
- Gandor
- Joined
- Visits
- 5,003
- Last Active
Comments
-
@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499087#Comment_3499087
Odd, I can't recall getting stacks from hits in the PTB, I may be wrong though
you did, but you had to be holding tape for it
-
@Feneroe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498773#Comment_3498773
Survivors can hold a normal item and a killer item at the same time. That was changed a bit ago. Survivors don't have to make strategic decisions about them anymore.
ah so survivor can actually choose to use regular item when holding special item? No they can't. If the only counter to killer is to hold the tape whole game, then you effectively included built-in franklins into the killer
-
Singularity is solid A-tier killer. The problem is, that he's SO. DAMN. HARD. It's like almost nobody can play him at his full potential (but he can hard-stomp when you do). That does not make him bad design. That does make him hard (similar to Billy, but there's a difference that best billy is still not as good as best singularity by huge margin)
-
@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496685#Comment_3496685
A doc will never get a hit at shack with a dropped pallet unless the survivor severely misplays. It takes longer for Doc to go all the way around shack than it does for the survivor to go off shock cooldown and vault.
I have seen quite a few docs that made shack untraversable for free hit. But it does not matter.
Overall Pinhead is definitely better
-
Disregarding a few really unfair maps (saloon, Lery's, Gideon as best examples), all responses here are valid.
Killer would stand no chance to hook - because just 2 people will be able to help each other and make killer unable to ever hook.
-
@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496481#Comment_3496481
His antiloop can basically guarantee a hit against most pallets in the game, except for the safest. It requires significant skill input from the Pinhead player, in predicting movement, putting down an unreactable portal, and dropping a chain from an angle that will guarantee the player is stuck until he can get the hit. A lot of very safe fillers and even tiles are entirely unsafe against a good Pinhead player, to include shack. Not to mention, his antiloop also doubles as a chase power as you can deny players a lot of "hold W" distance with chains.
It is by no means a "weak" antiloop. I would say it's even stronger than Clown and Doctor's antiloop.
TBF great doctor can get hit at shack (dropped pallet) better then great pinhead, but otherwise 100% agreed.
-
@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/385335/remove-overcharge-skillcheck
Survivors before: wow it was a very hard game against 7 blink nurse, great game
survivors now: these skill checks are so annoying, bhvr pls nerf it
OP is killer main. I said the perk is fine and I definitely consider myself survivor main.
So much to your post...
-
@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496607#Comment_3496607
- People will still get off hook while injured, Resi and MFT will still work off hook even if you get a chainsaw down to begin with, ghostface mark, etc etc. Not to mention, if you dont insta pick them up, or they get rescued via flashy or pallet stun they will still have MFT Resi value without the hook.
- Surv 1 will still most likely just get the 99 heal for the perk effects + free healthstate or not accept the heal to get resi gen boost.
- People with enough hours in the game can tell whos running just a tad bit faster, if before MFT people could accurately spot a subtle cheater, they can spot the same 3% speed.
- MFT and resi can result in a pallet stun you wouldn't have made, or a window vault you wouldn't have gotten and as such a chase extention of 20 or more seconds, it would be the equivalent of the scourge perk that makes all perks a white hook knocking off 20 % of a gen.
Again, Its a permanent buff to basekit, because by definition you WILL go trough an injured state in the match, multiple times.
Reminder again, that having to bring perk X to counter Y is evidence of an underlying balancing problem. not everyone has every single perk, or every single character, being FORCED TO PAY REAL MONEY, to have access to certain perks and killers in order to counter the current survivor meta is not ok.
1, If I got stunned/flash saved, good for them and my bad (that's what I call being outplayed). Still, now I have 2 targets and at least 1 will probably be mispositioned hopefully.
2, so they have to run also medkit/self care to be 99%. Good. That's actually better then toolbox/any meta perk.
3, ok sure. I agree. I am not THE best player of dbd. And I shouldn't chase those survivors even if they have no perks and no items. MfT is just redundant. For all the other cases, MfT makes hardly any difference.
4, maybe, might, make... Sure. That's what perks and items are made for. Otherwise they would be useless. But that killer would have killed us all if I didn't sabo that hook buying us much more then 20s - is sabotage now super broken? Well no. Because getting that sabotage is in itself very risky and hard. Same here - if you can't loop super well, don't use MfT. You will have much better results running bl/lithe/sprint. And game is already balanced with exhaustion perks in mind (by e.g. gens being 90s instead of 60s when the game first started).
As for bring x to counter y - I agree. But again - it's not the case. You can very much chase easily even with MfT. I know I bring 0 counters against those and don't care to start. I tried fearmonger before, but other perks provide just more value.
And one last time - perk giving advantage some part of the match is fine. Corrupt does the same. It's also active only during part of the match (same as survivors are being injured only part of the match). The biggest difference is, that corrupt works at beginning only, while MfT works some time mainly towards the mid and before end.
-
@nars said:
Dont call it VPNing like its some crazy strat, their just avoiding ddos
It's both unfortunatelly
-
Agreed. Pack into the same patch also removal of the lobby and count my vote in (lobby provides extra information to killer which results in specific builds and lobby shopping aka messed-up matchmaking - map offerings statistically help survivors more as they are 4x more likely be able to pick the map they like).
-
@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496571#Comment_3496571
- if you have to play Specific killer X in order to nullify a perk, it indicates the perk is not balanced for the rest of the cast.
- Thats literally how the game goes, you get hook 1 , chase and try to down 2, while 3 goes for save, by definition, hook 1 will get off the hook in the injured state.
- If you "shouldn't be chasing people that use mft" and everyone is running MFT at the moment, how exactly are you suppose play the game if you use a chase killer. (Do not suggest perk loadouts, because as i've stated, not everyone has all the perks at their disposal and it signifies an underlying balancing problem if you need to bring X to counter Y).
- Like i've stated before, Resi+MFT are the equivalent to a scourge hook making all hooks a white hook, you'd be expected to get value out Scourge hook because per game design, you're meant to get injured and in contrast, get hooked, hence being injured is not a valid condition for a permanent buff to basekit.
1, you said survivors stay healthy good amount of time in game (to get value out of resi, because it's "unconditional" as you stated at beginning). I just showed you it's not necessarily true and it's actually false for killers I enjoy. Did you perhaps quickly swapped topic to made for this?
2, ok I misunderstood you. Now I think I get it. The missing part here is survivor 2 will heal survivor 1 so he's not liability of quick down making 3/4 of survivors healthy (or possibly even 4/4 if you didn't manage to injure yet)
3, no. You read just part of the sentence. The most important thing is something you dropped. You shouldn't chase people that use MfT AND are good enough (against you), that you will not catch them in 30s (otherwise these people would get better value from sprint/lithe). There's huge difference. Also - I propose to chase absolutely normally. Most of the time I can't even tell someone is using MfT (ping at falling for mind games are much more impactful then those 3%).
4, well. Only if that scourge hook did 3% regression. That about sums up the strength of this combo when I encounter it. Sure, sometimes it robs me of hit, but it's quite rare.
Also again - it's not permanent buff basekit. It needs you to be injured and for MfT also not exhausted. You keep forgetting these. And there are powers/perks/addons that circumvent it altogether. But even if you don't use those, the 3% difference usually don't change anything
-
1, the basic premise is not correct - pinhead did get buff. You should have seen him in PTB.
2, I play a lot lot of pinhead and he feels very much fine. If you are able to hit chains, you win. If not, you loose. There's a bit of RNG regarding the chains spawn which can rob you of whole hit, but impiling wire fixes it and makes it work for you.
3, even if they outright Billy-fy pinhead into oblivion, the game will still live. It's not dying for 1 killer.
Like considering 7.0 - that didn't hit me as I was never using those perks anyway (or lethal for that matter), so I was lucky.
But the thing that sucks is the hooking bug. Him being disabled is actually sad. But that's probably the only thing that I regret about him.
-
@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496521#Comment_3496521
Again, thats the same as if a scourge hook perk made all hooks a white hook, needing a white hook to trigger the perk wouldn't be much of a condition , because well, you're quite literally by design meant to get 7-8 hooks.
And by design, in order to get those 7-8 hooks the team is going to be injured a good portion of the match.
- Surv 1 gets injured, downed goes on hook.
- Surv 2 goes for save , surv 1 is injured off hook, meanwhile surv 3 is chased takes a hit and gets injured.
And in between injured and going down, youre getting value out of the perk.
Stealth Killers playing hit n run get screwed over by MFT and Resi because they essentially BUFFED the survivor they hit.
And as a cascading effect, if killers in order to win cannot play a weaker killer, they will gravitate to stronger killers or tunneling someone out at 5 gens , people want to have fun as much as anyone else, but when a certain playstyle BUFFS the other side indirectly, it doesn't have as much appeal.
1, your premise is not always true. I play mostly chase bubba - meaning I mostly M2 survivors. As I don't camp, it means survivors will be vast majority of time healthy. Then I play spirit - and once I injure you, you will go down rather quickly. Then I play pinhead with STBFL - right after hit I chain for very quick down. People will be healthy majority of time of the game.
2, your example with 3 survivors indicates you camp significantly often. Not all of us do that, because a, you will hit the spot where it will suddenly not work (and you can cry genrush all you want - because you literally let 3 people work for a minute on 3 gens so it's your bad) b, it's boring c, you won't get better if you don't play the game - staying on a single spot is not playing.
3, hit&run absolutely are NOT affected. If you hit&run, it means you are not chasing and instead creep up on survivors and hit them when they don't expect it or go away. In fact against hit&run sprint burst is infinitelly much better, because it's almost impossible to sneak upon such a survivor without him getting away (which absolutely is not true for MfT). In fact as a survivor you need to chase on average for at minimum 30s until sprint/lithe give you less value then MfT. There's also a hint that if you can't get survivor within 30s, you should change targets anyway. Meaning you shouldn't really be chasing people that use mft correctly.
4, but it's cool you finally acknowledged, that there actually is condition. All perks for both sides always have condition. The perk that's least conditional is probably bond - and even that one does not work if survivors are too far away (plus the effect isn't even that crazy good).
-
@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496104#Comment_3496104
You cannot name one single killer perk that provides you with free, unconditional and non-time gated value, because thats how all perks should be, they help you in certain scenarios, without being a straight buff to basekit.
MFT and Resi are the opposite, they are free, unconditional and permanent value that you get because you inevitably got hit.
MFT and Resi is the equivalent of making Pop permanently making your kicks regress 30% after getting 1 hook state on someone.
This is survivor main mental gymnastics when you try to point out killer perks as a type of "gotcha" moment, but fail to realize killer perks have strict requirements and can be countered unlike the surv perks mentioned above.
So being injured is not a condition. Got it. Then corrupt - it's about as much NOT time limited. Easy....
-
@Gwinty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496131#Comment_3496131
Today I had another idea: Make it so that when your teammates insert a tape the entire team gets condemn stacks removed. However to a lesser degree than the person inserting the tape (tweaking numbers). However once you are fully condemned only you yourself can remove the status. That way you can save the person who is chased or perma stalked by the Onryo while still keeping condemn as a dangerous mechanic you have to work around.
What do you think?
I think it would be too good for SWF and too bad for soloQ. Like it would be something, but it asks a lot of your teammates - who also have to look for a TV that's not turned off like a hawk.
I'd rather if her mori mechanics was nerfed and some chase buff was introduced (more TV's, that special extra TV, longer CD for porting, something - I don't care what really. As for buffs - I don't know, but being able to phase thru windows/pallets when demanifested for some time so that she has more agency in chase like someone else proposed might not be too wild - provided it works a little like wesker (but not as bad) instead of like legion)
-
@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495519#Comment_3495519
ah yes, devs favor killer... thats why every map release has been relatively survivor sided in the last two years.Oh, and why gen regression got slaughtered. And why basekit BT and soloQ hud and future anti camp got added.
Also, those farm maps that are sooo killer sided now? didnt even touch cowshed.
There were patches that were survivor sided and there were patches that were killer sided. I think noone will argue, that 6.1 was killer sided. The patch where genkick meta was introduced. CoH+self healing basically destroyed, DH basically destroyed, etc.
-
@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496300#Comment_3496300
billion safe pallets
not even a good joke
sorry, but @BlightedDolphin is spot on.
As for Borgo - there are killers that don't care (huntress/trickster, because the map is so open with very short obstacles), but for most of the cast the map is big and has huge density of pallets - out of which there's quite a lot of good ones (and 2 god pallets if I counted all of them from my memory). Overall there are I think 30 pallets on the map (which is one of the most pallet heavy maps in whole game) - but in contrast to say gideon - you also have quite a few good windows to complement that and much larger map size + much better visibility. The map is definitely survivor sided (which is absolutely not true for Shelter woods)
-
IDK. At least I stopped playing survivor thanks to her and current-iteration of Onryo. If more people feel the same, then them loosing money from skins could be more hurtful then them loosing money from purchasing her
-
@DrKetchup said:
Its only purpose is to serve as a horrible game-ender against new players making SoloQ unwinnable. At the same time being pathetic against a good SWF. Perks that are designed to be annoying should never exist in a game where you are supposed to have fun. Give it some other buff, I don't care, just remove that skill check. Impossible skill check Doctor has been an instant loose in SoloQ for years now.
It is time for a change!
This literally is a perk that ABSOLUTELY does not care if you are soloQ or SWF. It's the same. But I agree with you it does nothing (actually it can be actively detrimental to you) if you play against skilled players (be it soloQ or SWF)
@sizzlingmario4 said:
I think the skill check itself is fine, however the additional 4% penalty for missing it should go.
why? The perk is not strong (outside of low MMR) anyway.
-
@CrusaderNella said:
You're angered by the idea of others using what isn't theirs.
Performing the Damage Generator Action on a Generator activates Spiteful Captive:
- While Spiteful Captive is active, the next Generator you damage becomes compromised, highlighting its Aura to you in white, until Spiteful Captive deactivates.
- While Spiteful Captive is activate, all Compromised Generators are blocked by the Entity, but their Regression Speed starts at 40%, and increases to 85% over 5/10/15 seconds, at which point, Spiteful Captive deactivates.
Damaging another Generator while one is already compromised transfers the state to the most recently damaged Generator.
That's basically ~2,34s "guaranteed" regression with 15s generator block. It's an OK perk - definitely not too strong on it's own and won't be meta for sure.
However we do have skull merchant in the game. Until she is solved, I am afraid this perk can't be part of the game.
-
He is strong, but his addons barely do anything. Also keep in mind, that he got (correctly) nerfed recently and he can no longer ultra-tunnel people off cage as he used to.
Like if he had addons that make him interesting - maybe even provide quite a strength for some malus (like double speed of his punishment of the damned for half a distance). This is just something that came to my mind right here and now (so probably not a good idea specifically) - but addons with this kind of premise that change the way he's played would be very nice
-
@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496089#Comment_3496089
Ok, I'm back from my 12 games as Surv (not actually), and I got Blight, Huntress, Deathslinger, Nurse, Nemesis, Doctor, Hag, Pyramid Head, Trickster, Artist, Knight, and Singularity. I couldn't get a stun against about a third of the cast because basically only new players to those Killers are the ones to get stunned frequently enough for perk value. You could make an argument for a couple more Killers, but I think I made my point.
As a Ghosty main MfT is a joke. They either don't notice me, and I down them because they greedily stayed injured. Alternatively I stalk them and bypass MfT. Sprint Burst helps them in both cases (healthy/injured), so someone bringing MfT is helping me, because they can't bring Sprint Burst with it. Even then, for the most part it is kinda like a 'you must be this tall to ride this ride' at theme parks. If you have enough skill, MfT means nothing, as you are getting downs by other means than a hold-w chase. If you don't have enough skill, you weren't getting downs anyways. MfT is inferior to Sprint Burst, even on Killers that don't have stealth/instadowns. Every MfT to me, is a favor they didn't bring SB. Again my Ghostface usage may disproportionately value SB to be fair.
Hope you just have to win and it never comes into play. Easy enough. They even put themselves down a perk to help stack the odds in your favor.
Resilience is no different than it has been, but if you were to show me a breakeven where a Survivor gets a Resil+MfT loop but not a perkless loop, I'll accept your premise Resil+MfT is busted until I can break it down for improvements (such as no mindgames). All you gotta do is show 2 vids side by side, Resil+MfT and perkless running from the same points where the combo gets say 3 window vaults instead of 2. It doesn't have to be that, I just would like to know what specifically made the combo make the Survivor un-killable, as I'm not having problems outside of Shack is made easier for Survs, but still counterable. Arguably your best bet here is the simple LT. Most normal loops rely on the pallet, so once you get someone to burn it, the loop loses most of its value.
It's a placebo effect.
When playing killer, I have most of the time problem even figuring out who plays MfT. When playing survivor I just dropped it altogether after a few days, because balanced, dramaturgy (for items) and bg player are just better for me by huge margin.
It's just a new scapegoat some killer can just blame instead of looking at their mistakes. It would have been "bad maps" if there was not this perk. Or something else if all maps got suddenly Midwitch-level.
-
@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495604#Comment_3495604
then yeah, its a problem. Tapes should be in every TV, maybe except those where tape was removed from in last X seconds. TV reset time should not be affected by that so i decide if i want to take tape from disabled TV or look for turned on TV for Sadako to loose teleport point.
Like I don't want to butcher her. I still want for Onryo to get her passive slowdown and even mori if people ignore it. That is healthy and all good.
But not being able to cleanse when doing just it for 5 stacks? Not healthy. Not good.
-
@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495618#Comment_3495618
Corrupt - Gets deactivated after 120 seconds , or someone goes down, survivors can still do any other gen besides the one they spawned at. (Not busted in the slighest).
Deadlock - locks the most progressed gen after one is completed for 30 seconds but as we know, survivors usually have 2-3 gens going at the same time due to the nature of the 4 v 1 , 1 gets chased, other 3 pump gens early game. Locking a gen thats 60% when the one next to it is 50% means the value is limited.
Lethal - 9 seconds of aura at the start of the match, secondary effect of 2 extra seconds of aura doesn't come into effect unless you run other aura perks. Value is limited to literally 9 seconds at the start of a match.
SHPR - Requires you to go out of your way to find one out of 4 white hooks, of which you might get none because of the way the map and RNG works, value is quite literally not guaranteed. (Not to mention the possibility of hitting a -25% on a 10% gen)
Pop - Must find , down, and hook a survivor, perk activates, you have 45 seconds to find a gen with progress before its popped to get value (Multiple limiting conditions met)
Nowhere to hide - Requires kicking a gen (Killer objective is to kill, you can kill without kicking gens or slowdown at all since thats the way the game is balanced around) , limited to 24m range , and is time limited.
STBFL - Works with a stack mechanic, 1 stack gain for injuring non-obession, hitting obession loses 2 stacks, value isn't guaranteed, the effect isn't really noticeable until 4 stacks or so.
Sloppy - activates upon a hit on a chase , most likely you'll go down in said chase so it has no real effect, only comes into play if you escape chase AND start being healed AND the killer finds you within the 4s window to interrupt you.
An extra 4 seconds to heal (you really complaining about taking 4 extra seconds to heal?)
Jolt - activates on sucessful BASIC ATTACK DOWN (cannot use killer powers) has a limited range of 32 meters, causes gens to lose 7.2 seconds of repair.
------
The mental gymnastics survivors are doing to try to defend their perk setup is insane.
You cannot legitimately defend perks like MFT , that makes dark theory and the new buckle up Obsolete.
You cannot defend Resilience , being a personal Prove Thyself , while also buffing every single other survivor action permanentely.
You cannot defend adrenaline when it potentially gives 4 people get a free healthstate instantly, + Pocket SB just because you did what you were suppose to do.
-------
When you look at perk usage statistics and you notice a couple are being used to the point of feeling like basekit you have to draw some conclusions.
Either its unbalanced and part of a sweat loadout (MFT + Resi builds)
Or people enjoy the convenience and less brain work (Windows of Opp , Bond, Kindred, etc etc) which is the healthier option.
@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495766#Comment_3495766
Are we actually complaining about Remember me ?
That is legitimately hilarious.
Whats next, terrotorial imperative?
You're unable to understand that No input required second chances + Free speed boosts for getting hit is unhealthy.
Then again, you're bipolar enough to claim "Killer mains were whining about DH a while back" , while also claiming "old DH was a crutch" and a "second chance perk" so idk what to tell you.
Funny it's YOU who talk about mental gymnastics. I don't care about your judgement of every killer perk being fine or weak and every survivor perk being busted. That's just your entitlement talking and I don't give a damn about that.
The important thing is you set some arbitrary "rule that should be followed" = perk should give conditional value and doing objective does not count and literally defend your unconditional/doing just objective perks in a next post. Double standards at it's FINEST. Quite frankly people like you should be ignored - and I don't care if they are on survivor's side or killer's side.
Also - I was not defending any perk. I was talking about your arbitrary "rule" only. That's just a sidenote to your "mental gymnastics"
-
I will have to agree with @GrimReaperJr1232 here.
How often do you even get this problem? For me it's so rare that why even bother? Why try to fix something you might maybe see in 1 game in a month, when there are a lot of clearly very broken things in game that should get priority?
Also I would even begin to ask if it is problem at all. DMS is conditional 30s stall. If you play it right, the perk does nothing (maybe u later come to gen so it gets blocked for say 10s, but chances are nobody would be able to work on that gen anyway). So it's clearly not OP. So why would such an interaction even be problem? (Especially compared to deadlock).
The only thing that needs to be fixed is early survivor cries and pain res activation. But that looks a lot like bug and I presume/hope it will be addressed
-
@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495507#Comment_3495507
The game is balanced around people not having perks.
Perk value should never be a guaranteed thing like MFT , Resi, Hope, Deja vu and Adren are.
Infact, out of 125 survivor perks, those are the only ones with guaranteed positive value , while the rest only provide value in the correct niche scenario, as perks should be.
For example :
Unbreakable - lets you pick yourself up with faster recovery speed, but if the killer doesn't slug you, you wont get guaranteed value, its an effect that helps a specific scenario.
Background Player - When the killer picks someone up, you get sprintbursted to allow for an easier flashlight save / pallet save. However value is not guaranteed if the killer faces a wall, or picks up outside a pallet.
Prove Thyself - 10% Bonus to repair speed only while co-oping. (which ends up being like ~9% because of the built in co-op slowdown , and at that point you might aswell run resilience and get 9% to everything for yourself.)
----
Its very easy to spot the obvious outliers in 125 survivor perks once you see things this way.
Clearly you don't play survivor. Adren having guaranteed value? Have you ever heart about 2 most complained things on survivor side for past 7 years? How would you use adrenaline if you are being camped and tunneled at 5 gens?
Also taking your philisophy... Delete corrupt, deadlock, lethal, pain resonance (you included adrenaline and hope), pop (again adren/hope), nowhere to hide, STBFL, sloppy and jolt. All of them are without any condition or earned just by doing your objective (hiting, downing and hooking survivor and defending gens which aparently does not mean earned, because that's your objective. But you can still use your crowd control, ruin and other conditional hex perks).
You see how weird your argument actually is? Both sides have some good stuff in perks. Killers actually have better perks then survivor (survivor perk that can potentially progress gens in 4 rounds by up to 90s would be beyond broken), which is perfectly balanced by killer having 4 perks and survivor-team together 16 perks.
-
@Archael said:
I have a question - do you need working tv to take tape? Or any TV?
From game start it should not be difficult since before she can teleport, all tvs are working.
But i need to know since i have not encountered her yet as surv - do i need working tv to take tape?
Yes. And that's the basis of my complaint
@Gwinty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495187#Comment_3495187
The thing is I am fully on your side on this, no matter which direction we are talking.
There should always be an option to get rid of your condemn, no matter how many TVs get turned off. Same as with Plague where you can always cleanse the corruption no matter if she drinks it or not.
You know from the other thread that I enjoy the new Sadako, but I want survivors to interact with my power. Still she needs to be a good Killer. However not being able to interact with the power and just getting moried is no fun. Condemn should be an additional minigame ala "get across the map without the scary ghost spotting you" and not "sorry, you tried, here is your mori".
I am glad we see it the same. Apart from this problem, I frankly have no problem with her
-
@LobbyDodgerLeonidas said:
There's no such thing as gen rushing!!! The survivors have no other objective!!!
::gives survivors an objective they can't ignore via videotapes::
NO NOT LIKE THIS OVERTUNED PLEASE NERF MY TEAMMATES DONT KNOW HOW TO DO ANYTHING
Yeah. "Tunneling is strategy. It's fine".
::BHVR decides for some strange reason to make survivors fully invincible with no drawback and for a duration of 5 mins after unhook::
NO NOT LIKE THIS OVERTUNED PLEASE NERF...
--------------------------------------------
If you can't get to a tape for 5 freaking stacks when actively trying AND NOT DOING ANYTHING ELSE, there's a problem with the game.
-
@Gwinty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495169#Comment_3495169
She is still a M1 killer with a funny ability that sometimes may or may not confuse a survivor into getting a hit.
The only issue I understand about the condemn mechanic is this:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495097#Comment_3495097
Survivors should have a way to cleanse themself of the condemn to not get moried. However Sadako teleporting as well as greedy teammates can block this and you are doomed. That is not a good feeling and I get it.
As such the solution would maybe be something like: Once you get the tape there is one TV where you can always insert it not matter its state. Other TVs are an option but if they are turned off you will not be able to insert the tape but that one TV is for you.
You can always insert it wherever you want. The problem is, that you won't be able to pick-up tape no matter what. If they created 2 extra TV's that can always provide tape - and say they always insert them to absolute edge of the map (always on the opposite side from one to the other) - then this would be just solved. It's even possible, that 1 TV would be enough (also for obvious reasons these TV's should be in quite some distance from other TV's)
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494596#Comment_3494596
This is what happens when people keep demanding for killer nerfs, and BHVR releases a bunch of underpowered killers that feel like garbage to play.
Yes, Wesker is used a lot. It really would be super great if BHVR would give killers a good selection of killers.... but they don't! Most killers feel like absolute trash to play against a coordinated SWF, so here we are with a bunch of people playing Wesker.
Nah. I am enjoying killer quite a bit more then survivor right now (there's no such BS as SM or new Sadako on killer's side). I don't even play Wesker. I used to, but I dropped him quite a long time ago
-
@TheTom20 said:
There is a big sadako player on twitter posting ways of countering her so i say head to twitter hes also going to be posting a video this week on how fully counter some of the addons
post it here when it comes online please :)
-
@Gwinty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495081#Comment_3495081
So...we could just increase her cooldown on the teleport once again and she would be fine because TVs and teleport would be in a better rhythm?
Seems like an easy fix for her and it would also address the issue I saw in another thread where a person complained that her teleport lacks skill. More cooldown would make it so that you have to think more because you are using a valuable rescourc.
Sure. That would be OK. But it's not OK that I just can't find working TV in minutes when actively trying.
-
@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495071#Comment_3495071
I also would like to see the no-lobby idea tested out.
As for the offerings, it's more of a problem with map balance than the offerings themselves. Banning would be too strong, but maybe lessing the odds could work. Or ditch the offerings completely, although it'll ruin several specific killer builds.
Reversing map offering to be ban instead of "we are going here" by no means will be OP. If anything, it will be underwhelming.
Also about balance... Let's take RPD - super strong map on most killers. Very easy game. But then you pick huntress and I understand perfectly why you disagree. Maps will always be problem - there's no way to balance maps for survivors AND 32 different killers
-
@Gwinty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495076#Comment_3495076
How?
Every match I play against her starts like this: Start out, notice that it is Sadako, go to a nearby generator as TVs are usually next to them, wait for her starting cooldown and get the tape as soon as her cooldown is off. That way I start the game with a tape and turn off the TV next to me so that I can get to work on the generator. Even if she teleports as soon as she can there is a roughly 1/4 - 1/7 chance that she will get me.
What are your Sadakos doing different from mine?
That once you inevitably have to return the tape (hence get to 2 stacks) and you immediately try to get a new tape - it's very much possible you will not find another tape. Because there are none. Because killer does not chase, but just teleports and goes for "chases" only until she can use her power again
-
@Gwinty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495031#Comment_3495031
Sad to hear that it reads like that just because I enjoy a horror character which I am a fan of.
Still I doubt your judgment that she is overtuned right now. She has been out for only about a day and survivors had no time to get used to her. Sadako is feeling like a different Killer when you face her right now and people are still playing against her just like they did before. Also good survivors had no time to show how to deal with her and spread the idea around.
The thing is that if you have a single survivor who knows how to handle her and another who just ignored condemn in the same lobby the match will result in a 4k because the bad one drags the others down. A bit like when you are facing Cenobite and your teammate runs to the box while getting chased or like Pig when a new survivor ignores her trap.
As my anecdotal evidence showed my "wins" are mostly because survivors messed up. Something that they can do against Trapper who defends a basement too.
Sadako still is by no means on Nurse or Blight (with add-ons) level. Those are the overtuned Killers who need changes.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495046#Comment_3495046
Yeah, I saw that.
I still doubt that those survivors where prepared for the new Sadako and had a descent plan when playing these matches. Wait a few day until the surprise-factor is gone and then a video like this will be a good talking point.
I am not saying that there are no tweaks to be made (cooldowns, condemn-buildup and co) just that I enjoy the new Sadako on both sides and that I hope no harsh nerf will hit her (like Wraith back then) when she is not even the worst offender in terms of power level on the Killer side.
Sorry. But she is in a state where I can't get to a single WORKING TV in time she is able to give me 5 stacks (I was not doing gens, just running around the map trying to get a working TV's tape). And that's on small map. Nope. Not playable. Sorry but this is insta-DC
-
No lobby would be perfect. No killer dodging, no unfair information asymmetry.
As a compensation to killers, just make map offerings ban certain maps instead of increasing chance
-
-
@frozzenk said:
Literally all you have to do is pick up a tape. Lord almighty, why is this so hard? This gives you an aegis shield against her condemn unless she physically hits you. She has no chase power. Don't be awful at looping. Get into a locker if necessary. This counters her hitting tape.
Unironically yes. You can't take a tape from TV that is blocked. You can't finish taking a tape from tv where sadako ports. Sadako now spams her TP. I was unable to find single working tv on saloon when trying to do so from 2 stacks...
The killer IS broken right now
-
@Leatherbilly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494191#Comment_3494191
First, to your point on counterplay: there are two possible circumstances you're exploiting terrain as counterplay. In one, the Cannibal can still catch up and hit you if he plays properly; in this circumstance, there is no agency in the hands of the survivor, it's purely up to the Cannibal to not make a mistake. In the second circumstance, it's a situation like the Autohaven bus, the drop gaps on railings in a lot of maps, or large, wonky coded debris that will trigger tantrums so easily you can't cut it close enough and catch up. In this circumstance, it's not counterplay, it's just a zone of immunity from his power, which is a really horrible design. The ambiguity of where his skill expression is frankly is not a good thing.
Regarding your point on M2 gameplay, I present to you the Nurse, Blight, Huntress, Deathslinger, Legion and so on. That's not really a point, and the Cannibal would still rely on his mallet because you're just hurting yourself if you rely on only the chainsaw. There are many situations you can't get the chainsaw hit but could hit with your hammer. Even with this change that would be true, because of the following point.
Regarding counterplay for the Cannibal, it is and has always been windows and pallets. One of the most skill indexed things with the Cannibal are mind games at loops, and they would still be mind games where survivors have real agency, except now if you successfully avoid the saw, you can run away. Right now, he'll just take the M1 hit or wait for his saw to recharge and try again, unless they're a hold W gamer and the loop is positioned such they can run away. Still, cooldown from saw is much shorter than a tantrum. This would make the risk/reward of using his saw much greater than on live, and if survivors outplay him, they're heavily rewarded.
Deadzones are a strategy for the Cannibal, and requires target hopping for it to actually do anything, which discourages tunneling and is frankly a good thing and a skillful thing for a Cannibal to do; it's also something for which survivors have agency, to not create or not run into them, and to not strand a generator nearby one. If you run to an area with no pallets and no windows vs LF, you have made a perilous error and probably deserve to get punished.
Wonky terrain has been in the game for seven years and more gets added with every map. It's inevitable when you have ranged collision and melee collision to code for, and it's never going away. Some of these auto tantrum zones have been in the game since release and are still there to this day.
I acknowledge your point of view, but I respectfully disagree.
Knowing when to turn around object (which means also knowing what addons are in play), because bubba is always slower when going around obstacles compared to survivor with thinner hitbox is survivor's agency (it's just not silver bullet if we disregard the fact, that bubba can get hard-punished for bad looping of obstacles - some of which as you correctly stated not being a mistake on Bubba's part, but on map designer's part).
This can be the difference between just eating all the pallets for 3 gens and then autowin, vs chasing someone with only a few pallets dropped
I like current state. And quite frankly I would be very much afraid to use M2 if I am not certain of a down - which makes it a bit boring on both sides.
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494577#Comment_3494577
I called this will happen with Onryo. It was kinda obvious from their changes...
I don't mind Wesker, he is fun to play against imo. There is not really killer I don't like playing against. Only some specific add-ons/builds, not a whole killer.
Everyone has their reasons for taking breaks from any game. It's normal and definitely healthy imo.
I agree Wesker IS fun (not counting Video Conference Device addon and hard tunnel, but it's not super bad, because it's not super common). It's just if you get too much of the same thing, it's.... less enjoyable. Considering just him, I might need a break.
For the other 2. No. I am totally fed up with them after 1-2 games and I am pretty sure no amount of break will really change that.
-
@DaddyMyers_Mori said:
Hey at least killer is still fun.
MFT joined the chat....
I am on break right now too, don't really need to make a post about it tho. Isn't it normal for players to take break?
Played a lot during anniversary and can't be bothered to deal with MFT in almost every game, too much work and stress.
I will get back maybe when new killer is released, unless they completely screw it...
IDC about MfT. I play Bubba, Pinhead, Spirit some dredge, plague, legion. I don't feel any problem with the perk when using those.
For the pause - can't say I am fed up with survivor overall. It's just that Wesker even though he is fun is.... Too much present. And then you get occasional hard camp + tunnel. That's a lot, but you make it back up by those awesome fun games you get from time to time.
However now comes ever-present Onryo with hit&run&condemn (so no chases, you just run thru map as headless chicken trying to find 1 TV she somehow didn't use yet) to the mix together with non-chasing 3-genning skull merchant. That spoils the balance too much. 3 hours of gameplay for 1 fun 15 minutes match is just not enough. It needs to be fixed.
-
From all the killers I play bubba the most (at least right now). And quite frankly, I don't like your idea. It basically promotes using M2 only if you are in deadzone (with having "certainty", that it hits). Right now it's much better - survivors HAVE SOME counterplay, but Bubba can try to chain people also in loops where there are windows. That's much more fun interaction in my opinion.
Also - wonky terrain hitboxes are slowly being fixed. It's not an issue just for Bubba. Same thing is problem to varying degree to all the killers (and partially also survivors). It's just that Billy/Bubba feel it the most (but Blight mains could also talk about these things). From my point of view - butchering skill expression for simplicity (I am in this position so I win and you can't do anything about it vs I am 1m further away so I loose and there's no mindgame or anything that could ever change it) is not a good thing.
-
What is this crazy thing? It would absolutely not promote cross-map snipe. It would be used at loops for easy downs. Very bad idea. Huntress is already strong killer in a fine spot. I don't see any reason to buff (or nerf for that matter) her.
-
Just because you have perk, you shouldn't have guaranteed value (if the effect is strong enough - and blocking 3 most distant perks IS strong effect). Let's be honest - corrupt is still meta perk. Having an extra niche tactics against it (that BTW is still net negative as no mither is just too bad liability for the team) is honestly perfectly OK
-
Yes. Garden of joy is survivor's version of midwitch. IMO these 2 maps should have been first to get update instead of rancid...
-
So u didn't notice the other survivor that literally had to be at most 8m away from you? Or are you hard tunneling so much, that you didn't care for free hit?
-
Pls don't touch it. That change would probably make it better for flash saves, but it will definitely ruin it for my sabo saves
-
@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492525#Comment_3492525
You have a problem 3 gen killer you have a perk to completely counter it, but you just don't feel like removing 1 perk to completely eliminate the problem
The perk is not even good counter for it, because it does not have enough stacks to eliminate the 3gen. If it had at minimum 45 charges, then OK. Alternatively you need to be 4man where everyone takes off 1 useful perk and item for taking BNP and this useless perk. That's not healthy. Same as it wasn't healthy when BO worked with full wiggle instead of current wiggle - and there were people saying "just bring IG and agi 5head". Your response is actually the same...
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492372#Comment_3492372
Hens showed game when Wraith did same thing, but it's true Eternal team destroyed him later. But I wouldn't say that team before was bad...
Thing is there are killers I can hold 3-gen and win against most survivors and even SWF.
Only difference is skully has lower lethality. I am going to win quite fast with any of those killers. Well, fast compare to skully.
It's harder with her, because you will win only if survivor made a mistake. If they all play save, you will have tough time.
The thing is, that I seriously doubt it. There was a case for this during gen kick meta. But without some killer that enhanced it with power (knight), it was quite fully possible. Right now? Nope. Nobody but skull merchant can do that. I haven't seen something even close to this after or before gen-kick meta. Like there are killers that can be annoying with it, but it's never possible to hold it until server shuts down (provided it's still 4v1)
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492433#Comment_3492433
No, I do not only play one side. I play enough Survivor to get Grade 1 rewards.
It does not matter if many did abuse DS with Head on, its still an awful timewaster and bHVR saw that, it was unintended so they fixed it.
Fixing something that happens 1 in 100 games to break something that happens in ~50% of games (I don't care if you argue 20% or 80% - it's still 10's of percents) is just stupid. I will even agree with you that DS into headon was broken. But to leave DS in current state without anything else is just.... Not a good thing to do.
And it was already said a few times already - there are other possible solutions that would fix the issue - instead of changing DS timer, a, remove stun animation where survivor is locked b, add speed boost c, drain M2 tokens or block M2 "key" for several seconds. d, some (mild - it should give you advantage instead of being new win condition for easy risk-free abuse) combination of those things e, anything else nobody mentioned or I just overlooked.
It's just current state is not really acceptable and it shows by killer's behavior.