Langweilig
Langweilig
About
- Username
- Langweilig
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913651#Comment_3913651
The Google would be a great killer! The survivors can work with it to find anything, but it sends them down rabbit holes that slow down gens to a crawl while you read about, like... food in the 1600's or something. S-tier slowdown!
😂👍
-
They should remove the cooldown of quick & quiet and rework cut lose. There is literally no point for cut lose to exist at this point. Quick and quiet has already basically no cooldown.
-
"The Google is a really strong killer"
-
Demos addons are so boring, just 20 times the same effect with diffrent numbers. There is 0 creativity in his addons and the only one, that was (lifeguard whistle), is gone.
At the very least they should give lifeguard whistle the effect to show survivors with killer instinct that distroy his portals.
-
@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913476#Comment_3913476
How would I nerf nurse?
1) Blink cds need to be longer (maybe a couple more seconds)
2) Blink distance should be shorter (bracelet basekit so -20% distance)
3) Remove bookmark, only absolute terribads (sorry but people are) use this. 3 blinks should not exist ever.
Maybe fine tune from there.
The average killer base really is terrible enough as her so, its probably not going to happen any time soon. Her kill rate has been on the lowest end every single time. Nerfing her would just make it go down even more.
Its a killer where you really have the extremes. Either you are good at her, or simply you are not.These nerfs sound good, but like you said won’t happen.
I stopped playing nurse because it feels to easy and by no way am I extremely good with her, but it feels like survivors can‘t do anything. Even if I mess up a lot, which I do a lot, I‘m still gonna win.
-
@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913470#Comment_3913470
not as nurse F no. Those are survivor traps because they think they are safe, but they arent. Leave them up.
Play nurse long enough and youll see why you dont do this.
Same goes for kicking generators, very very VERY rarely do you do this. Building nowhere to hide is a noob trap on nurse.
Reason being is for nurse, losing distance by interacting with stuff, is worse than every other killer. Because you are slower than the survivors.How would you nerf her instead?
-
@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913465#Comment_3913465
You should never break a pallet ever as nurse. Unless you are doing some goofy challenge/odd build.
Or like special cases like gideon. Where you can vault a pallet to a dead end. You obviously will have to break that pallet so you can go hook the survivor.Don‘t you have pallets that you break because it makes your live harder keeping them up?
-
@Pywell said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913436#Comment_3913436
that’s just an incorrect play, you would not be in a single situation in which breaking is better than blinking,
There are some pallets that you want to break even as nurse. Not necessarily because she can’t outplay them, rather because it gives survivors more counterplay and others block your way which is annoying and gives survivors more distance when your power is on cooldown.
-
@Pywell said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913427#Comment_3913427
Why would nurse ever break a pallet
Because it blocks her way and she doesn‘t want to teleport through it.
-
@ThatRyanB said:
https://us.v-cdn.net/6030815/uploads/WRAN7Y1SY11J/patch-notes-assets-862-forum.jpg
Content
The Ghoul
- Reduced Tentacle range from 16 meters to 14 meters.
- Reduced Enraged mode time from 45 seconds to 40 seconds.
- Reduced Enraged bonus time when performing a perfectly timed grab-attack from 15 seconds to 10 seconds.
- Reduced Reticle Stickiness Time effect on targeted Survivor from 0.3 seconds to 0.18 seconds.
- Reduced Reticle aiming on Survivor detection for grab-attack by 94%.
- Reduced Grab-attacks Damage minimum distance requirement to activate over obstacles by -30%.
- After breaking a pallet, if the Killer Power is not in cooldown, Power goes into a forced cooldown equal to a single Leap usage.
- Add-on Fresh Coffee: Changed rarity from Common to Very Rare.
- Add-on Hinami's Umbrella: Reworked Effect - Performing a perfectly timed grab-attack award an extra +10.0 seconds of Enraged bonus time and changed rarity from Very Rare to Uncommon.
- Add-on Blood stained Handkerchief: Reduced Kagune's reach from 2 meters to 1 meter.
- Add-on Taiyaki: Reduced the Enraged Mode countdown from 15 seconds to 5 seconds and changed rarity from Uncommon to Common.
- Add-on Yamori's Mask: Added the activation requirement of "all Survivors further than 40m".
https://us.v-cdn.net/6030815/uploads/93AVQI5GCXW5/bar-white.png
New Killer: Perk Changes
- None are Free:
- When you hook a Survivor for the first time, gain 1 token, up to 4.
- When all generators are completed, for each token, all windows and upright pallets are blocked for 12/14/16 seconds.
- Removed the blocked "for everyone" clause.
https://us.v-cdn.net/6030815/uploads/H84W3LYC76BE/bar-red.png
Bug Fixes
Archives
- Fixed an issue where the "Grenade Launcher" Killer master challenge could not be completed.
- Fixed an issue where the text reward appeared in Rift 1 instead of Tome 22 preview's page.
Blood Moon
- The Blood Can no longer clips into the ground when crouching.
- Bloodpoints given when filling a Blood Can no longer exceed the cap.
- The SFX of filling a Blood Can interaction no longer lingers when grabbed by the Killer.
- Fixed an issue where players were not receiving objective points when only interacting with Fuel Generators.
- Fixed multiple map issues related to the Fuel Pump.
Characters
- The animation of Victor now plays correctly when opening a Locker with a Survivor in it.
The Ghoul
- The QTE prompt no longer stays indefinitely while spectating the Killer in Custom Games.
- Spectators can now see the Fail or Success state of The Ghoul’s Grab attack.
- The camera and Killer movement are no longer restricted after dropping a pallet on the Killer when they attempt to perform a grab-attack.
- The Kagune Mark Reticle now appears consistently in the Survivor perspective when aiming across a Pallet or Window.
- The Ghoul's tentacle leap animation now plays correctly after doing the second leap on a Survivor behind an obstacle.
- The Ghoul can no longer basic attack a Survivor in quick succession during the third Kagune Leap cooldown.
Environment/Maps
- Fixed an issue in Forgotten Ruins where hooks were spawning close to each other in the Dungeons.
- Fixed an issue in Lery's Memorial Institute where the Punishment Of The Damned could not travel through walls.
Perks
- Fixed an issue where Balanced Landing's reduced stagger and grunt effects were still being applied after becoming Exhausted.
UI
- Fixed a crash in the Tally Scoreboard when docking or undocking the Switch.
- Fixed an issue which shows the wrong Killer name when switching characters during queuing in a Killer's lobby.
- Fixed an issue where empty offering slots were shown as a hidden offering.
- Fixed an issue where the wrong icon was displayed for Zarina's Murder Mill torso cosmetic.
Misc
- Fixed an issue where Killer could load into a match with unowned cosmetics when viewing the mori preview with the selected cosmetic.
- Fixed an issue where retired Offerings were not showing in player's inventory.
https://us.v-cdn.net/6030815/uploads/A64MO90AYDT7/bar-red.png
Known Issues
- Survivors will still make a grunt when using Balanced Landing and performing a fast falling vault.
After breaking a pallet, if the Killer Power is not in cooldown, Power goes into a forced cooldown
You should do this nerf for blight, nurse and spirit as well. They are way stronger in catching up than him and deserve this (kinda annoying) nerf a lot more.
-
The German addon description is wrong 😕and still has the old one
-
@Stroggz said:
What time it goes live?
It‘s live
-
- It should have tokens, so you can activate multiple illusions at the same time.
- Timer after which it deactivates removed.
- They could make illusions work like bots, which means you place them, they act like they loop , repair and run around. Would be funny.
- The illusions make sounds to be more convincing.
- The glowing effect lesend or removed.
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912866#Comment_3912866
Nerfs don't equate to killer sided now. If something is hypothetically 80% in the survivors favor, it gets nerfed, and now its 70% in survivor favor, it's still survivor favored. Even though it was technically nerfed. That's like 80% of their reworks.
So just saying that they did more nerfs is irrelevant to the actual end result. Going from extremely unbalanced to just very unbalanced isn't exactly saying much.
Maps aren’t even unbalance towards killers. The game is majorly killer sided and that is nothing that needs to be discussed. 70% of the killer roster has no problem with Badham, Eyrie …..
You can’t balance maps around the few extremely bad killers we have while all the others stomp everyone there. That‘s no balance.
Behavior needs to buff the killers who actually struggle instead of buffing maps for all killers and making survivor extremely unenjoyable.
Most of these nerfs did a lot, you are just ignoring it.
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912817#Comment_3912817
I don't disagree with that data. My only issue is that this is comparing it to only deadliest maps, not to highest escape rate maps.
IE my point is less about it not being deserving compared to other killer sided maps, and more that there are significantly both more and egregious survivor sided maps that need touching. To exaggerate my point for the idea, it would be like saying 70% of maps are survivor sided and 30% are killer sided and someones talking about nerfing some of killer sided ones. To me this would be fine if we were looking at a 50/50 roughly split of imbalances, but we're not. Also, the horribly imbalanced survivor sided ones have been around for significantly longer comparatively if we were to be making a priority list.
So yes I agree we should change it, but imo there are much bigger priorities of other maps first. There are significantly more survivor sided maps than killer ones, like not even close, probably double.
Behavior hasn‘t done one map rework in the favors of survivors, so I really don‘t get your 50/50 logic. All maps they‘ve touched were survivor nerfs - no buffs. And many of these maps are pretty much unenjoyable to play on now.
-
@buggybug said:
I have p100 yoichi, funny thing is I do not enjoy female characters, even my wifey ada I barely use. They can at least consider making a few short male survivors.
So far we only have Aestri as the first tall female survivor. Tbh I never felt advantage or disadvantaged between either genders. Even though at first I thought females ran faster lol.
The thing that annoys me the most is when you are hiding in a bush. The females fit perfectly into most of them while the males are way too big for them.
-
I‘ve been saying this since it shattered square got reworked. It‘s good to hear that from someone else.
-
Following other survivors for flashlight safes only causes you to lose if you aren‘t already near them.
-
There is nothing exciting in this ptb. The new quest system is nice, but that’s about it.
By removing haste/hindered stacking you made so many NICHE perk combos, which already no one played, useless. The perk buffs don’t even justify this step in the slightest. All of these buffs and even more could have been done while keeping the stacking.
Penti is gonna disappear forever from any loadout after these changes. I guess it‘s just another dead perk. The aura changes are a big problem. They will make it impossible to keep penti alive, but I guess that‘s the plan. Someone please explain to me how I‘m supposed to ever get 5 totems up for the effect, unless I wait until every totem was cleansed, which isn’t worth it and still extremely risky. That you now need multiple totems to get a bigger effect is fine, but an unnecessary change like removing the other effects it had. All it needed was a number nerf to 20-25% to the slowdown if it even needed that.
-
@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911434#Comment_3911434
I did not.
I explained that Dracula and Vecna cannot do it like Chucky could. Both of them have way more counterplay and require more effort on the part of the killer.
I said Legion can, but needs an iridescent addon for it, and I don't like that he can do it.
I said Houndmaster can do it, but also there's a way to shut it down, which Chucky did not have.
I said Ghoul can do it, which started this whole conversation, and my point was that he should not be able to do it.
Dracula and Vecna cannot do it like Chucky could
I‘m not talking about the old scamper. I‘m talking about a slower one.
At god pallets the outcome would be the exact same as with the other mentioned killers (legion, Dracula, vecna, ghoul). For Dracula, legion and vecna it would be as difficult to pull of as for chucky. Press a button and pull it back up, fly or vault over, which is also just pressing 1 button. Those are not even the only ones who can directly hit a survivor behind a god pallet without counterplay (if we want to expand on more killers). On the other hand it wouldn‘t be a problem to hit someone behind a god pallet. Most maps have like 2 of them and even then survivors would be able to reach another pallet before getting hit by chucky.
-
Zakon05 keep ignoring all the other killers that can do the same and even crazier stuff. It would be fine having a scamper at normal vault speed. It wouldn‘t be a problem balance wise or fun wise, just like all the other killers that can do the same stuff aren‘t! You just don’t like it, but that‘s no argument against it.
-
@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911381#Comment_3911381
All of the pallets where a nerfed manual scamper would be able to get a hit are the same pallets where slice & dice scamper can get a hit.
And why would manual scamper be a problem then? It wouldn‘t.
-
@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911372#Comment_3911372
That's what they did, Chucky can still scamper by Slice & Dicing at the pallet. You can get some fun hits like this.
Original manual scamper was never going to work. If they kept it but nerfed it, you would only be able to use it to bypass god pallets, which is something he can do with Slice & Dice scamper. If they didn't nerf it, it would still guarantee him at hit at every pallet with nothing the survivor can do about it.
Slice and dice scamper is useless and needs very bad survivors to work. It‘s so easy to dodge.
Original scamper was very much manageable and gave you only hits where you would have been hit by other killers powers as well, but for some reason chucky’s scamper is so unfair. I don‘t get it, especially since it was so easy to loop him if you managed to keep track of him. His old slice and dice was a lot more unfair than old scamper was.
Why would it be a problem if it is only useful at good pallets? That would have been competently fine. They don‘t need to make slice and dice scamper and manual scamper the same speed. They can make slice and dice scamper 1 second and manual 1,6-1,7 seconds. Additionally we would still have the silent vault for chucky’s window scamper. This would give chucky’s players a lot more options on what to use when.
-
I would love to see this map return and being able to play on it for the first time. It looks so much better than what we currently have.
Balance wise they only need to adjust the things you said. One thing I‘d like to see them trying out would be increasing the gen count so it can stay as big as it was.
-
@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911225#Comment_3911225
Houndmaster doesn't have a Scamper, at least not like Chucky did. If she's trying to cheese you by waiting to send the dog until you've dropped the pallet, just camp it and wait for her to send the dog first, then drop the pallet to stun the dog.
Dracula can fly over the pallet, but you have plenty of opportunity to counterplay him for doing that, since the cooldown on shapeshift got nerfed.
If Vecna is able to hit you at a dropped pallet with Fly, he outplayed you. Fly is very difficult to use to outplay a dropped pallet that a survivor is hugging. He has no collision during the cooldown of Fly, so you can run back into him and re-vault it and now he's stuck on the other side of the pallet instead. He can anticipate that you might try to do that and maneuver the Fly so that he slides back onto the same side of the pallet he began the Fly on, but that's difficult to do, and he needs to commit to that action when starting it, which means he needed to read that you were going to try to vault back into him.
Legion needs an iridescent addon to do it. It is pretty cheesy when it happens to you, though.
My point is not the strength of various abilities rather that behavior should have nerfed scamper instead of removing it. They only needed to increased the time it takes to scamper to something like 1,6-1,7 seconds. 1,7 seconds is the time takes to vault a window as killer, which would be 100% fine. Why are all these killers allowed to have a scamper ability while chucky‘s got completely nuked?!
For vecna I meant mage hand before it got nerfed of course, but fly is a good call as well.
-
@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910915#Comment_3910915
Not everything.
Like the absolute BS fast vault he gets while enraged, that wasn't in PTB. They just slipped that onto him when they moved him on to live for some reason. Like when Xeno got a pointless buff going from PTB to live that made the tail way too forgiving to miss.
There is absolutely no way that vault speed stays. It's basically manual Scamper again, except on a killer who is way stronger than Chucky ever was. And it's even worse because Chucky at least needed to be next to the pallet already, Ghoul can snipe you with their power from a distance and pull themselves to the window/pallet before fast vaulting it.
I really don‘t get behavior. They remove scamper from chucky. Some time later they release killers with the same feature.
- Houndmaster has a scamper
- Dracula has a scamper
- Kaneki has a scamper
- Vecna has a scamper
- They buffed legion to have a better scamper
But for some stupid reason chucky’s isn‘t allowed to get his back! They only needed to reduce the scamper speed for when you do it without slice and dice. They did it with houndmaster and some of the others. Why not chucky?!
-
The only thing he needs is removing the auto aim. That is already a massive nerf and the other ones would be overkill. With this nerf he wouldn‘t injure survivors for free, be in enraged mode less which gives him only two dashes and slower vault speed.
-
Are you just saying there is an infinite with balance landing or is there one for real? They‘ve nerfed all maps so hard that cero stagger should not do much and in most cases it feels required to even play certain loops.
-
Dbd should move away from addon rarities dictating how strong something is. No one actually has problems to gain certain addons anymore. Rarities could just be removed and the goal should be making only useful, fun and unique addons. Back to the topic, iri addons should have very unique effects and not just be powerful, optimally they are both.
-
@YayC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910965#Comment_3910965
You're right I did misunderstand the first point, that's completely on me. I will say however, because it's equal right now it makes doing the mindgame alittle easier because it's better for the muscle memory knowing it's the same time for both visible and invisible. If they were different I have a feeling it would make trying to go off muscle memory (and building that in the first place) more difficult. Either way, I do think if they actually bothered to fix the duration she is unseen then deman as a mechanic would be fine.
The passive condemn on Sadako 1.0 did work to stop survivors grabbing tapes, but you're solution doesn't push as much passive condemn as 1.0 holding a tape that is the problem. If you just grabbed a tape in 1.0, you would be condemned long before the generator was completed because it built very quickly. 1 stack every 25-35 seconds they wouldn't even be half condemned by the time the gen is completed so there would be no threat in grabbing the tape to do the generator, that's the issue with your proposed changes. Now this would be okay if pushing condemn was easier than 1.0 to make up for the lack of passive condemn, but you want to make it just as difficult by only pushing it on the 1 TV AND removing the TV control you get as Sadako by manually turning them off.
This would also mean you would have a very similar amount of map pressure you do now because the tapes would still hold no threat so everyone would still instantly turn them off to do a gen, the exact issue we have which is why it's more useless.
Right now I can zone survivors towards my TV and with tape copy, push multiple stacks onto them with the same TV by zoning them toward it and teleporting which makes them panic thinking I TP'd on the TV near them, then they run away as a TP still getting the stack. They realise I didn't teleport there so run back towards it (since they are usually trying to cleanse and need to run by the TV to get to theirs or grab a tape) and then I'll TP out that TV which gives a hit with fingernails.
You can also use main TV locations to push multiple stacks on high value areas such as shack and main building, now this alone gives more pressure than a survivor running with a tape in your proposed change for 1 minute.
Now this isn't to say this current version is perfect, it absoloutely isn't like I said (idk why they removed full condemn locking from the PTB), but the point is right now even in her terrible state (the worst she's ever been from a strength standpoint outside the 2 weeks after the PTB) you would still push far more condemn than your proposed change simply because it's got all the limitations of 1.0, none of the addons of 1.0 and none of the improved active condemn pushing of 2.0 or 3.1.
The reason it makes it more complex is there is way more moving parts. 1.0 Sadako she tp's and turns off tv's. If she tp's near the tv you're near you get a stack of condemn. If you hold a tape you'll see you slowly gain condemn over time because it's gradual.
2.0 you get a stack if she tp's. If you hold a tape you don't get a stack when she TP's but getting hit gives you 2 stacks.
3.1 if you're near a turned on TV you gain a stack. The tape is only used to cleanse. If you're hooked you gain 3 stacks of condemn.
Yours basekit has passive condemn which goes up 1 stack every 25-35 seconds so people will randomly get a stack after x amount of time (unless you mean it goes up like 1.0 just at the speed of 1 stack per 25-35 seconds but you didn't specify so I'm going off you're explanation at face value). This alone would be very confusing if you've not read her power.
Not only this but you get passive condemn without even interacting with the tapes at all. Meaning no matter what you do you'll be gaining passive condemn.
Not only this but if someone is hooked with a tape everyone gets a stack meaning there's now 2 instances where you'll get a stack without Sadako teleporting. Then you have the 1.0 condemn push which is fine.
You have the condemn lock on second hook which means again, would be super confusing if you haven't read the patch notes (which btw I didn't even notice on first read this was only on second hook. You've gotten the exact same problem current condemn locking has where the locked in stacks only becomes useful 2nd stage and at that point, there's no point in mori'ing them. The whole value of the condemn mechanic is not needing to 3 hook to kill somebody, that's what makes it a threat of a mechanic).
Then you have she can teleport but wont turn off the TV and now that TV won't push condemn which means again another layer of complexity to the power where sometimes you'll get a stack when she TP's near you, sometimes you wont.
So there is now 4 separate conditions that push condemn onto the player basekit compared to usually 1 or 2. Even with addons, it never exceeded 3 in prior versions of Sadako, this is objectively way more complex and way more things to keep track off for both parties all while never actually pushing enough condemn for it to be a real threat.
With regards to the addons I don't know where you've done your proposed addon changes but that's an entire post within itself since BHVR have nerfed all her old meta addons while not adjusting any of the other addons with the reworks so most of them no longer make sense since they were designed for 1.0 Sadako.
The addon pass is in the first comment of this discussion.
I removed the part with infinitely teleporting to a Tv.
Yours basekit has passive condemn which goes up 1 stack every 25-35 seconds so people will randomly get a stack after x amount of time (unless you mean it goes up like 1.0 just at the speed of 1 stack per 25-35 seconds but you didn't specify so I'm going off you're explanation at face value).
What do I need to clarify there? I thought it was obvious that it works like in 1.0. Why do you say it goes up randomly?
About the locking in of all stacks. It would be great, but I don‘t see it happening, which is why I suggested it on second. There it doesn‘t make a difference whether you hook or mori the survivor.
My version wouldn‘t require to understand why you gain condemned, because it wouldn‘t be so fast. The only thing you would need to understand is, remove condemned before it gets too high. This makes tapes much easier to understand. Unlike in the current version, where you need to understand to turn TVs off in advance. Otherwise you will reach 7 stacks faster than you blink.
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910932#Comment_3910932
Sorry I’ve been trying to respond from my phone and I’m getting typos/autocorrect messing up some things I’m typing.
Passive condemn is free. Tape destruction on hit actually takes skill. Saying I’m acting like hits are difficult when they’re not I think is a bit disingenuous. If we’re going to say hits aren’t taking skill compared to passive condemn then what is “skillful” or difficult in dbd? As far as dbd goes getting a hit is one of the better skill representations the game has. That would be like saying pain res is “free” because the hit/down didn’t take any skill or wasn’t difficult, of which I’d disagree.
Again, I’m not disagreeing with you about TVs being easy to find. I agree we don’t need the auras, personally. What I’m telling you is that bhvr does not agree. They think having auras hidden IS too difficult for new/bad survivors. This isn’t going to change.
The other core problems I’m trying to focus on are those listed in my fixes. After tv auras, those are the next core issues since tv auras realistically won’t be changed.
The point of passive condemned being free or not isn’t important. My point is how else do you want to make her TVs not permanently turned off? Or are you just fine with her teleport being literally unusable to chase survivors and only there to spam to death if they are dumb enough to not turn of TVs?
I‘m trying to find a good middle ground where her teleport isn‘t useless to chase survivors, condemned isn’t too oppressive/abusable against less experienced players and where her condemned/her power as a whole is not just a minor slowdown.
-
@YayC said:
Okay lets go through thes.
Chase/flicker buffs- While demanifested, the visible duration gets reduced to 1-1,2 seconds (was 1,5s).
It's already at 1 second because it's bugged and it pretty meh because of it. Demanifested invisibility is a nice, unique mechanic and should actually be fixed to be the 1.2 seconds it's meant to be a therefor make Reiko's watch the 1.5 seconds it's supposed to be. It would actually help her get hit's at the bigger tiles in the game.
Nerfing it to 1 second will actually nerf it to 0.8 seconds and make it a none mechanic again.
- The lullaby radius, terror radius, threshold of full invisibility in the otherworld is decreased to 18 (was 24) meters.
All fine changes.
- Her Lullaby is no longer directional.
Great change, would also help with demanifest mindgames if the invisibility isn't nuked like you suggested.
She keeps her pallet stun immunity, loss of collision and undetectable for the lingering flickering duration (,which lasts 4 seconds without the mirror addon). (New)
undetectable yes, the pallet stun immunity would just further encourage pre-dropping vs her. We want to improve the gameplay not dumb it down. The loss of collision would be a neat buff to nerf SWF's while not really affecting solo Q which is a big issue with Sadako right now.
- She flickers for 4s after crawling out of a TV. (new)
This might make some hits too free and would be pretty RNG on whether or not it would be consistently useful base on TV/gen placement. Gaining undetectable for 4s however would be a better alternative since if you're paying attention you could react to it alittle better but add to her stealth and also make well water a really good addon to choose.
- She keeps flickering while breaking pallets and vaulting windows (currently deactivates after starting those actions).
Agree'd especially while vaulting. The fact you can't incorporate a vault in the manifest/demanifest mindgame is just silly when wraith get to vault invisible and have addons to turn him into a hurdle olympian.
Teleport/TV/chase buffsPlease remove the TV auras!!!!!!
Agreed. Way too much counterplay with them and bad players still don't use them.
- Increase the tape insertion, grabbing and the speed for turning off TVs to 1,5-2 seconds (was 0,5s/1s).
I'm not sure as to what the exact numbers should be but it's way too fast right now providing no counterplay even if you outplay an injured survivor.
- TVs no longer turn off after projection (was 45s, iri tape basekit), which allows you to teleport to them infinitely until survivors turn them off, but the Tv you teleported to doesn’t spread condemned for 45 seconds.
This isn't the buff you think it is. Right now the only counterplay you have for the tapes is to maintain TV control by being the one to turn off the TVs and keeping tapes out survivors hands as long as possible. Removing this ability from Sadako will kill her condemn mechanic entirely vs any passable survivors because there is no active downside to holding a tape. Now I know you've proposed changes alittle later but they aren't even close to enough to make up for the complete deletion of TV control. This single change you've proposed will make her entirely unplayable vs any competent survivors and be insanely oppressive for bad players. Not to mention the significantly added level of complexity to play of an already mentally exhausting killer of needing to remember what TV's you can and can't push condemn to at any given time.
Changes to her condemned mechanic- Passive condemned: Every 25-35 seconds of holding a tape gives 1 stack condemned. (New)
This change does nothing of significance to actually pressure survivors holding a tape. 1 cleanse of a tape removes 3 stacks, at 25-35 seconds you can do a full generator and cleanse and only gain 3 stacks for it. You also wouldn't be pushing any condemn on them because the TV would be turned off.
Any "veteran" survivor will play into this version of Sadako identically to how they play into her now. Grab tape, do gen, deposit tape.- Only one (was all) TVs spread condemned.
My guy, what? 1.0 Sadako was atrociously bad and the only way she was playable was through iri tape, expert TV control with you turning them on and off with TP's and old iri tape, the old decent condemn gain while holding a tape AND old Ring drawing. You want to bring back 1.0 Sadako condemn push without her iri addon, without her map control and without old ring drawing? These suggested changes would render her actually unplayable.
- Hooking a survivor (with a tape) gives all other survivors 1 stack of condemned. (new, ring drawing basekit)
- On the second hook all (was 3) condemned stacks get locked in.
Fine changes but it doesn't matter with the previous changes.
- Every 60-90s survivors receive a stack of condemned passively. When a survivor is in chase, on hook or carries a tape their timer is paused. (new)
This would further complicate her power on a killer that's already to complex for most players.
You're overcomplicating something that doesn't need to be overcomplicated. Right now she is almost perfect (ignoring her terrible addons) from an overall perspective, BHVR just deleted the thing from the PTB that would've made her great.
There just needs to be a downside to holding a tape or counterplay to it, that's all. A very simple solution would be bring back tape breaking and turn on the TV's the tape turned off.
Alternatively increase the insert animation so you can't do it during the recovery but can still do it in chase if you play well (could even make it so it's faster than the hit recovery normally but if you are hit/injured, it takes longer to deposit). Then getting hooked with a tape locks in all stacks of condemn and breaks the tape so now if you're caught out with a tape and high condemn you need to outplay Sadako to get the tape off rather than now where you just shift W to the TV and deposit it free and if you're caught out, who cares because it only locks in 3 stacks of condemn?
Then adjust the weird things in her kit like flickering during vaulting, directional Lullaby and she'll be a fantastic stealth killer with counterplay for both her and the survivor.
While demanifested, the visible duration gets reduced to 1-1,2 seconds (was 1,5s).
You misunderstood something here. It didn‘t suggest reducing the invisible duration. It is the visable duration that gets reduced. This would make her invisibility happen more often.
I have played Sadako 1.0 a lot and there survivors didn‘t grab tapes aside from removing condemned or being scared of Sadako coming out of the TV next to you. Passive condemned would finally allow her to use her TVs, which gives her a lot better mobility and allows to spread condemned more often. Currently any experienced survivor will just turn of all TVs and make both aspects of her power completely useless, so I really don’t get how you call that version more useless than what we currently have. It doesn‘t matter whether or not you spread condemned via all TVs when survivors will never get affected by it.
In the addon changes I brought back the second version of ring drawing and a new version of her first iri tape. Of course I couldn‘t fully return them as they were for obvious reasons.
This would further complicate her power on a killer that's already to complex for most players.
Why would this make her more complex? It is just a passive timer that slowly increases condemned, which is very manageable. You don’t even need to know why your condemned increased in my version, because you can’t abuse it against less experienced players like in the current version. All you need to know is that you have to remove condemned in time, which isn’t complicated. The current version is much more confusing with having to turn off TVs at all times.
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910850#Comment_3910850
I call it more extreme changes because mine are tweaks to how the kit currently works, you’re wanting it changed fundamentally, IE rework level of change.
Yea TV auras are a big part of the issue but them hiding those is literally never happening. Taking those away would slaughter new/bad players. If you think she’s a noob stomper now removing auras would decimate them.
We don’t want to discourage taking tapes, that’s literally her counter play. That’s what they’re supposed to do. What we just want is equal counter play of our own against when they do. Tape destruction is health more than passive condemn since it’s not free.
You don’t agree with on her core problems because you’re focused on tv auras. While yes in a hypothetical utopian world I would agree on removing the auras, it’s unrealistic. They aren’t going to do this because of how much it hits the new/bad players, so I’m picking the next best options.
Tapes are still a perfect counter against her in my version. Passive condemned doesn‘t change a thing about that. Only difference survivors wouldn’t be willing to disable sadako‘s whole power. They would only take them to remove condemned or turn off TVs, which allows her to finally use her teleport for getting close to survivors rather than using it to only spam condemned.
You don’t need TV auras to find them. It has never been difficult to do it. They make a loud sound and they are next to gens at obvious spots. You can easily remember where you‘ve already found TVs while playing against her. I would agree with you that removing TV auras in the current version would slaughter new players, but that‘s not what I’m suggesting. I‘m suggesting to make her condemned a lot less abusable and by that slower against new players, which gives them more time to remove condemned. The positive of that is, condemned is weaker against less experienced players, however experienced players can‘t completely nullify her teleport and condemned like it is right now.
Tape destruction is health more than passive condemn since it’s not free.
You are acting like it is so hard to hit a survivor while it is not. You won’t even gain anything from passive condemned aside from having TVs more available. The condemned you gain passively is always nullified by delivering the tape. Tape destruction is also way stronger than what I‘m suggesting and makes her counterplay a lot harder. I don‘t get why make such a big deal out of removing TV auras when this is way more harmful.
You don’t agree with on her core problems because you’re focused on tv auras
What core problems am I ignoring?
-
@Blueberry said:
As Skitten mentioned I don't think they would do this much of an extreme change and tbh I don't think she needs this much anyway.
Some very solid addon changes though. She currently has a lot that make no sense.
I actually like her current teleporting. I do not think it's mindless at all, there is depth to it. Onryo has a much higher skill ceiling than most people realize.
You touched on some if not most of these, but I think these are core issues that need fixing rather than a heavy rework:
- Tape destruction on hit returned - She currently has basically no counter play to tapes. Your only "counter play" is preventing them from picking it up in the first place. Once they have it you're screwed. Hit destruction gives her some agency over this. I think this is fair given she doesn't have "real" anti loop so hits don't come easy. The alternative to this is passive condemn with tapes coming back but I don't like this as much because it's free, hit destruction alternatively is not free, it actually requires the Onryo to play well. If they aren't willing to budge on this Ring Drawing should absolutely be base kit.
- Tape return is furthest TV - This should always be the case. Any TV turn in is bad design and too easy.
- Remove lullaby - This makes absolutely zero sense. There is no point in being Undetectable if you put out a lullaby telling them you're there. You might as well just remove the Undetectable at that point because it's the same thing as a terror radius. It being directional makes no sense either but the lullaby has no point in existing anyway. As long as the lullaby exists she isn't a stealth killer. Everyone knows she's coming and pre runs.
- Stop having chests get priority placement over killer items - God this is a pet peeve of mine. Anything that adds chests be it coins or event offerings screws over our TV spawns and throws them all away from gens. This also affects killers like Xeno and Plague in similar ways. Just make it prioritize spawning killer items before chests instead of after. That easy.
Her Manifest/Demanist is on a verge of useless and isn't a real anti loop in any shape or form but if they fix the aforementioned things then she doesn't need this. She shouldn't have good anti loop if she gets the above changes since we need to focus on making her strengths strong but her weaknesses apparent. Her bad anti loop is her weakness.
Her directional teleport sound is also a major issue and defeats the point entirely, however I don't want to get too greedy. Manifesting/Demanifesting also shouldn't slow her down for how trash it is. If we can just get the above bulletin points though it will be huge. These changes I mentioned are much simpler and easier to implement.
She has a ton of addon issues as you touched on and many of them look great. I'll save my thoughts on all her addons for another post as this is already a lot.
Her Remote Control and Bloody Fingernails are also just so good and so pivotal to her play style I don't see how I would ever take them off no matter what improvements we made to her other addons. They feel too required for things she needs. She doesn't have room to run any other flavor addons. So while asking for these base kit would seem too much probably, I don't see any other solution. She relies heavily on Fingernails for hits/downs. It's like non negotiable.
they would do this much of an extreme change
Why do you call it an extreme change?
I just listed all the things that I want for her. I don’t expect everything to come. However I rather suggest more than less.
If you mean the condemned changes, it’s like four major changes: passive condemned on holding tapes, passive condemned when not holding tapes, one TV spreads condemned and no more TV auras.
I do not think it's mindless at all
I didn’t call it mindless. I try to explain my point of view.
- If you play against survivors who don’t understand her, condemned is highly abusive, because they won’t grab tapes and will most likely die to it. If you play against survivors who do understand her, it’s quite the opposite. They can shut down your TVs at all times, so you can’t use them for traversal, nor are they affected by condemned at all. My goal is to take away the spam factor that only really works on survivors who don’t understand her and make her more effective against people who do, so she is more consistent across skill levels.
- I really hate that her teleport became useless as a way to chase people and traverse the map. It was such a fun way to play her back then — popping up everywhere — but since TV auras are a thing, it’s pointless and we don’t even need to talk about the fact that TVs are constantly turned off.
- I’m trying to make her tapes more intuitive and easier to understand. At the moment tapes have three purposes: removing condemned, turning TVs off, and turning TVs off instantly to make you immune to condemned. Removing the third one would already make her a lot simpler and easier to understand.
The problem is, her whole kit is focused on being oppressive against people who don’t understand her, and she gets stomped by people who do. This creates an extremely unhealthy balance of requiring mechanics to help out less experienced players, which gives experienced survivors too many tools against her.
Tape return is furthest TVThat’s how it currently works.
Stop having chests get priority placement over killer itemsI agree, but I gave up on that one.
Remove lullabyI highly doubt they will ever remove it since it’s part of the movies. The best we can hope for is it becoming smaller and removing the directional part.
Tape destruction on hit returnedWould be nice to have it. I’m only against it giving condemned like in 2.0. I mainly want passive condemned because it discourages taking tapes and I want my TVs to stay untouched.
directional teleport sound is also a major issue
Why have you brought this up over TV auras? They are are much bigger issue than the sound. Survivors see them through walls and as soon as the sound starts to play, they turn around.
If we can just get the above bulletin points though it will be huge. These changes I mentioned are much simpler and easier to implement.
I don’t think only doing your suggestion will change much about her problems to be honest.
So while asking for these base kit would seem too much probably, I don't see any other solution. She relies heavily on Fingernails for hits/downs. It's like non negotiable.
You only rely on bloody fingernails because of the Tv auras. Without them you wouldn’t need it and you could choose other addons. The problem is, her addons are either not good or don’t work with her current design. If behavior fixed that, no one would rely on two addons and there would be variety.
-
@biggybiggybiggens said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910446#Comment_3910446
I hate the lower POV for sure.. Maybe if they kept it the same it wouldn't bother me as much, but it is very noticeable.
Me too. It’s the same as with Sadako where I don’t see anything on maps with higher gras.
-
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910313#Comment_3910313
What is the downside to crawler mode?
Your POV is lower which makes it harder to see survivors and you can lose your power faster
-
Sadako is not even good and she is worse in this gamemode than in the normal one.
-
I wonder what behavior wants to tell us with the teasers? Currently it is just a random woman talking about something.
-
The ghouls having an auto lock on is not a good feature and should definitely not be expanded. This feature is the main reason why the ghoul needs nerfs and I hope behavior nerfs this instead of making him unfun in other areas.
-
@Skitten56 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905935#Comment_3905935
Could be interesting but wouldn't be relevant in most matches. If something like this were implemented I think it would be better if fully condemned survivors just couldn't leave through the gate like Pig. Would make late game condemns a lot more intense and higher stakes as they would need to drop off their tape at a TV to remove the curse or have everyone else leave and try to get hatch.
At first I wanted to suggest that, but if I would allow to lock in all stacks (which I asked for above), survivors would be unable to leave at all when being fully condemned. However it would be nice if we can’t lock in all stacks.
-
If anything they should look at both Borgo realms, the temple of purgation, haddonfield, Greenville square gen spawns, rancid abattoir, rotten fields and cold wind in general to make it more fair for survivors. I’m sick of changing maps that are fine only to make more of them unplayable for survivors.
-
I suggested in the past to increase the haste to 3 %, add 5-10% vault speed to it and an exhaustion recovery while running at a 50% rate.
In general boon should have a 32m radius and if they don’t want to buff all boons, they could add a radius increase to the perk.
If we wanna rework it completely, I would like creating a passage between two portals like in haunted by daylight. You would have to bless a totem to upen up a portal near it and you can open up to two portals.
-
@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909117#Comment_3909117
Nah, that argument doesn't work anymore. You say that players shouldn't have to use perks to deal with certain strategies that aren't fun,but this is something that killers have had to do since forever. It is impossible for the killers to play at high level without anti gen perks if you want to win.
I’m not talking about high end tho and I don’t get why some people make such a drama about such small changes, that will not even counter tunneling, but rather make it more unpleasant to pull of for the killer. I’m talking about normal matches. You don’t have to bring the best stuff and especially no gen regression there, but killers will regardless because it makes life so much easier. Even if behavior made pain res basekit, all killers would still say gens are too fast, but what everyone forgets is that those fast gen speeds are the result of nerfing survivors over and over again and forcing them to get faster and faster. This will never end and you forgot that behavior has done already many things to make these perks more optional.
The second thing everyone forgets is, that you can’t make a basekit regression change as long as nurse and trapper are so far apart from each other strength wise. We have the same issue with maps, where blight plays on the same maps as trapper and for one of these killers maps are far too weak and for the other too strong.
I will stop here now about gen speeds, because it is not the topic of the discussion.
-
@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909117#Comment_3909117
if i can still tunnel if i want what's the point of the change then? also it is required ti use situational/bad perks it's there to change up playstyle and to prevent the situation your complaining about fron happening if you decide to use those perks instead of begging behavior to make the game easier for you
That’s the most ignorant comment I’ve gotten today.
-
It’s sad to see one perk after another going on the graveyard. I don’t get why the devs make one popular perk after another terrible instead of adding more variety to the game.
-
@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909204#Comment_3909204
Good Q! The small adjustments will be focused on certain perks that relied on stacking - not all haste perks will be affected. We'll make sure to note these within the patch notes so you have all the info at your fingertips when jumping onto the PTB!
Can you give a sneak peak on whether or not it will include dark theory plz?
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909239#Comment_3909239
Can you tell me how I can see where one of my SoloQ-Teammates just cleansed a Dull Totem? So I deserve to suffer a 30% decrease in Repair Speed because I am matched with Teammates who a) think it is a good idea to cleanse Dull Totems (it is not) and b) dont bother to cleanse it?
Pentimento is a really bad designed Perk because it hurts Solos more than it does SWFs and it punishes doing Side Objectives way too severe. (And it is already a big advantage for the Killer if Survivors waste their time on side objectives)
punishes Side Objectives way too severe.
But without it having a good effect no one would ever bother doing it and that’s probably what will happen with those changes.
I forgot about the part of randoms cleansing dull totems, because why would you do that. On the other hand we shouldn’t nerf perks for the sole reason of people being dumb.
-
@Blueberry said:
The entire point of what made it good is the strong effect being at a 1 totem requirement as that was reasonable to maintain. If literally any of it being good requires more than 1 rekindled at a time it's now trash. You aren't sitting in a match with 2+ rekindled totems almost ever. This is even before we get into showing the rekindled totem auras which is also a massive nerf in itself and would probably kill the perk by itself without the aforementioned changes…We'll wait and see the numbers before too harsh a judgement but this reads dead perk all over it.
We can probably dig a grave for next dead perk.
🪦 …..Knockout, Pentimento…..
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909217#Comment_3909217
Pentimento - maybe in an SWF. But not in SoloQ. In an ideal world people would remember where they cleansed their Totem and rekindle it, but there is not really a chance that someone who is not on Comms will be able to do this. I MIGHT see it if it is a Hex, but if I am occupied (e.g. in a chase) or it was a Dull Totem my teammate cleansed, no chance to get this Pentimento-Totem. And even if it is cleansed, it is just more time away from Gens.
And if nobody runs Pentimento anymore… Good, honestly. The Perk is too good for a Perk which makes side objectives more punishable. Doing Side Objectives should never be punished.
And when it comes to forcing someone to unhook… You know, you dont need to try to unhook in the first place if you dont want to risk to die yourself? Nobody is entitled to be saved. As I said, 3 attempts are enough in a camping situation IMO, if you are alone, you will trade anyway, if you are two people (which is the minimum required for an unhook against a camping Killer) you will get away with 3 fakes.
You’re massively overestimating pentimento. Sure the number was high, maybe a bit too high, but finding it wasn’t hard and if your whole team isn’t paying attention on where it distroys the totem, then it is honestly deserved to suffer the penalty. Totems aren’t hard to find and pentimento isn’t used much in lower levels either since most people don’t own it there. By the time players actually use it, everyone should have understood how the perk works.
I don’t have a problem with dying through unhooking someone if it is MY CHOICE. In so many situations it is not practical to unhook someone straight up instead of trying to get into a more advantageous position. With this feature you can no longer try to do that if the killer interrupts you multiple times, which takes away a lot of player agency.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909196#Comment_3909196
You only see your own Perks. And yes, they really should implement a way to see other Survivors Perks, when not in lobby then at least ingame.
Pentimento is a good change. Totems are a side objective after all and side objectives should not be punished like this. 30% Slowdown for just one Totem was way too much.
Unhook Spam… No, there should not be a possibility to unhook yourself. This would mean that you can unhook yourself even if you are not griefed, but for example camped. IMO the Unhook Spam prevention is fine as proposed, even against a camping Killer you dont need 3 Unhook Fakes to get an Unhook, Grabs are not a thing anymore and it is really only used to grief at this point.
They also said they will buff Haste- and Hindered Perks, overall it is more healthy to do it that way.
Pentimento is already extremely easy to deal with. All these changes will do is that you’ll never see this perk again.
Forcing someone to unhook you is still not a good change. In the end this feature will force you to unhook a person and kill you instead of them, especially since it is 3 cancels across all survivors rather than on individual survivors and it only rests after all generators are done. This will just make it easier for killers.