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Langweilig

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  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758192#Comment_3758192

    Some people still struggle? If it's easier to play Killer than years ago, does it mean game is Killer-Sided? You guys completely miss the right spots to talk about it… It's weird.

    The game is objectively killer sided. Killers have a 20% higher win rate than survivors. There is no way you can say without bias it is survivor sided.

  • @ays12151 said:

    This game is Survivor sided and nothing will change my opinion. There are not things that could do it.

    Today I played with my friends (not even that experienced players) without any perks & items. We won all 10/10 games. Even against Billy, Huntress or Blight.

    I wonder whether it‘s true. Maybe if it’s true then you played against bad killers, because your friends are low mmr.

    The game is the easiest it‘s ever been for killer and some people still struggle.

  • @IlliterateGenocide said:

    i cant feel bad for him :( he is the single reason for how the onryo is now

    What exactly do you mean?

  • Maybe if they add more chest spawns it would become better and if corse they could prioritize TVs like blueberry said.

  • The best change for this perk would be to remove the stupid broken effect from it and increase the time to 90s or make that you loose a hook state as negative.

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757818#Comment_3757818

    Here the thing tho… just because you don't have a issue aiming with controller don't mean other don't either. I seen alot more people talk about their experience on controller when it comes to aiming and seems the major of console players find aiming in DBD with a controller especially on sing. The best solution honestly is to add sensitivity bars to the console or finally add K&M support but it doesn't seem the devs are interested in these types of solutions. At end of the day I think it sucks and sad they removed a QoL that could helped a lot of console players without adding something else or even hint to plans of continuing to look into it. I'm a PC player personally but I'm ######### tired of BHVR overlooking console players.

    I‘m not against adding things to help people, but this change made players basically a AI. Why does a player even play this killer if the game does everything for them and that was what the change did. It did automatically aim at the survivor and did automatically tp you. It would be the same if you made that you can‘t miss a hit with nurse anymore, because the game always tps you in front of the survivor.

    I agree that a bar would be better and having a higher sensitivity than 100. Mouse and keyboard support would be nice too.

  • @sinkra said:

    'll just drop the science right away so you get the idea. Killer is obviously overpowered. Overall, survivors only survive 40-43 percent, and killers kill 57-60 percent. Of course this is bad game balance that should be fixed, but the problem is much, much worse than the stats show. Let me explain...

    The devs have admitted on numerous occasions that the DC matches are excluded from the kill-rate statistics. This is actually very misleading advertising strategy which artificially inflates survival rates heavily.

    Survivors DC on a frequent basis, so this will have a huge impact on survival rates. But why do they DC? Survivors primarily DC because they will most likely lose the match, because the killer is winning, because killer is so overpowered. Most players, including survivors, will finish a match if there is a good chance of winning. This is just human nature.

    This is also the same reason most survivors will suicide on hook - they do so when the probability of winning is slim. So most suicides on hook would be legitimate losses for the survivor team regardless, and do not actually inflate kill rate statistics. The amount of suicide-on-hook matches that would end in survivor's favor is very, very small. Since losing 1 survivor creates a snowball effect, most of the matches where that 1 survivor has slim chance of escaping, are also matches where the entire team would have a bad outcome, and the killer would "win" with a 3-4k.

    Only a tiny minority of survivor DC's and suicide-on-hooks happen when the survivor/survivors actually has/have a good chance of winning the match. Why? Because most players want to finish games they believe they can win and won't DC or suicide-on-hook.

    So what this means is that the game devs are leaving out a massive number of legitimate survivor losses from the statistics, which is actually inflating survival rates dramatically and deflating kill rates immensely. This means kill rates are actually much higher than the public stats above indicate. Of course the devs don't want you to figure this out, because it would spark outrage and protests from the survivor main player base. Of course, I see right through their ploy.

    Public stats have kill rates at about 60 against solo Q. But if we adjust for the excluded DC's it is almost certainly closer to a 70-80 percent kill rate. This means killers are massively overpowered. It is already common knowledge at this point that DBD is killer-sided, but it is important to realize that it is far more killer-sided than the devs and killer mains have the courage to admit.

    Why won't they admit it? Well, killer mains want to win, so they very naturally welcome balance changes in their favor. They also want to feel good about winning, so they will post hoc rationalize that their win is not because killer role is OP, but because they are just so good at DBD and the survivor mains are just so bad. This is called motivated reasoning, which prevents most killer mains from objectively assessing the actual fairness of the gameplay since it favors their preferred role. This is of course not their fault, it is just human nature.

    But the far more interesting question is, why are the game developers hiding the real survival rates, that are far lower than the 40-43 percent above, and closer to a measly 20-30 percent? The answer is very simple: money. Dead by Daylight is first and foremost a business, and the developers have already shown they are willing to implement a pay-to-win model by locking so many essential meta perks behind a pay wall. Of course, for good PR they will give you the opportunity to grind your way to these perks just so they can technically claim it isn't pay-to-win, but they know damn well the average player doesn't have time for this. So the incentive to simply pay up for the competitive advantage in a game with skill-based matchmaking is enormous. You see, it is all part of their carefully crafted marketing scheme orchestrated by top executives.

    Now, the game being so heavily killer-sided makes perfect sense. It is the killer mains that make the devs the most money. Why? Because killer DLC is far more appealing and interesting than survivor DLC. If you buy survivor DLC, all you get is a boring cosmetic change and unlock a few unique perks that you either don't care for or can grind for if a perk is really good. But if you buy killer DLC, you get this overpowered bad-ass new monster with unique abilities that make the actual gameplay itself fresh and interesting again, while allowing you to win more without needing much skill at all. This is basically a pay-to-win model, with some very shady and dishonest advertising PR to pretend that it is not.

    So how do we fix this problem? Unfortunately it cannot be fixed. As a business, the devs primary motivation will always be money. They have to make a living after all, so they can eat at fancy restaurants, go on fancy vacations, and get intoxicated at fun parties while poor survivors are suffering miserably in solo Q. The killers' primary motivation will always be winning and so the devs will always give killer mains a ridiculously unfair advantage to keep them fat and satisfied and buying more DLC for more easy wins. It's a vicious cycle that goes on endlessly until the game itself is dead. I'd love to end this on a positive note but this is a horror game after all. So this story does not have a happy ending, well, not unless you're a killer main or a DBD dev of course.

    I agree that killers are too strong and that the stats are wrong when they don‘t count dcs, because DCs are still a very big part of the game, but they can go both ways. Either the killer has a easy 4K, he gives survivors the win or the unlikely case that they beat him.

    You said most money comes from killers, which makes from a business point no sense to me even when it is probably true, because no one would want to buy survivor stuff when it isn’t fun. I know recent survivors did only get bad perks, which gives me also no reason to buy them obviously. Killers on the other hand have a lot more to offer than survivors, which I agree with you.

  • @Devil_hit11 said:

    massive overpowered? Does that mean survivor gets massive buffs? Maybe we decrease base-kit healing time from 16→12 seconds and increase pallet stuns from 2 second →3.5 second.

    The stun time would suck, but I want old heals back (old medkits, old COH,12s heal).

    I hate to lock at bars filling up for ages.

  • You started with maps having more and more pallets, which is simply untrue. They are giving maps a lot less pallets with each update. The map you were referring to, Greenville square got only trash pallets, which are a free hits for the killer like 90% of the time. It doesn‘t really matter therefore, that it has double pallets.

    1. I agree even tho I couldn‘t ever play as or against it. I really hate invisible walls and they should remove most of them, so that you can also walk/jump on stuff like on glenvale
    2. I think all blight nerfs were a bit unnecessary, but it is what it is.
    3. Light burn should definitely return, because it was a cool mechanic that added depth, but also it could have been used as a balancing tool for certain killers like nurse, artist, wraith, hag (I think she would be better of with it), possibly knight for his guards, unknown for his illusions and maybe others.
    4. I would have to test it, because I didn‘t play back then, but if it‘s a lot worse no thx.
  • @Archael said:

    Totems should become hexes only when perk effect is in use, and should fade out whenever they are not used, and repeat.

    Hexes should not be tied permanently to totems, tho could be clensed while totem is lit.

    With this change, any additional totem on map would be additional life for hex, and idea of survivors bringing their own totems would be a good idea with pros and cons.

    How would ruin/huntress lullaby… work then, because when they only light up when a skill check appears it would be impossible to distroy them and when they switch totems after disappearing? Some might not even work this way: Haunted ground for example.

    With this change, any additional totem on map would be additional life for hex

    This sounds like old undying, which would be cool if they revert the nerf.

  • @Nightram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757950#Comment_3757950

    Yes it's what I tried to say, the buff has to go both ways, survivor and killer :)

    But Will there be still 5 totems in total in game?

    Like you destroy one to be moved somewhere else. Or do you aim for there to be more than 5 totems?

    Depends on how the devs wana do it.

    You suggested when I didn‘t misread to distroy totems grab the bones and place somewhere else. That would be one way.

    My idea was either equip them before the match as item/perk and then either place them where you want or at the totem locations, which would mean there are more totems than 5 depending on players bringing them. Another way would be to have a totem in basement that you could carry like a xeno turret and place it (but with a smaller hitbox).

    I‘m open for all those options. Maybe your way of distroying one and placing it somewhere else or taking one from basement would be the best, because otherwise we would have another mainly useless item in the blood web.

  • @Kjøttkaker said:

    Do you have hope in seeing Solo Q ever getting improvements? I feel like I have lost all hope in any meaningful changes in regards to making SoloQ better. In my opinion, I don't think it can get improved because it all comes down to the player. I really don't know what Behaviour can do about this. Isn't this entirely out of their hands?

    They could stop making/introducing maps like haddonfield/borgo…., that are unplayable for survivors. This alone would help a lot. We should have more maps that are on the level of eyrie of crows, aka fair. This at the very least is my biggest problem with the game in general, because then you can‘t even play well when you have nothing. Then basically everyone is bad by design.

    I don‘t believe there is way to buff ONLY soloq like most people want it. They would always buff both, which is fine and needed.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757962#Comment_3757962

    If it was just flickering, no it wouldn’t be an issue but I don’t really see any real reason for it. It wouldn’t really change anything and just be unnecessary.

    Like I wrote above it would just be a cool gimmick, which was what I thought about originally. I didn‘t really think of the stun immunity at first.

    I don‘t think it would be a huge problem, but I see the points for and against the immunity.

  • @BlightedDolphin said:

    Kicking her out of her power when picking up is fine. Otherwise she would be immune to pallet saves.

    Every other killer pretty much functions the same as well - Wraith has to decloak to pick up, Ghostface can still be revealed, Oni and Legion exit their powers.

    Kicking her out of her power when picking up is fine. Otherwise she would be immune to pallet saves. 

    Would it be a problem if she would be immune to pallet saves (it would only work if you switch back into power after the down)? They could make that part of her killer power.

    If she would only flicker while carrying and not have the pallet immunity would it then be a problem?

    Every other killer pretty much functions the same as well - Wraith has to decloak to pick up, Ghostface can still be revealed, Oni and Legion exit their powers.

    Wouldn‘t it be cool if killers would function differently in more ways than just the power? For example when carrying, terror radius …

    Shure wraith could be a bit problematic, because of his speed, but the others look fine.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757639#Comment_3757639

    I've played several times against boons and sound que never worked, maybe because I'm trying to protect my ears from stupidly large explosion sounds or whatever, but it's extremely quiet

    Survivor's 14 seconds are pretty much equivalent of 3.5 seconds from killers, it's net negative, stop acting like there is only one survivors

    not to mention the fact you don't need to find another of anything when you can literally place the totems at anywhere

    Survivor's 14 seconds are pretty much equivalent of 3.5 seconds from killers, it's net negative, stop acting like there is only one survivors

    The time investment for survivors is one of the factors why boons are not worth using. This means survivors don‘t have the time to search and bless a totems as well. Most times the killer stumbles across it while he doesn‘t find survivors and has literally no disadvantage by distroying them. Survivors don‘t really have time for that.

    not to mention the fact you don't need to find another of anything when you can literally place the totems at anywhere

    You would only be able to only place one, which is not difficult to find as long as the boons are that loud for the killer. The killer could just remember that one.

  • @Nightram said:

    I think this is interesting.

    We have to think for the killers as well. If survivors can do carry a totem. Or just build a totem somewhere, that should include to destroy one, to carry it's bones to be set up another place.

    But the totems can't be placed anywhere. Only in a place where totems normally could spawn. So when their perk is active. See a ghostlike aura to where to build the totem, and then bless it afterwards.

    And for the killers, their hex perks could change into: They can activate a totem manually. Can see all totems at the start if the match. Have a timer on to choose a totem, or it will be random. The killer has to walk up to one totem, like pentimento. And lit up the hex to work.

    What do you think about this Reader?

    We have to think for the killers as well. If survivors can do carry a totem. Or just build a totem somewhere, that should include to destroy one, to carry it's bones to be set up another place.

    I would give survivors this as item and for killers as perk. If they can place it completely freely outside of totem spawns.

    I don‘t think they should be permanently destroyable as long as boons are loud AF.

    But the totems can't be placed anywhere. Only in a place where totems normally could spawn. So when their perk is active. See a ghostlike aura to where to build the totem, and then bless it afterwards.

    This could be one way.

    And for the killers, their hex perks could change into: They can activate a totem manually. Can see all totems at the start if the match. Have a timer on to choose a totem, or it will be random. The killer has to walk up to one totem, like pentimento. And lit up the hex to work.

    I would love that, but boons and hexes should get buffs in the same patch.

  • @danielmaster87 said:

    This last version of her, before the rework, was the best. Simple to understand, albeit the reverse of her original version regarding the tapes. Not unbeatable, and not the easiest to pick up and just start winning. The decisions made on her current design are just the strangest thing. On any previous version, you could read her power description once, play a match, and then almost fully understand her. Now, you've got to play as and against her multiple times to understand what's going on with the condemned, like with the tapes, hooking, teleporting, add-ons, etc. Of all the killers who get complained about by new survivors because they don't understand them, she's at the top of the list, maybe rivaling Skull Merchant.

    Shure her first rework was the strongest, but as someone who enjoyed her first version she, she lost her whole identity. Her first versions concept in short was don‘t touch my tape, while in the second/third version it is grab a tape immediately and turn off all TVs. I enjoyed the tp gameplay about her and her condemned as a secondary/optional/skillful way to play her. The first version had a good tp and good condemned. The second version had a bad tp and a better condemned. The thrird version has a bad condemned and bad tp.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757306#Comment_3757306

    I think they should aim to boost morale. Hear me out.....

    Their should be a party table inside every exit gate with a prompt to "have a seat" so survivors can celebrate in style when they survivor.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757511#Comment_3757511

    silly @HerInfernalMajesty there will be no bloodweb buff!!!! We still waiting for This Is Not Happening to be change. The bloodweb pretty good as is anyway.

    I don‘t know whether I understood that right. Do you mean you have to give people 👍 or 👎 after a match and then happens something like in many other games like rainbow or brawl stars?

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757308#Comment_3757308

    Tho I agree that the snapping to a survivor was too much but I do think they should had added a small amount of aim assist to the pods to help those who have to play on console.

    I play on console and I think it would be better if you could shoot yourself without targeting a survivor for 0,6s. This could allow to hit people like with a huntress hatchet behind stuff or to aim at a hand that you see sticking out behind a box.

    Shure it is disorienting to go into cams, but it‘s not that big of a problem, you get used to it by playing him more. I just don‘t think automatic looking at someone is the solution, when they would have added this they could have made the killer player an AI as well.

    Ideally they have a different solution for this; I would prefer having something where you see survivors highlighted like dredge does during nightfall or infra red. The targeting in my opinion is not that hard, my problem is more people instantly being behind stuff.

  • @Dragnragettv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757683#Comment_3757683

    Im not sure. It does take away from saves but if the survivors are performing correctly then 6ish people should be free to save. Also if it works like pyramid heads cages then it will be almost impossible to camp and a killer will have less excuses to tunnel. If a tunnel is performed itll be completely intentional. We will have to see how necessary the cages are compared to hooks. Another good point is if the killer is chasing someone and a save isnt possible then all other survivors should be busy doing something else-this makes slugging less likely too.

    Real quick do remember that their is classes and abilities now. No perks...this will change how strong the killers are as they will be closer to basekit

    Real quick do remember that their is classes and abilities now. No perks...this will change how strong the killers are as they will be closer to basekit

    I did not know that. I wonder how that will feel like.

  • @Dragnragettv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757651#Comment_3757651

    Ok. Ty. I hope this is the case...and if so then lets give it all the support we can. Btw it is confirmed maps will be bigger

    I will definitely try it out, but I‘m worried that survivor will feel miserable and very unfair. Whether I will or will not support it depends on what behavior does.

    Btw it is confirmed maps will be bigger

    Good to know, thx.

    Another thing I‘m skeptical about is the down a survivor and he gets immediately hooked. I don’t like that it disables all kind of saves and a lot of perks. I don‘t know whether it is needed tho.

  • @Kjøttkaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757080#Comment_3757080

    Are the maps going to be a bigger version in 2v8 or not? Why isn't it permanent?

    The first part is a good question, which I hope, because otherwise this mode already failed for me and to the second part game studios often test new gamemodes first before putting more money into it. Depending on the success they become permanent or you never see them again.

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757514#Comment_3757514

    I'd rather face a SWF with 4 BNP commodious than one with 3 BNP commodious and a quad boon they can put in the basement or some tiny main building corner with bugged collision the killer can't reach until BHVR killswitches the map or Literally Anywhere. Hell, I'd rather play the 4 BNP commodious than no toolboxes and one stacked free-to-place totem with a map offering. If you've played against quad boons on RPD, you should understand.

    You're proposing creating a tool that is not very useful for solos (even if you bring it and have a map offering, you can't communicate to your teammates to come take hits for Exponential, distract, run Lucky Break or Lucky Star, don't run the killer into the room that actually has the totem, etc), but extremely powerful for SWFs.

    Boons are hard enough to locate without unlatching them from RNG. Again, I'd like to point out that if a killer could bring Devour or Ruin and hide them in a spot of their choosing, one that survivors had no way of predicting or locating without Small Game/Counterforce/Detective's Hunch, this would be a problem. The same goes for boons. You're doing away with the ability to predict where it is while also guaranteeing that the user has the strongest possible spot on the map.

    You're proposing creating a tool that is not very useful for solos (even if you bring it and have a map offering, you can't communicate to your teammates to come take hits for Exponential, distract, run Lucky Break or Lucky Star, don't run the killer into the room that actually has the totem, etc), but extremely powerful for SWFs.

    This would buff both solo and swf equally. In solo you could finally start to use it and in swf it makes it a bit better, but it doesn‘t do much that you couldn‘t do before.

    Boons are the easiest to locate for the killer. Never heard something more absurd. First of you hear them from a mile away and once you found it survivors will probably reuse this spot over and over again, where you can just waste with one second of your time 14s+ of their time. And if you have to walk over the whole map for that, then the survivors also have to do that, which renders the value of the boon to 0.

    Again, I'd like to point out that if a killer could bring Devour or Ruin and hide them in a spot of their choosing, one that survivors had no way of predicting or locating without Small Game/Counterforce/Detective's Hunch, this would be a problem. The same goes for boons. You're doing away with the ability to predict where it is while also guaranteeing that the user has the strongest possible spot on the map.

    Again this is nothing bad and people would adjust when something like that would go to live, then it would be whatever. This could help hexes and boons a ton. I would probably give killers at first the ability to chose, which totem they would want and maybe later test making it self placed by the killer (second part as perk). I would probably find it unfair if the killer could place them wherever they want basekit, while the survivors have to use a item for it, but as perk for killer and item for survivor it would probably be fine.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757514#Comment_3757514

    Finding boons is never easy, those sounds aren't consistent or loud enough, it's realistically only be found within like 8 meters

    And I'd say boons are already an EXTREME nuisance as is, vanishing it is generally a net negative for killers too, definitely not "bit more", removing only weakness(RNG nature) will make those things unbearable

    You lost my by saying boons are not loud enough, that is the biggest lie I ever heard. You don‘t even have to look for it because you hear it from a mile away. Current boons are far too weak for this huge negative effect. Killers only have to go there for a second and snuff it and the survivor waist’s another 14s (and it‘s not only the bless time, you already wasted time searching for it) or up to much more, because you have to find another totem.

  • I don‘t think it would be as „strong“ as you call it. It would just make boons a bit more worth using and with the current boons we got it‘s not that big of a deal. Shure shadow step can be pretty annoying, but finding boons is still easy af since they are as loud as megaphone. I agree tho that a big factor of boons is the location.

    Also one totem as item is one less toolbox….

  • That is quite objective, but for me he is strong when the killer player is good with him.

    4.4m/s encourages more to use your power, which is more interesting for both sides.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757421#Comment_3757421

    Boons are good and since shattered hope is not basekit giving survivors permanent totem at any location will 100% break the game

    Boons are not good. I never see them in my games and I doubt you do. Nobody uses them for a reason.

    @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757429#Comment_3757429

    And shadowstep is honestly broken when you can place it at anywhere

    Every unique buildings will be unchasable nightmare

    I don‘t think it would be broken, but a lot better than it currently is. You can still follow the pools of blood.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757102#Comment_3757102

    What's worse is that I was informed by the Dev's that the Lullaby is directional and that it was intentional by design. I am sure they have their reasons and I respect that 100%, however I don't feel directional is such a good fit.

    I don‘t know the exact degree from which you hear the direction, but I think if it‘s something like 140 degree, then it is probably fine. It would be a problem if you can pinpoint the direction perfectly through walls, but I don‘t know wether you can, because I don‘t really pay attention from where the lullaby comes.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757397#Comment_3757397

    "I also don't want my bloodwebs to get more diluted than they already are. We have enough bloodweb clutter on the survivor side imo."

    Sadly in their AMA the Devs said that they plan new Survivor-Items. I am also for a reduction of Bloodweb-Items for Survivors, since many are just useless or outdated (e.g. green Maps and their Add Ons are not needed anymore, you dont need 4 different Medkits which only differ slightly, etc.).

    @Topic:

    I dont really think that this would help at all. The thing is, the same problems exist with Boons as before - they are bad and not worth bringing and they can be easily snuffed. That you can basically decide where to put it might be an advantage, but you would probably be limited to the regular Totem Spots anyway.

    And I just dont think that something like that would Boons more viable, because picking a good Spot has not the same impact as it would have for a Hex, since a Boon is easily found.

     you would probably be limited to the regular Totem Spots anyway.

    They could make them work like Xeon’s turrets, but hopefully with far a smaller hitbox.

    I agree tho, boons have a lot of problems like the perks are too weak, the totem placement is too obvious and you hear them from a mile away.

    I am also for a reduction of Bloodweb-Items for Survivors, since many are just useless or outdated (e.g. green Maps and their Add Ons are not needed anymore, you dont need 4 different Medkits which only differ slightly, etc.).

    I really dislike how they made medkits all the same with their huge healing nerf. There is literally no difference between purple and grey. I think there should only be one or two different items of a kind, but only if it makes sense like with the sabo and gen toolboxes.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757308#Comment_3757308

    If I recall correctly, it was the auto aim of the cameras

    I‘m glad they removed it, it was very unfair, but hopefully they reverted the increased time to tp to it‘s former time again.

  • @MrPenguin said:

    Killers have to deal with bad totem spots. I don't see why survivors shouldn't.

    Especially when they already have the advantage of choosing which totem to use, unlimited reboons, and the totem itself just getting snuffed instead of destroyed.

    I also don't want my bloodwebs to get more diluted than they already are. We have enough bloodweb clutter on the survivor side imo.

    Ideally the spots themselves get improved at some point.

    Killers have to deal with bad totem spots. I don't see why survivors shouldn't.

    Ideally killers could place hexes by them selves (,but I‘m not shure wether killers would even want to search for them) or they make the spots a lot better. I don‘t see the point of I can‘t and therefore the other side shouldn‘t.

    I also don't want my bloodwebs to get more diluted than they already are. We have enough bloodweb clutter on the survivor side imo.

    That would probably be annoying, I agree. They could make that you can find a totem in the basement and carry it somewhere like xeno‘s turrets and take it out of the trail, so you could use it in another trail.

    Ideally the spots themselves get improved at some point.

    Agree, but being able to place them yourself would make boons a lot better.

  • @VomitMommy said:

    Sure, but it shouldn't become actual totem. More like Pentimento totem, you could boon it, but it's lost if killer snuffs it.

    I don‘t think it needs to get permanently broken as long as boons are bad and shattered hope isn‘t basekit

  • @Nazzzak said:

    All I've seen so far is the auto aim has been dropped, as feedback from Singularity players was that it took skill expression away from him. Other than that I don't think we've heard anything.

    @Laluzi said:

    It's a real pity they dropped the auto-aim. It was a huge saving grace to console players and it's not like Hux gets loads of value for no effort. He'd still be one of the most resource-intensive killers to play, and there's already plenty of skill expression in knowing the right angles and locations and distances to set up his pods.

    Do you mean the auto-aim when you enter cameras, which automatically looked at survivors or do you mean the auto-aim for shooting survivors while walking to tp?

    I think the automatic looking at the survivor in the cameras was ridiculous, but the aiming while walking to shoot survivors needs a aim-assist for controller.

  • @solarjin1 said:

    i wanna see "addressing the suicides rates" in Big Bowl letters.

    They need to stopp with their 60% kill rate goal for that, because it makes their balance decisions just bad. Survivor feels pointless most of the time, when you feel like you have no chance + the killer is too strong and maps are too weak. I think it‘s unfair that the killers have a 20% higher winrate than survivors.

  • A Sadako revert back to her first version witz current buffs would be a dream and a pig buff focused on her traps

  • @KateMain86 said:

    I don't think anyone misses matches ending in 3 minutes due to killers being able to grab survivors from hook save attempts. There's a reason it was removed as well as camping. Both of them were major problems.

    I don't like their reason to remove it. They said something like they didn‘t like the mindgame part behind it. They didn‘t say they removed it, because of camping.

  • @Blueberry said:

    It’s good. The reason it exists is because then pallet saves would be impossible and she would be immune to DS so she could tunnel easier.

    The red stain gone longer is attached to undetectable so what you’re really asking is if the undetectable could last longer. Yeah that would sound fine to me.

    Flicker after vault would be fine.

    I meant while vaulting and while breaking pallets, which would allow you to vault a window invisible. Currently she become visible when you vault.

    There’s a lot of ways I think Sadako needs improvements that are different than these things though.

    I agree, but I wanted to ask some things that are not already in every Sadako post.

    Do you think the flicker while carrying and picking up a survivor would be fine without the pallet immunity. It could be a really cool gimmick.

  • Do you think the flickering while carrying would be a problem when she doesn‘t have her stun immunity? I think this could be really cool. Just for the looks.

  • I enjoyed the time as I started dbd the most, everything was new, interesting and the game was actually very scary. I remember pig and Sadako as the scariest killers.

    It was 2 months before they gutted COH and a lot of other perks. The perks were so much better back then and far more interesting. They almost nerfed everything useful/fun since then. I miss that circle of healing made games last longer and gave free heals, which made the game more chill.

  • @lettuchia said:

    • I don't like it, getting pallet stunned is completely avoidable and the immunity just makes her easier to play
    • I don't see why you'd want to have stealth while carrying, wouldn't do that much but stun immunity while carrying would be awful, and keeping flicker while vaulting or breaking would just make her harder to track without any skill requirement from the killer player
    • No, she shouldn't be able to just be permanently undetectable/invisible from a distance for free, it's good that it's a trade off and you can't just sneak up on survivors for easy hits without some kind of downside
    • Longer TV cooldowns were bad but projection cooldown was a good thing, tbh imo they should just do away with tv cooldowns on projection entirely and just bring back the projection cooldown

    Is making a killer easier a bad thing? My main complain about this is the enduring/spirit fury combo to exit her power faster.

    Disagree on the second one. It could add skill expression for window/palltet mindgames and give her more opportunities to play her. I think the flicker while carrying a survivor would just be a cool gimmick, I didn‘t really think about the no pallet stun at first, but I don‘t think it would be that big of a deal.

    Maybe you are right, but I thought it would be cool, because spirit also got this.

    Disagree the tp cooldown was one of the worst and most unnecessary things in this game. It took away so much fun from playing this character. Having no cooldown on TVs would be interesting, but it would be a nerf and buff at the same time. The point why I mentioned it was, that you could stop survivors from grabbing tapes by turning of all TVs, which could make it very difficult for survivors to remove condemned back then.

    Thanks for the answer.

  • @ChaosWam @ReverseVelocity

    I have a mixed feeling about the pallet immunity, because you can‘t use spirit fury/enduring anymore to get out of power fast, but except of that I like it.

    Would it be a problem when she wouldn‘t be able to get stunned while picking up? You could basically call that a part of her killer power (like plage disables heals with her power).

    It would definitely be interesting to test. ReversVelocity: Why do you think it would be a bad idea?

    At the moment I think her cooldowns after she teleports are too short to deny survivors from grabbing tapes. I think the cooldown is 40s or 45s. I think 60s would be good, so that you can still deny survivors from grabbing tapes, but I might have the perspective of her first version, which probably doesn‘t fit her now.

    Thanks for the answers I was wondering how everyone thinks about it.

  • I didn‘t read all of your post yet, but I don‘t want a Myers rework. He is mostly fine. He just needs some buffs and QOL changes. Maybe another tier between 2 and 3 could be cool.

  • I write the same here: Sadako doesn‘t need a cooldown again.

    I think bringing back lightburn would do enough against certain killers.

  • I agree. I loved the mindgame part behind it. It made games more interesting in my opinion and it gave unhooking in front of the killer some risk.

    For endgame this mechanic was really useful and could help you win with a bit of luck.

  • They should revert those buffs. I never understood why she even got buffed.

  • No thank you. Sadako doesn’t need a cooldown again!!

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