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Maelstrom808

Maelstrom808

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Maelstrom808
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  • Personally, I dig the original designs more. Don't get me wrong, I like the occasional licensed content, but I much prefer to see something new.

  • The game I chose to end my night on last night. Playing Legion (funnily enough in The Game as well). I go through and go for my usually two hooks on everyone, get three survivors with a hook a piece and I run across one of them again before I find the 4th survivor. I put them on second hook with the intention of not hooking them again until I have the rest dead on hook or the game gets down to 1-2 gens left. They DC seconds after hooking them.

    At this stage with 3-4 gens to go, it's not looking good for the survivors. I figure I'll get my hooks then let the team escape as I know it sucks to have a teammate bail on you. Get everyone on deathhook. I still proceed to chase and down occasionally, but I pick them up and stand in one spot to let them wiggle off then I head off in another direction. After doing this a couple times they are on the last gen and understand what I'm doing. They pop it and I go open the door for them. I get a couple of single dips as thanks and some gear offerings and all but one run out. Last one takes me to the basement and let's me sacrifice them. Endgame chat was great vibes all around and left me with that "I wish every game was like that" feeling.

  • This perk baffles me as to why it comes on Dredge as in most situations it would be useful, his husk teleport is a far more reliable anti-loop mechanism.

  • @jamally093 said:

    Good killer and everything the one problem though is his ability it's the fact it can snap out of it easily and get a hit and doesn't have a down side like he can't hit straight away or its movement speed isn't lowered when coming out of its ability for a short time I get people would say then your just making it weak and so on but shouldn't there be a down side. Because you have to directly run into the portal thing but it can just snap back to it the killer is overall fine its just that one problem of there's no downside to its ability when just using not for teleporting shouldn't have a slow down or just a moment where it can't hit?

    The downside is you slow to a crawl while holding the husk in place, giving the survivor plenty of time to hold w out of the loop rather than get stuck between the dredge and his husk.

    There are other counter plays I've had used against it, but that's the simplest.

  • I think having the edges not blatantly obvious is a nice change of pace, and I've been dupped by it once or twice. Give it some reps and it will be one second nature to recognize the boundries.

  • As a killer main, finishing a gen in front of me is not toxic, it's not BM, it's fine. I don't care if you 99'd it and waited for me to show up. It's cocky, but it's fine.

    It's no different than unhooking in front of the killer. While usually foolhardy, it's part of the game.

  • I've been running up against a lot of altruistic gameplay and builds today. That's cool, but when they are super aggressive with it, a lot of times I don't have much choice but to do a ton of slugging and tunneling out either the problem players or the weak links - depending on how they are set up.

    Don't know if that has a single thing to do with anything you experienced tonight though, just something I noticed.

  • Well if it's any consolation, if I see a survivor abandoned by teammates and left on hook to die in my games, it usually ensures that nobody is getting a mercy hatch or gate.

    The flip side of that is if I specifically see one teammate trolling the rest of the team I will happily stand with the other survivors and watch them point and t-bag them after I throw the offender on the hook.

  • Condemn is one of those things you have to be very careful balancing. Most of the time it does nothing, but with the right addons, if you hit a group that is a little lax vs her, you can absolutely destroy them with it. I had a couple games back to back that got me 5 condemn kills between the two. It's absolutely awful for BP gain though. Definitely think that it can use some big buffs, but the mori needs to be pushed to dead on hook only.

  • @MrPeanutbutter said:

    Boon: Reverse Ruin. While the boon totem is active, all generators not being repaired by survivors automatically self-repair at 100/150/200% of the normal repair speed.

    Lol, boon goes up and 40 seconds later the gates are powered...seems fine.

  • I play mine at least every few days. He's a standard in my killer rotation.

  • Yeah as a killer, it's not always easy to keep up watch on both gates, especially if you are running a slower one. A lot of times even if the gates are fairly close, there are enough LoS blockers where you have to get very close to the gate to actually check it.

  • @Blueberry said:

    I also think Plague should be able to collect her Corrupted Fountains remotely. Would make her a lot more time efficient and little scarier to people refusing to cleanse.

    I disagree with this. Would it be nice? Sure, but it's part of the counterplay survivors have against us and that's not something that we should take away.

  • @Marc_123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977984#Comment_2977984

    Yes, but you have to say that losing in this game can feel really really horrible sometimes.

    The only time it's felt all that bad was when the opposing side forgot (or never cared in the first place) about what I just wrote. I have been utterly demolished in this game on multiple occasions. It's a game and there is always someone better than you. As long as there isn't any of the toxic BS, I tell them "GG You played great!" and I mean it. I like seeing people play at the peak of what is possible. If I get mindgamed or juked hard-core, I'm usually smiling, because it's cool to see. If I get blasted because I did something dumb, hey it's on me not them. No reason to get salty.

    Now when people start acting out for no reason other than to make themselves feel better ("it"s fun" is making yourself feel better) , that's an issue. Negativity and toxicity is reciprocal. Just don't be a part of that cycle. When you receive it, ignore it and move on.

  • There should be sportsmanship. You go hard and compete against other people, but at the end of the day, we're all just supposed to be people having fun playing a game. There's no reason to act like an ass win OR lose. If your ego is so fragile that you have to tear someone else down to feel good over a game, you probably got bigger problems you need to be working on in your life.

  • @yomamamidnite said:

    Sadako does not need a damn buff. She needs a nerf. Respectfully.

    That's an...interesting take. What exactly do you think is too strong about her and how many Sadakos do you guesstimate you've faced?

    I've really only seen one playstyle that is arguably too strong and imo, toxic on her.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977514#Comment_2977514

    Condemned already has basekit Mori and killer instinct, adding exposed ontop of that would be really unfair. Which is why the mori should be death hook only. Same as Final Judgement. That solves the problem of the mori and opens up condemned to changes.

    If the idea is to make survivors want to get rid of their tapes, then tier 1 condemned should apply Exhausted for 15 Seconds, Tier 3 should apply Hindered for 15 seconds, and Tier 5 should increase the amount of time it takes to insert the tape.

    I have no idea what the base amount of time is, so just going to assume it's normally 3 - 5 seconds, in which case you could extend it to maybe 10 seconds.

    Oblivious used to be good against BT, but that got changed ages ago and oblivious is always pointless on a killer with a lullaby or stealth power. Blindness is a joke. Just look at poor Hex: The Third Seal. Survivors will ignore it for the entire game.

    Exhausted and Hindered, though? Those are the game changers given how much survivors rely upon their exhaustion perks and, you know, holding W.

    Again, if they let it get that bad, that's on them. I'm totally good with putting the mori only on death hook (or replacing it entirely). The exposed would only be for carrying a tape, not a full stack of Condemned.

    To retrieve or insert a tape is 2 seconds. I do like Exhausted and Hindered much better. For 15 seconds only though is kind of pointless. That's pretty much over by the time you get to them if they have someone killing televisions or are doing it themselves, which is part of why I want to make it much more dangerous to have someone just running around shutting down TVs...and that's assuming the killer knows they've hit those level of stacks and knows where the survivor is.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977439#Comment_2977439

    One: No. Mori without having to hook AND exposed? That's just Tombstone with extra steps, and we really don't need another tombstone situation.

    Two: Not really sure on this one tbh. Outside of either extremely ballsy survivors or really good survivors, nobody really does this. Seems unnecessary.

    Three: That's overkill, and oblivious is useless for Sadako.

    Four: I agree with this one. This one actually makes the most sense and would pair wonderfully with basekit Telephone which applies hindered for 3 seconds to survivors who witness a manifestation.

    One: It's entirely on them though. Unlike Tombstone Myers, they have most of the control over that situation. Get your tape and drop your Condemned stacks before it gets that bad. That's the point is to encourage survivors to be running tapes more often before it gets to the point where you can basically be one shot. Like I said at the end, if it's too much, lose the mori and replace it with something not quite as game ending. Pulling tapes should have consequences though and just some extra stacks of Condemned is obviously not enough.

    Two: I see it fairly often and there are enough complaints about it that it seems to be an issue. Definitely more flexible on this one though.

    Three: Again, the idea is to make Condemned mean something. Drop Oblivious and divide it as 3 and 5 stacks, or throw something else in there. I want survivors deciding to remove stacks earlier rather than wait till they have 6 stacks and then doing a tape run while the killer is distracted or at least have to think about what is the best strat for the situation.

    I feel like Sadako's play style should be piling up the workload of survivors - forcing them to make a lot of decisions on when to heal, when to run tapes, when to work gens, when to pick up teammates. I don't care about the Mori. I just don't want another anti-loop killer, or just another "stealth" killer. I want something unique or at least outside the box a bit.

  • These are the things I'd like to see. Doesn't address everything but it would be a good base to adjust from imo:


    - Holding a tape gives the survivor Exposed in addition to building Condemned. Gives an added amount of risk for removing teleport options.

    - Increase the amount of time it takes to put in a tape. Should be just enough to make it much more dangerous to drop your tape mid chase.

    - Add status effects as Condemned builds: gaining effects at 2, 4, and 6. Maybe Blinded, Oblivious, and Hindered.

    - Condemned builds stacks on survivors while they are near a powered TV. Shouldn't be super fast, much slower than holding a tape. But enough to force a choice between two rough options.

    - If all of that is too rough for survivors, I'd even swap the Mori for being able to see their aura or something along those lines, I dunno.

  • One of the strats I use is to keep popping up ADS and lowering it so they keep juking back and forth. Don't do it so much that it slows you down much but the juking slows them down. They'll either:

    A) get close enough to M1 them from them slowing themselves down or not watching where they are going.

    or B) they'll ignore the ADS and run straight where you should be able to get a shot.

    If neither A nor B works because they are too aware and can dodge shots, are too good at utilizing terrain, or just have too much distance, that's not the chase you want to be in. Find someone else and hope you can catch the other guy off guard later in a more favorable situation.

  • Meh, I play strictly killer and I hardly find it stressful. The game is what you make of it. Sure, I'll run super sweaty aiming for those 4k 32kbp games, but I'll also chill out and see if I can entice some survivors to play Shooting Gallery with Slinger while their buddies hit the gens if I want a break. Or pick one survivor and chase them around the map for lulz and let them wiggle off when I down them so I can do it again. Let em all escape at the end for entertaining me. I can come up with all sorts of stupid games to entertain myself if I'm not feeling up to the sweaty play. Most of the time the survivors have a blast and it's all good vibes.

  • Mind gaming a survivor on a loop and as they round the corner straight into you, donking them in the face with Plague's censer so hard they flip over backwards. Most satisfying M1 in the game imo.

  • I like the concept and have fun playing her. I'd like to see a few changes though:

    - Teleports being much more stealthy.

    - Being more difficult to see at close range when she is demanifested.

    - Condemned having increasing debuffs as you gain stacks. I'm perfectly happy losing the mori in exchange for this.

  • I capped out at Iri III last month. The last week I was just stalled there. I just take it as "do better"

  • I mean it's impossible to say for me. They are changing core mechanics and buffing underused perks as well so a lot is going to change.

    My standard loadout as killer is usually PR+DMS and either Pent+Plaything for pip farming or BBQ+Brine for BP farming. If I don't have to run as much gen regression to win games, I'll likely go mostly info perks with a chase perk based on whatever works best for the killer I'm running.

  • Probably NOED for Killer as it seems to cause the most confrontation. Ruin needs to change, but the core mechanics need to change to reduce it's necessity.


    For survivors, honestly most of the big META perks don't bother me much as I feel they can be played around. Spine Chill irritates me to no end though on stealth killers.

  • My only dodges are if I'm learning a new killer and a TTV or YT pops up or if I see 4 flashlights and I don't have LB on that killer.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958715#Comment_2958715

    Just don't down them then? Let them find the hatch and leave..??

    If you want them to know that you're giving them the hatch (for your ego's sake?) then just find the hatch, wait for them to show up, and nod your head.

    ----

    That said. When do we get an immediate and automatic resolution for killers who have lost?

    You already have one. Just run out of the gate. I would gladly give up any Mori if survivors would just leave and not sit at the gate taunting and healing.

  • "Just don't down them."

    I like to play the match to a conclusion. To me, that means either I down the last survivor or they escape. Once I've downed them, I'd still like the opportunity to choose to give them hatch or the gate (as I do in probably half or so of my wins).

    If the issue is bleeding out survivors, just add an interaction where you can hold down space or something similar, to massively speed up the bleed out timer.

    I really like the Mori or Mercy idea, except I'd have Mercy just spawn a hatch within a few meters of the survivor and disable the Killer's pick-up ability. It's quick and easy and allows both types of play while eliminating toxic endgame shenanigans.

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