OnryosTapeRentals
OnryosTapeRentals
About
- Username
- OnryosTapeRentals
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
- They waste time running across the map to disable TVs and insert their Tape.
- They gain Condemn stacks for disabling additional TVs.
- They can’t use items while holding a Tape.
I’ve never understood this complaint. Yeah, you can’t teleport as much but they’re giving you slowdown in return. It’s fair counterplay if you ask me.
-
His strength has definitely gone up, but his faithfulness to the source material remains poor (and that's the most important part of adapting a licensed character IMO).
-
@MechWarrior3 said:
Yay for making Freddy stronger? However, another rework that went into the wrong direction. It’s disappointing truly. Sadako, Freddy, Skull Merchant, Trickster, twins all suffer the same fate.
Yep. I’m happy he’ll be stronger but this is the most boring direction they could’ve gone in IMO
-
The Twins rework was reverted because it was outright overpowered. Survivors had every right to be upset with it.
As for Freddy’s upcoming changes, we won’t know how strong he is until we test it. What I will say is though, is that the healing teleport will probably be very unpopular amongst survivors.
-
Hate these maps. Playing survivor on them is a complete waste of time.
-
@GeneralV said:
I don't think so, tbh. The gameplay loop is vastly different.
Old Freddy was unique when compared to the others. He had something that no other killer had, and at this point I'm guessing that no other killer ever will: the sleep mechanic. The whole point of Freddy is that you pulled survivors into the Dream World in order to interact with them. If they weren't asleep, they could not even see you. The gameplay loop consisted of pulling people to sleep and using your abilities to control the map.
That isn't the case for post-rework Freddy, even after these changes. His individual abilities might be stronger now, but the gameplay loop remains the same: traps and the occasional teleport. He is more similar to other killers than to his original version. And, honestly speaking, I do not like that at all.
They fumbled this rework. Was so excited when I saw the developer update was out but this is SO mid
-
Sorry to hear that but in my opinion they shouldn't, because where do we draw the line for this kind of thing?
If we decide to add accessibility options for common phobias, then that's a huugggeee number of killers, maps, cosmetics, items, etc. that need to be censored somehow and the development cost would just be unreasonable IMO.
-
Ehh. I don’t like the add on but I don’t think it’s offensive enough to warrant changes. The trade off of having less RBTs is pretty hefty already.
-
@PetTheDoggo said:
Is it difficult to escape at that point? Yeah
Is it possible to get 1-2 survivors to escape? Also yes
You just need 1-2 good chases. Good thing is most killers in 1v3 situation are more willing to overcommit on wrong chases.
Well, I think playing with mindset to "win" the game as soloQ is not really good. You are playing in disadvatage, so you should adjust your expectation to it. I play soloQ quite often lately (or Duo) and I really don't expect to win, or even escape. Just give me good chase and I am happy.
Well, I think playing with mindset to "win" the game as soloQ is not really good
You’re not wrong, but the fact that half of the game needs to go into every match expecting to not win is a really sad state of affairs.
-
@Langweilig said:
It’s funny, how I’ve been saying this, since I created my account here in the forums and everyone argued against me. Now those complains start to become more common, it just took a while.
Hadddonfield 2 is incoming with the badham rework, which I’m very certain will be in January.
Fully made this thread with the expectation that I'd be laughed at to be honest. Normally when I say this people get mad about it lol but like it's true. I don't even see how it's something to argue over at this point when 1/2 of entire maps can spawn with nothing these days.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865317#Comment_3865317
what no. it had god loops windows and infinities in the main building. because it was an old map, it had only 3 classic tiles, Long-wall with single pallet, T-L wall and Jungle gym. 2/3 are god pallets with exactly 0 counter-play for a huge % of the killer-cast.
Since all the tiles were separate tiles. it wasn't unheard to just spawn 3 jungle gyms or combination long-wall and like 2 jungle gyms. no rules were preventing that.rancid also spawns cow loops which was free time waste window with the pallet but not only that, the way it spawns cow loop was that jungle gyms or T-L walls could face the cow loop window and directly link into each other with safe pallet to break bloodlust. Since than, cow loop has been slightly moved to not chain into things and window was nerfed. the pallet still remains a free kick distance pallet.
there was a reason why that map had an insane escape rate. in fact, all farm maps were completely over-tuned == of badham preschool. now they;re a bit more average.
What are you talking about? I already acknowledged that these maps were too survivor sided back in the day.
-
@FMG15 said:
The point of the game is to play it why would I just skip every game that isn't going in my favor? Maybe take Cote's advice and play a game of CIV if just playing out the game is too bothersome for you.
There's a difference between a match not going in your favour and a match becoming outright unwinnable. An early DC/give up/tunnel out almost always spells doom for a solo queue team, even if they all knuckle down and try.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865201#Comment_3865201
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865206#Comment_3865206
The thing is, once the game is an early 3v1, the Survivors basically become BP-Pinatas. It is not really possible to win and at this point you just prolong a unwinnable game.
Right. Like let's be honest, there's no real chance of coming back from this in solo queue. I don't personally go next in these situations (because I like to get some BPs myself) but I totally understand why my teammates do and I never resent them for it. The match outcome will almost certainly be a loss. Staying does honestly feel like you're just entertaining the killer at that point.
-
@jjthejetplane3 said:
Don't forget about the abundant amount of hooks throughout the map within spitting distance of one another making a wiggle out impossible even with perks to assist. Boil over, Flip Flop, Unbreakable, etc. Need every survivor to take a protection hit plus those perks to get free lol
I gave up with any sort of wiggle-out builds long ago. Like you said, there's hooks everywhere nowadays and killers can STILL vacuum towards hooks (which has been around since 2016), robbing you of wiggles that you really should've got.
-
@Aven_Fallen said:
Yeah, the Coldwind-Maps got destroyed in various degrees. Some even before they added the new Tiles, e.g. Rancid Abattoir was really week before already. Cowshed was fine after the first Nerf, the Map was one of the most survivor-sided Maps in the game and after the general changes to the layouts, it was fair.
But adding those really unsafe Tiles on top of it was just too much. Those are Tiles where you NEED a stun in order to get value out of the Pallet, if the Killer is respecting it, you will get hit, no matter what. And IMO it was a big mistake to replace good and strong Tiles (or even completely fair tiles like T/L-Walls) with those new Tiles at a 1 to 1 basis.
If they want to add more unsafe Tiles and less safe ones - sure. But those should not weight the same amount like Jungle Gyms for example. IMO to each of the new Tiles they added, they should add another somewhat unsafe Pallet nearby which can be used.
Rancid Abattoir was really week before
Oh Rancid Abattoir is another level of bad. Weak main building, weak tiles, huge deadzones, very little connection between loops. The list just goes on lol. I hate getting that map nowadays.
-
Maybe bigger cooldown would make this perk not so common?
Is the perk really that common in the first place? I mean, I don’t love playing against it either (especially on Nurse) but I can’t remember the last time I actually saw it.
-
@jesterkind said:
They never actually nerfed healing, for the record.
Healing still takes 16 charges at 1 charge per second, that hasn't changed. They only nerfed medkits and Circle of Healing.
Nerfing medkits and one of the most popular healing perks means that they did in fact nerf healing then.
This is just wording it abstractly for no real reason.
-
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859713#Comment_3859713
OP isn't referring to gens, they're referring to pallets/survivor resources. Areas of the map that aren't spawning resources from the start of the game.
Historically, early game has been stronger for survivors than late game. Because they have all their resources at their disposal at the start of the game. As they use those resources, dead zones begin to develop. The point OP is making is that from the start of the match there are more and more dead zones with no resources at all. This is something many people have noticed recently.
Loading into any maps like this as survivor is just an immediate killjoy. Like what am I actually supposed to do on Lampkin Lane? There's maybe two usuable pallets in the middle of the street (if RNG is favourable). It's such a joke. Any half-decent killer will win EVERY time against an average team on Haddonfield.
Same goes for the nonsense that is Rancid Abattoir and new Cowshed. Like there's just nothing to use. DbD map design pains me to no end.
-
@Equinox_One said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859155#Comment_3859155
You must have Matt Murdock level hearing because they made a very loud, constant 'whoooom' noise to drown survivors out.
Grab people from the Discord. Day or night, takes a few seconds.
You must have Matt Murdock level hearing
Had to look up who this was lol.
Grab people from the Discord.
I'd rather not. Not really into the whole social media thing aside from here on the forums.
-
@Equinox_One said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859140#Comment_3859140
Really?
Halloween was an absolute riot as survivor, especially in a 3-4man. Those smoke bombs were incredibly strong.
Ehh disagree. IMO they were a gimmick. Completely useless against anyone wearing headphones.
Also don't have a 4 man to play with anymore. I used to have like 8 people I regularly SWFed with. Of that, only 1 of them still plays.
-
@GeneralV said:
I give up and go play survivor.
Meanwhile, the survivor experience:
https://us.v-cdn.net/6030815/uploads/CGJK8T2JKOR1/image.png
Awesome event.
I haven't truly enjoyed an event as survivor in a couple of years now. Killer is the only role I consistently have fun as anymore.
-
@[Deleted User] said:
For me, the push to make everything take longer has led to survivor feeling worse. The pacing of the game is in a really bad spot right now. Your first gen is often going to be 90 seconds+Pain Res, minimum. And every killer has stacked slowdown, so you're looking at 110 second gens all trial, realistically. That's an absolute slog on top of all the other sit-and-watch-a-bar-fill actions like healing or totems. There's too much slowdown in the game currently.
It's too viable to grind the pacing to a halt and win via attrition. The vast majority of killers I face don't play for chases. They find the 1 or 2 weak links and focus on them. It's not that winning with chases isn't viable, it's that the game never forces killers to get good enough to do it. You can win other ways all while ignoring every good survivor in a lobby until the game is effectively over, which brings me to my 3rd point…
The role of survivor does not reward competency or skill. Even if you're a good survivor, your odds of escaping are completely determined by A: the teammates you were randomly matched with, and B: the killer's willingness to engage with you. Having a good first chase of the game? Congrats, the killer is going to walk away and ignore you for the rest of the match. Also, your teammates don't understand pallets, so you're getting 4k'd. SBMM btw.
Increasing generator times to 90 seconds was one of the biggest mistakes they ever made. Holy guacamole the objectives in this game feel SO sluggish as survivor. If you're not being chased then the gameplay literally boils down to holding M1 for ~100 seconds x 5. It's absolutely mind numbing.
-
Unfortunately it’s always been horrendous.
The lack of QA was excusable when it was a small game made with low prospects but now they’re literally the biggest game in the genre. Buggy releases only happen because they allow it.
-
@Firellius said:
BHVR's 3-step plan:
Step 1) Make mistake
Step 2) Double down
Step 3) Repeat step 2
AI didn't work well for Nemesis zombies? Let's make the Knight! Didn't work for the Knight? Let's make the Houndmaster. Didn't work for the Houndmaster? Let's add it to the snowmen!
Don't forget the disconnect bots. They have a disastrous AI lol
Played with a bot Felix on Lerys the other day and he got stuck repeatedly vaulting a pallet until the killer came and put him out of his misery 😭
In all seriousness though, they should stop with killers that rely on AI/NPC pathfinding or whatever it's called. The game isn't built for it and we've seen it flop time and time again.
-
Haven't seen it yet either :(
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854339#Comment_3854339
If people talk about Nurse-Nerfs, they mean significant Nerfs. And this did not happen. Sorry, when for 8 years now, every Tier List starts with "Nurse is the best Killer"; then something is wrong. There is not even any thought if another S-Tier Killer could be better, there is just no other opinion possible except that Nurse is the best Killer in the game.
Her skill is also really exaggerated. She takes time to learn, this is true. But after a few hours you will be good enough to win almost every game in public matches. And IMO other Killers take more skill to play, especially some which are not even S-Tier.
I personally rarely play her, because winning with her feels effortlessly. I am not winning because I am better than the Survivors, I am winning because Nurse is a design failure which is allowed to exist to this day.
OP is completely correct that every Killer-Nerf is kind of a joke if Nurse is allowed to stay like this. But granted, only a Rework would fix it, because she will either stay broken or become useless if her Numbers are nerfed enough.
If people talk about Nurse-Nerfs, they mean significant Nerfs. And this did not happen.
Yep. I'm tired of people pretending she got anything more than a light slap on the wrist. Like you said, she's always been #1 on the tier lists by a MILE and the nerfs she's received over the years moved her a couple millimetres down at the very most.
Her skill is also really exaggerated.
As an ex Nurse main, agreed. This is one of the main reasons I stopped playing her. A power as lethal as Nurse's should take an extreme amount of skill to use. But it just doesn't.
Blink to last known survivor location → correct with second blink → hit survivor
The only thing you really need to learn as her is her blink distances. Once you've got that down (which should really only take a couple days playing her at the most), then you just play by the above flowchart. It's so cheap. Especially when you slap on aura perks and then you don't even need to correct with the second blink.
It's a huge pet peeve of mine when people justify Nurse's existence with the whole "but she takes so much skill to use" line. It's just not true and never has been. A mediocre Nurse will beat the average team of survivors every time.
-
@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854958#Comment_3854958
Good Survivors who can make value from niche perks run Weaving. It's like Potential that way.
You will never be convincible, you seem more interested in trying to win an argument. Have a good day.
It's not an argument, the perk is just objectively bad.
-
@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854868#Comment_3854868
Having 10 less charges on every gen on the map isn't strong? On what planet is that not helpful or strong in the right build? Reducing generator time is ALWAYS strong for Survivors.
Here we go again.
If the perk is so helpful, then where are all the people running Weaving Spiders?
Right, there aren't any because it's a terrible perk that usually hurts the team more than it helps.
-
I've always chalked this up to an aesthetic choice rather than a game balance one.
Like other people have said, any logical reason they could give for him having a 40 m Terror Radius (e.g. mobility, lethality, etc.) applies to other killers even better and they have smaller TR.
-
And while we're at it, let Leader work for Blessing totems too.
-
@SidneysBane1996 said:
Because one minute is plenty of time to do an invocation, the idea is for it to be a timesink for a strong effect. Also it would be easily abused with stuff that causes Broken, and having multiple Survivors on an Invocation already speeds it up. We don't need everything to be faster all the time.
But the effects are not strong lol
Invocations usually end up providing negative net value for the survivors. 9% extra speed while invoking is hardly going to cause any problems.
-
Pallets are kind of annoying at times. It’s so frustrating pressing space, seeing yourself start the animation and then having nothing happen because the killer moved a millimetre and is now blocking the drop prompt.
-
No, it's not. I've seen some content creators label it as the best survivor perk in the game, to which I have to say — why is no one running it then?
I'm yet to see a single effective use of this perk in my survivor or killer matches. Actually I'm yet to see it at all as killer. Every time I've tried to do anything with StB, it's just had a net neutral effect on the match. Doesn't seem as effective as people are making it out to be, at least not in casual solo queue matches.
-
I'd love an Outlast chapter, been wanting one for a long time.
Coyle or Gooseberry in DbD would be amazing.
-
Won’t be voting DbD for Labour of Love either.
Don’t get me wrong, I love this game but I feel like they never really learns from past mistakes. Every other patch we get some new issue pushed to live that should’ve been caught by playtesting.
Thrill of The Hunt buff is just the latest in a loooonggg line of things that should’ve never hit live servers and it definitely won’t be the last.
-
@Memesis said:
You are aware you're using a 10 year old console to play an up to date live service game?
DbD is not graphically impressive enough to justify overheating a PS4 lol
-
Been trying (and failing) to do the Houndmaster adept all evening and I'm finding she has a LOT of problems. Most of them on their own aren't major, but the sheer quantity of them is making her kind of frustrating to play.
I was gonna make my own thread to air out my grievances but it seems easier to keep feedback in one place so I hope you don't mind if I just paste over what I was going to say in here.
- Search sensitivity: Getting the cursor to "snap" onto generators while readying the search command is way too difficult. You have to be looking right at the generator, at a specific camera height. Looking at generators above and below you doesn't snap on properly, which makes searching on multi-storey maps difficult.
- Debris: Snug gets stuck on seemingly everything. This is probably my biggest issue right now. I'll send him out and he'll just prematurely stop after brushing up against clutter on the map that doesn't look like it should obstruct him. There are a few places where I'm consistently having trouble getting him to run past or curve around objects:
- The bushes on Badham Preschool.
- Clutter (tables, chairs, flesh piles?) inside the classrooms on Midwich.
- Bushes and pottery on Eyrie of Crows.
- Chasing across elevations: Snug behaves weirdly if you send him to chase across a change in elevation. Sometimes he drops down and chases, but most often he straight up refuses to chase and will stand still after you send him out.
- Grab detection: Snug's chase hitbox feels too narrow. I've had a bunch of instances where he runs straight through the survivor and nothing happens. His detection definitely needs looking at.
- Snug running away from you: After getting a grab, Snug sometimes just takes the survivor in the opposite direction to you, making you walk wayyy off course to land the hit. Don't know what's up with that.
- Pathing: The dog's pathing is seriously bad. He seems to take the most inefficient route possible when you send him out to search. On Family Residence, his routes were so nonsensical I had to keep pausing to watch in utter confusion. Towards the middle of the map I had clear LoS on a generator. There were no obstructions between us and the gen, so you can imagine my confusion when Snug decided to path around some random rocks and bamboo that were completely off the route. You'll have to excuse my poor art skills but this was situation.
There was a straight line between us and the generator, completely free of any obstructions. And yet when I send Snug out he decided to do this:
And by the time he got there, the survivors had left.
Houndmaster has a lot of potential, but right now she's very clunky.
-
I think they should fix her bugs before making any balance changes personally.
-
Fun but a little messy. The dog behaves very weirdly at times, especially where multiple stories are concerned. Just had a match on Midwich and the search command basically just didn't function lol
-
YES! We are so back. Thank you BHVR.
-
@TheSableSimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845795#Comment_3845795
It's not gonna get used in solo queue. If you think SWF won't use this to force a killer to 12 hook then you're as naive as a 6 year old.
sure
-
This perk isn’t even going to get used.
It’ll just be another Blood Rush, Bardic Inspiration, Weaving Spiders, Champion of Light, Chemical Trap, Potential Energy, Reassurance, Exponential etc. that people doomsay is going to ruin the game and ultimately turns out to be a nothing burger.
-
If it were up to me 2v8 would never see the light of day again. Easily the worst modifier they’ve done IMO.
-
This has been suggested before, but doesn’t seem like something they can and/or want to implement.
Either way, I’ve grown immensely bored of the bait and spam situation on these forums and recently switched to Reddit as the primary place I discuss DbD. It has its shortcomings too, don’t get me wrong, but the upvote/downvote system tends to make quick work of troll posts and I’m finding it’s overall a better experience.
-
Would be nice if we could get an update on this, considering a lot of us paid for it with real money :/
-
Pretty annoyed about this since I bought that cosmetic with Auric Cells…
-
This is such a fun idea!
Got 7/8. The movement speed one stumped me. Nurse and Trickster were the only two I could remember.
-
Also going to be hopping off DbD for a while.
Not interested in 15 minute queues again.
-
Honestly I've sort of become disillusioned with these forums.
SO much of what gets posted here is obvious bait that drowns out actual discussions. -
@BorisDDAA said:
It won't. No game will except maybe DBD 2 (lmao).
Also F13th was long "dead" before the lawsuit happened. That was the last straw.
Also F13th was long "dead" before the lawsuit happened.
Yep. Not sure where the whole "the lawsuit killed the game" thing came from. F13 was on its last legs long before the legal trouble.

