OnryosTapeRentals
OnryosTapeRentals
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Hard disagree.
On paper, I initially thought the 7.1.0 changes to her power were a big nerf but after playing as her she's definitely in a much better spot now. Against coordinated teams it can be a little hard to get a foothold (as is the case with most of the killer roster), but in your average match she's a lot better at pressuring the survivors.
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Yep!
I still have a few!
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Noticed this too!
I wouldn't mind this returning. It would also be neat if they made custom hooks for killers like Onryō and Trickster who didn't get their own map.
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@catslayer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507624#Comment_3507624
looks like someone doesn't enjoy listening to someone talk....lol
Pretty much. I find their voicelines grating.
I have nothing against Ash as a character, and I have no beef with Nicolas Cage. I'm just not fond of their DbD voicelines.
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I don't main a specific survivor. I play them all except Ash and Nicolas.
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If I remember correctly, it was from a Halloween event which means it will probably be available the next time the Halloween event comes around -- either unlockable via gameplay or paid in the store.
Event cosmetics are no longer exclusive. They tend to come back around next year for those who missed them. At least that was the case with Hallowed Blight cosmetics, anniversary crowns, etc.
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A new variant of Shelter Woods where instead of the Skull Merchant's camp at the centre, there's Sadako's Well and Cabin B4.
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@OnryosTapeRentals said:
This wouldn't be possible without going back and making 5 new variants for every map in the game, which would just be a mammoth task at this point.
Back when moonlight offerings were around, each map was made with 5 different lighting variants to accommodate for all of the different possible moon brightnesses. When moonlight offerings were ran, the map with the light level corresponding to the offerings was loaded. This essentially meant that the developers had to make 5 different versions of the same map, which was deemed not worth the amount of time and resources it took up. Hence, Moonlight offerings were removed from Bloodwebs in 2017 and then completely retired in 2018.
N.B. This is how it was explained to me in 2018 by someone on the team. I think I asked this in some discussion on the Steam forums or it might've been Discord, but I can't find the thread or messages. This is probably a very simplified explanation as I wouldn't understand all of the technical details and I might not have relayed it perfectly because it was so long ago, so feel free to correct me if I'm wrong!
This being said, I do really miss them!
I loved playing with Crescent Moon Bouquet for slightly darker moonlight. It gave the map a much creepier feel without it being so dark that is was oppressive for the killer.
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@CatnipLove said:
I really wish we had options for matchmaking. Just let us choose whether we want the matchmaking to be fast or good. I'd rather wait longer to get a decent solo queue team and a killer with decent ping, rather than get a match quicker and it be an absolute s*** show.
At a certain point, fast matchmaking isn't a positive when you have multiple matches in a row that are a complete disaster.
Agreed. Agreed. Agreed!
This option is long overdue in my opinion.
Personally, I wouldn't mind waiting a lot longer if it meant I was getting matched in the correct region and with players of a similar skill.
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This wouldn't be possible without going back and making 5 new variants for every map in the game, which would just be a mammoth task at this point.
Back when moonlight offerings were around, each map was made with 5 different lighting variants to accommodate for all of the different possible moon brightnesses. When moonlight offerings were ran, the map with the light level corresponding to the offerings was loaded. This essentially meant that the developers had to make 5 different versions of the same map, which was deemed not worth the amount of time and resources it took up. Hence, Moonlight offerings were removed from Bloodwebs in 2017 and then completely retired in 2018.
N.B. This is how it was explained to me in 2018 by someone on the team. I think I asked this in some discussion on the Steam forums or it might've been Discord, but I can't find the thread or messages. This is probably a very simplified explanation as I wouldn't understand all of the technical details and I might not have relayed it perfectly because it was so long ago, so feel free to correct me if I'm wrong!
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I'm on PC using a controller
This is why. It's much easier to counteract the swaying when carrying a survivor using mouse + keyboard than it is on controller. I play on both PC and console and Boil Over is only ever an issue for me when using controller.
last match the killer was on console
How do you know? If they had the off-platform icon, that doesn't necessarily mean they were on console. The game classes PC players using different launchers from you as off-platform.
Edit: Fixed spelling errors.
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The exit gate is temporarily blocked for a survivor who is slammed into it by Virulent Bound.
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Don't quote me on this, but I believe I recall an exaplanation for this being given some time ago. I can't quite remember who it was, I think it was perhaps a moderator or a developer.
Anyways, Self-Care is a very popular perk on the Asian DbD servers. The perk fell out of favour on the European and American servers quite some time ago but remained a common choice in the Asian DbD community. I think it's neat that different regions have different metas.
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Was a Wraith main in the very early days of DbD. Then I switched to Nurse a few months after she released, and mained her until 2022 when Onryō released.
Since then, I’ve mained Onryō but I play a lot of Nemesis, Pig, Plague, and Mastermind too.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500382#Comment_3500382
If i read correctly it says you do not get ultra rare ITEMS. Not addons.
https://us.v-cdn.net/6030815/uploads/Q0OZ42UFLB60/screenshot-20230801-105144-chrome.jpg
So The addons might still be free game (bnps and the like you just cannot get event ones) you just cant get like a purple beamer (said above)
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500382#Comment_3500382
You can still get BNPs. You just can't pull a Purple med-kit anymore.
Basically you get a green item + two random addons and those addons can't be event ones.
Oh. That's a bit odd in my opinion.
Purple is Very Rare, so from what I understand you could still get a Utility Flashlight or Ranger Med-Kit.
The only Ultra Rare survivor items are the Rainbow Map and Skeleton Key, both of which are well... terrible. Seems strange to prevent a survivor getting a Rainbow Map but allowing things like BNPs and AHSs.
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Event items could've stayed in my opinion, but getting BNPs was kind of over the top.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499694#Comment_3499694
So they are like tiers of saying "too powerful, needs nerfs"?
To me, the difference is this:
- Overtuned means something is a little too strong. For example, a number for a perk/item/add-on is too high. Something that's overtuned is easy to fix -- just tweak the number a little.
- Overpowered means something is much too strong and requires bigger changes.
So yeah, essentially they're just different tiers of too strong.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497374#Comment_3497374
Any killer with high mobility can ignore hook mechanics. Nurse and Blight do this all the time. Instead of hooking, they just aim to down everyone, and once everyone is on the floor then they hook them all. This is not something unique to Onryō, and I've only encountered a couple of Onryōs since the rework who have actually attempted it. Most I've seen just go for hooks as normal.Nurse and blight do not ignore hook mechanics that is completely false. Noone loads up the match and try's to 4 slug and THEN hook, you realize how difficult that is? And even if thats the case, they had to hook you.
If you mean slug 4 seperate people and wait for bleed out that is even more difficult given nurse and blight have no way to find out where the other survivors are or instant mori you. Sadako can. Every single match has been the same, I've seen a couple hooks because it was the last two survivors and the match was over.
I don't understand what you mean by this. Do you mean slowdown perks don't work on her or they work too well on her?Ignores slow down perks as in she doesnt care about gen progression. She can just take ALL information perks.
Tunnelling is not an efficient use of the new Onryō's power. You want to get stacks on everyone to slow the game down rather than just focusing on one person. Not to mention, she is still just an M1 killer. She has no chase power and can be looped. If you try tunneling anyone who is decent at chasing, you're going to struggle.Tunneling out the first fully condemned survivor, which is relatively quick, and then the game is over. All you have to do is zone them out and they cant do anything. Even around killer shack with another pallet gym right out the door it does not matter. M1 hits happen in games im not sure why people keep repeating this argument, as its nonsense. Noone here is a tournament level player, you get hit by M1's. You think plague never hits anyone once all her fountains are used up or has no reasonable access to it? Shes worse at chase then onryo by the way.
Edit: Whats the function to quote different sentences?
Noone loads up the match and try's to 4 slug and THEN hook, you realize how difficult that is?
This really isn't difficult to do for a good Nurse or Blight and it's actually a pretty well established strategy. Opting to not hook until everyone is on the ground means you don't have to waste time picking up, carrying, and hooking, so you can move from one chase straight into the next. It's incredibly effective on high mobility killers, and if you give it a few goes you'll realise just how much time you waste in the average match taking survivors to hooks. Then there's The Twins, whose entire kit is perfectly suited for a slugging playstyle.
even if thats the case, they had to hook you.
What difference does it really make? If a Blight manages to get everyone slugged, the match is -- for all intents and purposes -- over. The actual bulk of the trial has proceeded with no hook interactions. You could argue that there's a chance of wiggling free or successfully attempting escape, but the chances are so slim and the Blight would almost certainly put a stop to things quickly. In this way, the hook serves the same purpose as The Onryō's Inexorable Stare.
Ignores slow down perks as in she doesnt care about gen progression. She can just take ALL information perks.
This is absolutely not the case. Not bringing a slowdown perk is a terrible idea as any killer really.
Tunneling out the first fully condemned survivor, which is relatively quick, and then the game is over.
If survivors are letting themselves reach anything near fully Condemned early into a match, then The Onryō deserves the win. Condemnation coming into play quickly is a MASSIVE failure on the survivors' part to manage Tapes. If everyone takes a Tape as soon as the initial TV cooldown is up, then there's really no way she can efficiently deal out stacks. Her map traversal is limited due to TVs being disabled, her Projection is not going to passively inflict anyone with Condemn, and it's not feasible to go around and hit everyone with a Tape if you split up.
I don't mean to sound rude, but I've not once been Condemned by Onryō since her rework. Managing Tapes really isn't that difficult, and I think if people are getting Condemn killed constantly then they ought to practice more.
Even around killer shack with another pallet gym right out the door it does not matter.
Killer shack is one of the worst tiles for Onryō. If a survivor runs me to shack, I often just drop chase and go find someone else because trying to deal with that window on a killer with no chase power is a massive time waste. If people are having trouble running an M1 killer with a good tile setup, then I think they need to improve on their chase skills.
M1 hits happen in games im not sure why people keep repeating this argument, as its nonsense.
M1 hits do happen in most games, but that is not the point we're making. We're not saying it's possible to avoid getting hit ever, we're saying that The Onryō has no tools to make those hits happen quickly like a Nurse or a Blight does. If survivors are good at looping, they're going to waste a lot of The Onryō's time before she's able to deal out those hits. And in that time, generators are going to be repaired.
You think plague never hits anyone once all her fountains are used up
Of course she still hits people, but once again, she has no means to do it quickly. It's not about whether hits happen or not (because they're inevitable in most games), it's about the rate a killer can deal them out. That's why not cleansing against Plague is such an effective strategy. Without Corrupt Purge, she is just an M1 killer. Deny her Corrupt Purge and then she has to waste time chasing survivors the usual way, and suddenly generators fly by.
Whats the function to quote different sentences?
I do it by clicking the pilcrow icon on the left side of the text box, clicking the quotation mark icon (which should open up a drop-down menu) and then clicking the option that says: " Quote.
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I second this!
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It looks cool, but playing on it is a nightmare for me. The colour palette gives me eye strain and the amount of clutter is just overwhelming.
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Have they crashed recently or had their internet cut out unintentionally?
The game does not differentiate between clicking the Disconnect button and legitimate crashes or connection problems. Plus, the first penalty is only around a minute long which means it can be over by the time you've restarted your game, meaning you have no indication you've been penalised.
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@ChuckingWong said:
Yea theres no way she is staying the way she currently is.
She legit ignores the hook mechanics, ignores any form of generator slow down perks, and just slug/tunnels so she can mori everyone without getting a single hook stage.
Teleport spam (10s cooldown), and just hit a few M1's....
This is not intended game mechanics by any stretch
She legit ignores the hook mechanics
Any killer with high mobility can ignore hook mechanics. Nurse and Blight do this all the time. Instead of hooking, they just aim to down everyone, and once everyone is on the floor then they hook them all. This is not something unique to Onryō, and I've only encountered a couple of Onryōs since the rework who have actually attempted it. Most I've seen just go for hooks as normal.
ignores any form of generator slow down perks
I don't understand what you mean by this. Do you mean slowdown perks don't work on her or they work too well on her?
just slug/tunnels
Tunnelling is not an efficient use of the new Onryō's power. You want to get stacks on everyone to slow the game down rather than just focusing on one person. Not to mention, she is still just an M1 killer. She has no chase power and can be looped. If you try tunneling anyone who is decent at chasing, you're going to struggle.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496867#Comment_3496867
The times I see it appear overly strong is only when survivors ignore the tapes and get punished for not respecting the condemn, as they should.
well it is design to be that way. its snowball-type power where if you can get an early enough mori, you can win the match but if everyone stays alive for long enough then you can escape. lullaby is there to prevent sadako being too good. I do well enough at base-kit to be fine as killer. sadako is definitely a killer that i will enjoy playing on a regular basis.
My only complaint is how reliant she is on Iri Tape for the condemn build against good survivors and I wish it was base kit. Being able to drop in any tv right next to you is just too fast and easy to be able to reliably build stacks if the players know what they’re doing.
I mean you can use iri-tape if you have enough BP. the add-on is currently legal to use. I think it is strong at the moment because survivor have not adapted to picking up the tape and adjusted to gameplay loop of the killer.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496978#Comment_3496978
I much prefer this Sadako over the old one, I absolutely detested the old Sadako best strat, slugdemn, it was so boring.
i like the fact that i don't have to camp at all in any capacity and can just focus on my ability and killer gameplay.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496873#Comment_3496873
Like Clump of Hair reducing visibility range by 6 metres while Demanifsted. What difference does that make if they can hear you coming with loud screechy noises?
you would likely want addon to read: reduce ambient noises by 6 meters when in demanifiest and reduces visibility distance. sadako's add-on are usable add-on as is. so I am fine with how they currently are.
reduce ambient noises by 6 meters when in demanifiest and reduces visibility distance
This would be good!
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@GenJockeyNance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496867#Comment_3496867
I really agree with this whole statement. I've played as and against Onyro since the patch dropped.
As survivor, I haven't been condemned. At all. My teammates on the other hand, wait until they quite a few stacks built up before taking care of the tape so they usually die at either 4-5 gens. But I much prefer this Sadako over the old one, I absolutely detested the old Sadako best strat, slugdemn, it was so boring. I feel like this is more interactive if you become unglued from the gen momentarily to make sure you don't die. If you wait too long to grab one, it can be a gg from there - stay on top of the tapes.
As Sadako, I've played with the hook and condemn build. My build consists of hit and run, take a hook when I can, never slugdemn but aim for the condemn if possible. It requires me to do a lot of macro play such as keeping up with survivors who have tapes and punishing those who ignore my condemn and those are the ones who usually die at 4 gens when I'm Sadako. I've really been liking the pacing of the game with this strat and seeing how it all plays out. Chasing is usually a bad idea as she has no chase power (at least, I perform better with my strat above which involves little chasing). I do hooking as part of my condemn build to also build pressure through hook states so it gives me more to work with than just solely condemn.
At the moment, I feel like everyone is still getting used to the changes and how to counter her so she feels more powerful than she is. I enjoy playing Sadako a lot but the couple games I did have with survs who had the idea how to counter her, it was harder when they held onto a tape and played safer and when people figure this out, she will struggle a little more.
I hope the devs don't change her though, I really like this Sadako.
As survivor, I haven't been condemned. At all.
Neither! I genuinely don't think managing Tapes is that hard. My solo queue teammates somehow keep messing it up though. A common thing I see is survivors only going to pick up tapes when they're at 5 stacks, at which point they get hit and are now Condemned. Practically every Condemn kill I see is a result of a massive failure on the survivors' part.
I think that once survivors adjust, there'll be a sharp decline in Condemn kills.
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@Blueberry said:
I personally would like her left how she is, the condemn play style from both sides feels unique and engaging as it puts a lot of multitasking and involvement with tapes which weren’t a thing prior. The times I see it appear overly strong is only when survivors ignore the tapes and get punished for not respecting the condemn, as they should.
Outside of the condemn build I think she’s really bad. If they for some reason nerfed her condemn build she would need massive buffs around everything else.
Still don’t understand why a stealth killer has a lullaby. It’s just silly.
the condemn play style from both sides feels unique and engaging as it puts a lot of multitasking
Completely agree! I think playing against it is a nice change of pace from the regular gameplay loop. Plus, I like having more things to do as a survivor. After 7 years, running around planks of wood and lifting people off hooks can get tedious, so I personnaly love the killers that have an interesting side objective. Onryō and Pig are two of my favourite killers to go against for this reason.
Still don’t understand why a stealth killer has a lullaby
Agree as well. So many of her add-ons are pointless because of her Lullaby too. Like Clump of Hair reducing visibility range by 6 metres while Demanifsted. What difference does that make if they can hear you coming with loud screechy noises?
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Love this Rift as well! Normally I only like a couple of Rift outfits and most I never use but this time around there’s not a single one I don’t like. Very impressed.
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I'm hoping they give her at least a couple of weeks to settle into the game before considering any major changes. Right now it's hard to tell whether or not I'm getting Condemnation kills because it's genuinely overtuned or if survivors just haven't worked out how to play against her yet.
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@bbqBilly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494235#Comment_3494235
Debatable, but they do belong in the same exclusive club of killers that make everyone miserable and want to play the game less
That's a shame. I've been having a lot of fun playing as and against her.
I think she's much more engaging and interactive now. To each their own I guess.
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Me too! I think they have a lot more personality to them and the black is more aesthetically pleasing than the grainy brown old ones.
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@bbqBilly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494064#Comment_3494064
This reads less like a DBD match and more like a step by step guide to beating a MMO boss.
Good luck solo queue players. If you thought knight and skull merchants were horrible, Sadako is here to ruin your games even worse.
knight and skull merchants
You genuinely think Sadako is worse than Skull Merchant?
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@ChaosWam said:
I think my problem is they nerfed down most other playstyles that didn't rely on condemning while boosting the condemned playstyle drastically. Much easier now to slug for anyone holding a tape or is at full condemned while never really needing to commit to chases. I use Deadman's Switch in conjunction with the VCR addon to fake projections to TVs near gens to get max value out of DMS when they let go, and now it only works when the survivors decide tapes are too much of a hassle. Which is a lot, I will admit, but once they understand to touch tapes they'll destroy what made my chase game strong.
And from my point of view, it has been either you have no powered TVs, or people do TV's too late and get Mori'd out. Condemn will get nerfed, I believe, and it will emphasize how little she has going for her when it does.
This is a valid criticism.
I used to play with VCR + Videotape Copy a lot to try and catch survivors off guard after Projection. Obviously that doesn't really work anymore which is a shame.
It's still early so I'm waiting to see if any new playstyles crop up that I've overlooked but overall it does seem like she has a narrower range of skill expression.
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@Zeidoktor said:
I'm glad to hear that Sadako is turning out better than the "The Devs did a thing! WRYYYYYY!" crowd were screaming about.
I'm much more willing to take your word on things, @OnryosTapeRentals , not just because you seem to know what you're talking about, but because you can acknowledge where you had been wrong or behaved wrongly.
I haven't gotten around to trying Sadako myself yet, but to me the rework had always fixed what I personally considered a big weakness to Sadako's: there was no way to force interaction with her power the way Pig, Cenobite, and Mastermind can.
Are there any perks you find worth better or worse for her compared to before? I'd always been fond of perks like Gearhead, Thrilling Tremors, and Hex: Face the Darkness to allow for accurate teleporting. I've seen people say you can just teleport mindlessly now but I disagree, since it's still to your benefit to teleport somewhere you can pressure Survivors.
because you can acknowledge where you had been wrong or behaved wrongly.
I appreciate you acknowledging this :) Admitting I'm wrong is something I used to be terrible at but I'm slowly working on being more open minded and accepting of criticism.
I haven't gotten around to trying Sadako myself yet, but to me the rework had always fixed what I personally considered a big weakness to Sadako's: there was no way to force interaction with her power the way Pig, Cenobite, and Mastermind can.
I hope you enjoy her when you get the time! I've been having a lot of fun matches lately. Survivors being able to ignore TVs was probably her biggest weakness before the update, so I'm really glad it has been addressed.
Are there any perks you find worth better or worse for her compared to before?
Glad to hear someone else enjoys Gearhead! It's an underrated favourite of mine. I don't think any perks have gotten significantly better or worse on her after the update but I do think she's less reliant on slowdown perks now. Before, I was running at least two slowdown perks in most of my Sadako builds (Corrupt Intervention and Deadlock mainly) but now that she has a lot of in-built slowdown I'm finding I can get away with just one and go for either a chase or information oriented build.
It's not a really strong perk, but I've been having fun with the buffed Coup de Grâce. Because Onryō is short and she doesn't use a traditional weapon, I've found survivors often underestimate her lunge range. Add CdG into the mix and you can get a lot of hits survivors don't expect.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494082#Comment_3494082
I guess it’s just a core design problem in dbd with the swf issue that we don’t have a solution for yet. I thought all the HUD information was supposed to bring them closer to make balancing around swf more ideal but I guess not.
The HUD didn’t bring them as close as they wanted because at the end of the day the main advantage in swf isn’t even the info, it’s the guarantee of 4 good teammates. It removes the weak link.
However if the core issue isn’t even the info but the skill of the players then that’s impossible to fix.
it’s the guarantee of 4 good teammates. It removes the weak link.
100% agreed. I regularly play SWF without comms because I find trying to focus on conversation and the game at the same time difficult and I still manage to do better than when I play solo simply because I know my teammates are reliable.
Being able to pick your teammates is the true strength of SWF -- comms is just the icing on the cake really.
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@DaddyMyers_Mori said:
She seems overall better to me than used to be.
Kinda an issue is that most optimal playstyle with any build is never hook (almost). Just keep teleporting, slug and hit&run.
Personally, I haven't found this.
I've been trying out different strategies since the update dropped and for me what's most effective seems to be hooking normally. Slugging didn't really get me anywhere when I tried, but there were Unbreakables in my lobby in the two matches I tried it and it's still early days.
If it turns out that slugging is her optimal strategy they might need to reassess things though for sure.
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@Blueberry said:
You said it was overall good that she’s now better against bad players and worse against experienced players essentially. This seems like bad design. It’s like saying she’s better against solos and worse against swf, when what we want is the complete opposite of that. We want her worse against bad solos and better against good swf.
Hypothetically here: I feel like if a killers design is “well they’re really good if the survivors play stupid” isn’t a design we want.
I don’t think we want killers that rely on survivors playing bad to win.
It’s like saying she’s better against solos and worse against swf, when what we want is the complete opposite of that.
That would be the ideal, yes. But that will never be true. It's just not possible to have a killer that is better against SWF than solo queue. Balacing killers with this in mind is tricky:
- Make them strong and you can compete with SWF no problem but solo queue never stands a change.
- Make them weak and solo queue can compete fairly but the killer now stands no chance against SWF.
In an ideal world, solo survivors and SWF are on equal footing. But in reality, they aren't and never will be.
“well they’re really good if the survivors play stupid” isn’t a design we want.
Once again -- in theory -- I agree with you. But this just isn't how DbD actually plays out. Most of the killer roster rely on survivors messing up or being uncoordinated:
- If one member of a solo queue team cleanses their sickness against a Plague, they're putting the rest of their sick teammates in immense danger from Corrupt Purge.
- If solo queue teams all waste time running to solve the Lament Configuration, or none of them opt to solve it, then the game is thrown.
- If your solo queue teammates fail to split up against Legion and keep letting them chain Feral Slashes, then The Legion is able to apply incredible amounts of pressure.
- If a solo queue teammate lets Oni get an early hit, then the rest of the team gets screwed over.
- If a solo queue teammate lets Myers stalk, then the next person found is going to get instantly downed.
- etc.
If survivors always played with perfect coordination, then killers could be rebalanced to be much stronger and not reliant on survivor mistakes. But most survivors don't play perfectly and never will, so they have to be slighltly weaker against those actual coordinated teams to give the rest of the playerbase a fighting chance.
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forces every single survivor to go on a side-quest every 2 minutes
If you're effectively managing your Condemnation then you should have no need to do this. The counter to the new Onryō is simply playing how you should already be playing survivor: splitting up.
As soon as the match starts, survivors should split up and take a Tape. That way, four of her TVs are disabled, limiting her map traversal in the early game. The Onryō is a snowballing killer. If she can get early hits and downs, then the match is hers. If you deny her that pressure early, then she'll struggle to get a foothold.
Of course, one survivor will inevitably be found and chased. That survivor will gain +2 stacks, but that is preferable to the whole team gaining stacks through global Condemnation. Once that survivor goes down, the rest of the team should use the time The Onryō is carrying and hooking to deposit their Tapes, so the next in line to be found and chased doesn't gain a +2.
The match should then progress in this fashion: When The Onryō is busy elsewhere, survivors take Tapes and work on generators freely. When she's no longer occupied, deposit your Tapes.
I'll admit this is a lot of coordination for an average solo queue team to do, and one person not playing their part can make the whole game fall apart. But that is true of a lot of other killers: Plague, Pinhead, Oni, Legion etc. It's less of a problem with The Onryō's kit and more of a problem with solo queue.
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I've given my thoughts in this thread here. It's pretty long, but there's a TL;DR at the bottom if you don't feel like reading it all.
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I was going to try and get Nicolas' adept achievement today but I gave up looking for a survivor match after 17 minutes of searching.
I don't mind too much though because killer is my preferred role and it currently has a +100% BP incentive.
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Very disappointed and disheartened. They were given so much insightful feedback and literally none of it was taken into consideration.
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@Hodderfodder said:
This new Sector sounds weird.
Yeah sorry about this. I have no idea what happened. It was in the Dead by Daylight forums one minute and then it just turned up here...
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@Digfish said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3491638#Comment_3491638
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3491637#Comment_3491637
No. On the PTB you no longer got a stack for taking a tape. And nothing in the DEV notes suggested they are changing this.
I was under the impression that was a bug on the PTB because it wasn't mentioned in the original Developer Update.
If this is an intentional feature then that's even worse.
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@ReverseVelocity said:
https://us.v-cdn.net/6030815/uploads/D0J81CHTYZZI/image.png
Uhhhhhhh, I don't think this is the right feedback section.
I definitely didn't put it in here so I have no idea what is going on.
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@Digfish said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491612#Comment_3491612
You don't get stacks for picking up tapes.
You don't passively gain Condemnation anymore while holding a Tape but you do still gain +1 stack for retrieving the Tape in the first place. -
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491615#Comment_3491615
How do you imagine they'll stop it? They'll have to pick up a tape at some point because Condemned is guaranteed. If they pick up a tape, they are at risk of their Condemned being snowballed.
The only thing they could do is routinely take and cleanse tapes between other actions while Sadako is obviously doing something else, but that itself gives some pretty consistent slowdown that adds up over the course of a match.
If they pick up a tape, they are at risk of their Condemned being snowballed
Not really. If they're injured and holding a Tape they can just hop in a locker and force the killer to interrupt them rather than hit them.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491606#Comment_3491606
It's not just two stacks, there's a lot more potential than that.
It's the 1 stack you get from picking up the Tape, combined with the 2 stacks you get from hitting them. The Tape then gets destroyed, which means they have to get another one, which is another Stack and potentially two extra stacks if you hit them again. You can kind of snowball a Survivor's Condemned now, which is huge.
While they don't provide passive condemned anymore, getting caught with a Tape will end up being really dangerous, so I think people will want to get rid of them quickly.
You can kind of snowball a Survivor's Condemned now
Only if the survivors let you. Any decent survivors are not going to let this happen.
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@FilthyLegionRevival said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491596#Comment_3491596
Do you think this being still a thing even with the 2 condemned stacks on hit would be the sweet spot? I wanna know what you think.
No. You can see my thoughts on what changes she should've got here: https://forums.bhvr.com/dead-by-daylight/discussion/379987/the-onryo-why-shes-underwhelming-and-how-to-fix-her-a-deep-dive#latest
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@Steel_Eyed said:
I still play Hillbilly, Deathslinger, Spirit, Nurse. I have suffered many many nerfs and I usually walk away feeling they made sense for the era they were made in. Maybe not initially but they are still heavily in my rotation because they are actually favorites of mine.
Onryo is probably going through the same thing now. And I would not say she is being changed ‘for some reason.’
I did not enjoy her pre-mid patch as there was a lot of cheese built into her strongest playstyles. The most popular Onryo player played with the same two add ons and slugged survivors out as a strategy encouraged by the game/addons.
I would have a hard time empathizing with players defending that. The rework makes a ton of sense in that it no longer isolates single survivors and provides map wide pressure. Survivors would often play whole matches without ever having to touch a tape. It breaks killer players dependency on a handful of addons.
On a few fronts this rework makes sense.
I did not enjoy her pre-mid patch
Then this thread isn't directed to you.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491596#Comment_3491596
Yeah, and the buff that came with it pretty signficantly outweighs that.
No it doesn't.
Two stacks is nothing in the grand scheme of things. Not to mention that it's unrealistic to go around and hit a survivor every time they pick up a Tape to even get the stacks in the first place.
Before, Tapes would apply Condemnation passively. It was guaranteed slowdown if survivors picked up a Tape. Now, it's only going to hinder survivors if you're nearby to hit them. If they can see you're across the map chasing, hooking etc. then they know that they're safe to pick up a Tape.
Also survivors can deposit their Tapes in any TV. It's so easy to remove Condemnation now that it's laughable.
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@ReverseVelocity said:
"I hated playing her on the PTB. She felt slow, clunky, and too at the mercy of the survivors' actions. Nothing in the Developer Update rectifies this."
They reduced the overall TP cooldown and the time Survivors can disable TVs for, alongside reducing the cooldown for TPing to your own TVs MASSIVELY.
Also how are the tweaks a nerf to Cursed Tapes? Getting +2 Stacks AND having to pick up another Tape to get more Condemned if you're hit is a massive buff.
Being hooked while carrying a tape will no longer inflict other Survivors with Condemned. The tape will still be destroyed.
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Back in the day, I would've recommended him for his perks alone. But nowadays I'd say no:
- Barbecue and Chili no longer grants a Bloodpoint bonus, and there's way more aura reading perks to choose from now.
- Franklin's Demise is okay at dealing with Med-Kits and Toolboxes, but there's more reliable slowdown options out there (Corrupt Intervention and Deadlock come to mind). Plus, it's only actually going to be helpful if you can hit every survivor holding an item early on - which you probably won't in the average match.
- Knock Out is niche and usually not worth running.
Not to mention that his power relies heavily on collision and catching survivors in open areas, which means he's in the same boat as Hillbilly in that he gets worse to play with every new map release. There's been a shift in map design philosophy (for some reason) that favours heavy clutter and strict hitboxes so if you're playing a Chainsaw killer on Toba Landing, Decimated Borgo, Mother's Dwelling etc. expect to be clipping on tiny debris constantly.