Shaddoll_Serpent
Shaddoll_Serpent
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- Username
- Shaddoll_Serpent
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No reason to play survivor when there's no new content or any interesting changes to survivor. You can earn more points off just playing killer without dealing with the flaws of the event on survivor.
@ArkInk said:
Hopefully the Walking Dead Survs even things out soon, even if that's still a month or so away.
Most definitely should because I think the new item, reworked keys/maps, and potential gameplay improvements should incite a lot of interest I'd imagine.
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@Pulsar said:
Title really. I've been trying to teach one of my friend's from work the ropes. Just had this game with our absolutely stellar teammate who did approximately one thing the entire match…set-up a Boon.
Seriously though, this Blight ran 4 gen perks and tunneled out our teammate at 4 gens. That, coupled with our Jake who didn't do anything, results in the pinnacle of DBD, imo.
I don't want to say that it's always a Blight, but it's ALWAYS a Blight; cannot stand facing that killer solely because of the type of players it attracts.
Hopefully the MMR update will lessen the amount of times you get teammates like this.
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Better not be the "Anti Slugging - Further Improvements", they're thinking about implementing into the main game.
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No, Overcharge adds basically nothing overall.
CoB is okay now, but still outclassed by Eruption or even Pop.
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@Raccoon said:
With the announcement of Phase 2 looming, HIT ME WITH YOUR BEST SHOT….FIRE AWAYYYYY
After an unhook, the survivor goes invisible, has no collision, runs faster, and leaves no scratch marks, pools of blood, or grunts of pain for a set amount of time after which basekit BT then applies.
But who really knows with BHVR, Go Next Prevention and Anti Camp don't really give me hope it'll be that good or well implemented tbh.
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@D0NN1ED4RK0 said:
title
https://us.v-cdn.net/6030815/uploads/5NQ27PI1AL1U/img-6028.jpeg
and here’s the buff incase you haven’t seen it
It's usable now, and no longer among the bottom 10 worst perks in the game, so I call it a W.
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https://forums.bhvr.com/dead-by-daylight/discussion/445898/what-are-your-biggest-frustrations-when-playing-killer
People with 0 self awareness.
(Play m1 killer, play for fun with a weak build, get 4 outted with 6-8 hooks, bagged at exit gate or trash talked in end game chat.)
(Above can go for survivor too.)
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I'm fine with them being buffed, but not fully reverted. They provided way too much regression for nothing, and the 8 kick limit does not change that fact.
(As a side note, you guys are in luck as Call of Brine is slated to get buffed in the next update most likely to 150% regression.)
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@MechWarrior3 said:
There’s a lot you can fix on her, but my feedback please to you is…
Her tapes shouldn’t be so free. There’s almost no downside. To balance this a few different options I personally like. Only one of these options needs to be implemented. Not all. Number one is my choice.High Risk - High Reward in option 1.
Reward for survivors - 70 seconds of no mobility for her in that area. No condemn stacks for her to spam. The risk? Condemn rises slowly every 30 seconds 1 stack vs holding onto it currently at 0 cost.
I don’t mind what option we use or none of these but she needs something…Tapes are way too free. It just doesn’t feel right.
1) Bring back passive condemn.2) Break tape on a hit.
3) Ring Drawing becomes base kit.
Also the addons need love. They’re not in the best spot.Fellow Onryo lover here,
I don't think passive condemn should return. It'd make her too overwhelming to deal with when you have to get a tape to turn off the tv, otherwise you'd gain a bunch of condemn just off her teleporting.
I heavily agree with point 2, that was the only part of Sadako 2.0 that I think was good.
Addons for sure could use some love as well.
I also think they could adjust her cooldowns when survivors pull/insert tapes to make her less easy to shutdown. Since inserting a tape into the target tv massively benefits survivors by removing their condemn in addition to turning off the tv, I think the cooldown before the tv turns back on should be slightly lower at 55-60s; it can remain at 70s for turning them off while carrying a tv since that does come with the risk of gaining a stack of condemn.
Improvements to her chase such as a lower lullaby would be nice as well.
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I honestly feel like they've just given up on map reworks at this point since the feedback has never been very positive on any of their changes.
They either do too little like with Garden, or do too much like with Haddonfield.
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Hey, just wanted to say thank you for the advice guys! I finally finished it after grinding for it all day and with this achievement under my belt I've now gotten all the achievements. I did take/try a lot of this advice over the course of the day with some degree of help from these tips, so thank y'all once again.
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@MoZo said:
I’ve been running quick gambit recently since the rework it got back in October and tbh the perk seems really overrated and overhyped from when it was announced. The 5% repair boost barely saves any time on gens I think it’s like 4 seconds (I could be wrong) and that’s IF you stay untouched for the whole length of the gen. I personally think it could use a slight buff to maybe 7 or 8% repair speed or make it like resi/spine chill where all survivor actions (except vaulting) are increased by 5% while you’re in chase. I think it wouldn’t be OP because of the hefty 60 second cd when you lose a health state and most killers will down you within 60 seconds after injuring you or drop chase because it’s unreasonable to spend that much time in chase without a down. That’s my thoughts on it and I’m curious to hear what others think about this perk and what your ideas would be to change this perk.
It's good. Knowing exactly where to keep the killer away from is very essential for the success of the entire team. Repair speed boost isn't much, I agree, but I do like it as it helps the perk feel more rewarding for keeping the killer on a long chase, and it's not even that bad since it can make a difference in combination with some other generic repair boost perks like Resi or Deja Vu.
Cooldown is brutally long, I also agree with that, but you have to keep in mind that this perk needs to feel fair for the killer too. Killer has to chase as it's part of their objective so it wouldn't be fair for survivors to constantly give their teammates a +5% boost to repairing from the killer just doing one of their objectives.
I think the perk is just fine as is.
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I think the devs weren't wrong for changing these perks as something like Sloppy was definitely overtuned, but I don't agree with the way they handled these changes. They should've just removed Hemorrhage from every perk/addon that inflicts both Hemorrhage and Mangled (except for Gift of Pain) and call it a day as the problem with these perks/addons were the fact that they were a two for one deal. Nothing to do with the duration.
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As much as I hate this perk, I don't think changes are necessary, at least rn. Definitely not as important as Thrill.
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@PetTheDoggo said:
His cooldown got nerfed for a second time now. Just why? Lower movement speed in dash is big enough nerf.
Right now his cooldown is only 2.2 seconds lower than when he had Scamper… He is worse than after 8.0.0 patch.Basically it is 14 + 1.8 seconds, because cooldown now start when dash ends. Before it was 18, but cooldown started at start.
His pick rate is not that high, his kill rate is not that high. Is this another nerf simply because survivors don't like him?
Btw change to longer duration, but slower movement speed is not even buff for distance. The difference between survivor and Chucky's distance traveled during dash is exactly same. But Chucky will simply be slower in loops.
1.2 * 4 = 4.8
1.2*10 = 12
12-4.8 = 7.2 m
1.8*4 = 7.2
1.8*8 = 14.4
14.4-7.2 = 7.2 m
So this is just straight nerf, while cooldown starts recharging later and you need extra 2 seconds, because why not.
I am really annoyed I just yesterday bought that charred skin. Such a waste of Auric Cells.Well, he's really short which makes him hard to track, has stealth in his kit which also gives him an advantage for mindgaming, has a ridiculous powerful M2 that can get hits at practically every tile with little to no punishment for messing it up, all while being one of the easiest killers in the game to play as. Yeah, he needed more nerfs as his previous round of changes were a mere slap on the wrist. The speed of his S&D was by far the most frustrating part of his kit as it can't be reacted to especially with his short size, you're just forced to guess where he's gonna slice to on every tile.
That all being said though, I do think they may have gone too far with these changes. I don't think shortening his cooldown was necessary with these other changes. They may need to either find a middle ground between the old speed and new speed, make his slice and dice last even longer, or revert the cooldown back to 10s. We'll see though.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853265#Comment_3853265
When is BugFix 2?
That is indeed the question, and if I were to guess, probably at least two weeks from now which really stinks. : /
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@Reinami said:
I just wonder why when its a killer perk, why do they hotfix it, but when its a survivor perk, we have to wait 6+months for it?
Laughs in WGLF.
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And thus continues my favorite charade; a broken, overtuned perk comes out that gets panned in discussions prompting other people to rush in to defend it because they don't want to lose their new toy.
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Yes, more haste is definitely what the game needs. Not.
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Not at all.
If you're properly equipped/prepared on either side, you should expect to win most of your matches, IMO.
So if it's any sided, it's "whoever brings the best gear and is trying to win the hardest".
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@SoGo said:
Of course, the devs try to buff one of the worst hexes in compensation for removing the bloodpoint bonus (mostly the reason this perk was even run outside of one or two niche builds) and the community flames them for it.
The only useful combo it has is with Hex: Face the Darkness. That's it.
Thrill of the Hunt was most definitely not one of "the worst hexes".
Topic: Yeah, I haven't tried it out myself yet since I've been mostly on just Houndmaster today, but this most definitely is going to be an issue and needs to be reverted. Even without looking at the combo potential with other totems or killers, 47 seconds just to cleanse one totem is madness.
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I already made a post about it, but I think Thrill is extremely broken now.
Distressing still seems terrible, would've been nice if they could find a way to make it synergize better with terror radius perks as that's the whole reason people use it in the first place. (Like terror radius based effects persist for an extra 15 seconds after leaving the terror radius.)
NOLB seems fine, I have no complaints or concerns about that one.
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I'm honestly convinced it's bugged. Survivor can have a 25% bonus to play while having much longer queue times than killer. (I play on NAE FYI.)
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I honestly think they should've went this route instead of lowering the damage to 20%.
Should be invoked on Grim too.
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IMO, she's in a weird, but overall decent spot. I'd like only two main things personally:
-Some sort of chase power. Removing the lullaby or at least massively decreasing it would achieve this for me.
-Make her a little less easy to shutdown by shortening her cooldowns when survivors interact with tapes a bit, or making the tapes be a bit threatening while holding. (Definitely not passive condemn with how much easier it is already to spread condemned in her current kit, but say getting hit while holding a tape gives you one stack of condemned and destroys the tape.) (For cooldowns, I was thinking making the cooldown variable based on if a tape is grabbed/inserted into a tv versus turning off a tv while holding a tape. For example, turning off a tv with a tape in hand could remain at 70s since there's a benefit for Sadako already with the survivor gaining one stack of condemn, but inserting/removing a tape in a tv would only invoke a cooldown of 60s.)
I'd also appreciate a couple tweaks to her addons, but that's much less important since her addons are overall in a decent spot as is.
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@Caiman said:
I think something is wrong with the system. I may have a bonus on survivor but the queue times are still long, while my killer queues with no bonus are still short.
Same experience for me on NAE. Agree with you and others that it's bugged and I've also seen this happening since Lights Out 2 started.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756453#Comment_3756453
And it's nowhere near "strongest" than any other regression perks, even with 200%
The regression itself was never strong, only reason why it was meta was simply because it had best synergy with eternal skull merchant
It was literally meta for a good 8 months before Skully released and was one of the most used killer perks in the game by a huge margin during its prime. The only reason it wasn't meta prior to 6.1 is because it was outclassed by old Pop, old ruin, og Pain Res DMS combo, and many other ridiculously strong slowdown perks.
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756427#Comment_3756427
8 gen limit literally stops any of the "unhealthy" effect from all those perks
It doesn't work at all
All that limit does is prevent stalemates from occurring where the game would never end due to the killer protecting a tight 3 gen and refusing to chase or down survivors. It doesn't stop 3 gens from being beneficial to the killer, so CoB would still provide an immense amount of regression to the killer for no cost, especially when a base kick now removes 5% and you can no longer tap a gen.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752694#Comment_3752694
no he isn't.
If two survivor stand like 12 meters apart. One survivor runs to the hook and begins unhook, they get shocked. the other survivor runs to hook, you can unhook the survivor.
Doctor has 1 second cooldown for using shock therapy and 1 second charge time to use electric+0.52 second time for electric to shock with 2 discipline add-on. this is 2.52 second cooldown between shock #1 and shock #2.
Hooking time is 1.5 seconds. In a swf, a player can 99% their sprint burst so they can rush the hook quicker as soon as doctor shocks attempts to shock survivor #2. As long as 1 survivor is not hit my electricity, you can always unhook.
It must be hilarious watching bronze level survivor players failing to unhook their teammate against a doctor mindlessly spamming shock therapy at hooks.'
Doc needs a 50% faster charge time add-on for shock therapy for this to be viable strategy.
I mean, you could do the same against hook grabs, but that was removed for a good reason. It just messes with game flow too much and isn't very healthy that the killer can completely secure a stage with nothing the survivor can do about it. It's not like Doctor couldn't camp without shock therapy unhook denials.
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How about this:
It returns next year, but you can't use it while in chase. Fixed.
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Lara Croft's "BNP perk" isn't even that good. I agree though that this is is a can of worms the devs probably shouldn't be opening.
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Honestly, I don't think this perk's overpowered at all and doesn't really need a nerf, but I will say, it's incredibly unfun and annoying so I wouldn't really be opposed to it getting nerfed either way, especially because I hate Franklin's. Kind of the same reason I want Distortion nerfed honestly as I consider perks whose sole purpose is hard countering perks/items that aren't even that good and primarily used for fun unhealthy.
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I understand the concern from many other members, but I'm personally not very concerned about this buff.
Current Iron Will's still very effective and worked just as well as the old one did for mind gaming tiles and deceiving the killer, so I consider this change more of a QoL that makes the perk feel more consistent on every survivor especially for stealth which is the main instance where 75% would fall flat particularly on a louder survivor.
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Agreed.
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It's bugged, and the whole perk isn't working properly in general and can glitch your character.
I gotta say though, I honestly wish the stun timer was different for different killers, it would be cool if they made that an actual feature. (Nurse and Blight deserve 5s DS while M1 killers deserve 3s.)
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Haven't had any issues yet, but I still think the Commodious and Alex's buffs should be reverted, or at the least toned down.
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@Rauy556 said:
I feel like 20% of CURRENT progression is very bad, with the new pop the max theoretical time you could save is 18 seconds as opposed to 27 seconds pre-nerf. Now assuming you kick a gen that is at 50% progress it only loses 9 seconds now as opposed to 13.5 seconds pre-nerf, the disparity only gets worse the higher progress the generator is. Mind you they made this exact change to pop in the past before and ended up having to buff it since it turned out to be too weak.
I think the replacement to pop will turn out to be eruption, it has a flat TOTAL progress reduction of 10% which means in the worst case that you only kick one gen you will get 9 seconds of regression, now if at least 2 gens are kicked youll be getting the same total regression as applying the new pop on a 99.9% gen with the benefit of not having to travel to the gen and apply pop + also getting some information in the form of aura read/scream.
Overall though, this pop change is going to drastically change mid-low tier killers while barely changing anything with nurse/blight/spirit/billy. I unfortunately think this will lead to more killer players tunneling & slugging with said killers as they are not rewarded for chasing with mid-low tier killers. Let me know your thoughts and I'm open to any discussion :)
89 - 4.5 = 84.5 ; 84.5 * .2 = 16.9 + 4.5 = 21.4 charges deducted, nearly 24% total progress removed from a generator with 99% progress. (29.85 charges or almost 33% total progress removed with old Pop.)45 - 4.5 = 40.5 ; 40.5 * .2 = 8.1 + 4.5 = 12.6 charges deducted, exactly 14% total progress removed from a generator with 50% progress. (16.65 charges or almost 18% total progress removed with old Pop.)I'm sorry, but where are you getting these numbers from?
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Identical, just less Pop and more other options taking its spot. (DMS, Grim, Ruin, etc.)
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Probably still a top 10 killer perk honestly and the best passive gen kick perk. Combos very well with other perks such as Pop and Overcharge.
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Game is just setup in a way where slowdown perks far outclass every other type of perk available and without limits to the amount you can run the meta will always be "x4 of the best killer slowdown currently available".
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I think the whole map is miserable for both sides. Outside area is complete garbage for survivors, and the portal infinites in the dungeon are absolutely painful for killer. I think it already needs a serious revamp.
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@sizzlingmario4 said:
Alex's and Commodious are definitely overbuffed, Alex's doesn't have enough counterplay and Commodious is just too good at everything now, it has good repair speed, high amount of charges, and the second-best sabotage speed.
The other toolboxes + the changes to the addons I don't think are a problem though
Yeah, haven't really faced any saboing yet, but those are my impressions as well.
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Current Iron Will's not even bad. It's quite slept on honestly. 75% is still enough of a noise reduction to be effective in chase and for stealth, the only real nerf it took is not being able to be used while Exhausted which definitely needs to stay. Such a vital and important method of tracking should not be eliminated for absolutely free. I don't think it needs to be buffed honestly, but I'd be down with it going back to 100% for the sake of making it feel more consistent across every survivor since I don't think "survivor noise equalization" is happening.
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Not like any of the slowdowns nerfed are dead anyway. You'll be fine.
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"Of course I know what SWF mains will say: "If you did that, no Killer would every play against a SWF!".
You just answered your own question.
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@fussy said:
Seems like not map problem, because i saw the same issue on Badham.
You have screenshots? I've noticed Trapper's traps seem to float in the environment in a lot of cases so I wonder if this has something to do with the invisible traps on these maps.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730936#Comment_3730936
Yeah, idk about that.
Unsafe pallets are kinda bad for the game. Definitely good for Killer though, makes it extremely easy when all you have to do is respect the pallet and get a free hit.
Likewise, MAYBE you could have a case for Unknown, but Chucky's power is cheeks. Scamper under pallet for a free hit. Not great design
Depends on the pallet I'd say.
I don't think every pallet needs to be a god pallet or super safe, but I agree that some pallets are definitely too unsafe and should be better. (Eg, the Haddonfield edge bush pallets, and the ones they added on Coldwind after they reworked it.)
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I never thought he was that good tbh, and he's definitely not fun to play as.
The projectile's too easy to dodge, you have to hit them three times with it, weakened goes away quickly leaving little room for error, the bouncing of the goop tends to be more harmful than helpful, there's no real reward for a direct hit with it, etc.
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And it should stay that way.
Haste and Hindered perks make the game more boring and I'd like them to stop mass producing them.
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Same thing here. Iri 1 on both sides, 2 Mil Bps, left off at almost 1.2 mil last night, only got 800k.
Don't mean to be that guy, but I hope there's some sort of compensation for this because I feel robbed.
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The whole point of the MFT nerf was to allow killers to more easily play around it since injuring the survivor is unavoidable and will happen at some point in the match. This would go against what the nerf was supposed to achieve and make survivors benefit from the Haste when the killer didn't really have control over it with perks like Deliverance and For The People.

