SirCracken
SirCracken
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I love running to Tombstone Piece with Judith's Journal and Nemesis + PWYF. Forcing a stun allows you to get PWYF tokens easily and massively increasing your stalking speed against the person that stunned you. NOED also gives a nice speed boost and to top it off I use bamboozle to shut down some of the nastier window loops.
Incredibly fun build. Would recommend!
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2909583#Comment_2909583
Imagine if instead of cleansing hex totems, survivors can only snuff them out leaving the dull totem and the killer at any point in the game could go up to a dull totem and turn it into a hex totem. And with how pentimento works we know that action time would be a second and survivors would spend 14 seconds snuffing them out.
That's the problem with boons. Killers do not have fair counterplay to deal with them. CoH being strong and an outlier to other boon totems does not change that boons are fundamentally problematic.
Pretty much this. A killer's second is 4 times as valuable as a single survivor's second. Having to keep going back and snuffing the same boon over and over again is absurd.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2909576#Comment_2909576
I have a problem with people comparing hexes to boons at all. Take Ruin for instance, a generator regressing at 200% the normal regresdion rate automatically whenever a gen isn't being worked on cannot be compared to a perk that makes your recovery rate 200% or gives you a 2% haste bonus. CoH is an outlier, every other boon perk is too situational to really be considered any use in an average match, boons dint need nerfed, CoH does.
I can see your point. But if the other boons are ever able to be buffed to a point where they are considerably more useful then they shouldn't be able to be re-lit an infinite amount of times.
People comparing boons and hexes is completely fair given that they both require the same resource to function. They even have the same problem of having most of them be extremely weak. Can you really say that boons and hexes aren't similar when stuff like The 3rd Seal, Crowd Control, and Blood Favour exist? There's a reason most killers use Ruin.
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@indieeden7 said:
So just make old Undying base kit? Great idea! /s
A killer manually going to a totem across the map to re-light their hex is not the same as it happening automatically the moment their hex is cleansed. Do you see a problem with this?
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Elden Ring. I'm currently making a Priest of Nurgle build specialising in poison and rot. Nothing is quite as satisfying as outranging Rivers of Blood, breathing rot directly into their face, then chasing them down with a 30% damage increase.
Praise the Plaguefather!
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@Ula said:
https://forum.deadbydaylight.com/en/discussion/comment/2904452#Comment_2904452
Bruh. Let me quote myself:
Other than that, yes the luck mechanic is outdated and needs a complete rework.Pretty please, read before answering.
Sorry. It's getting late and I didn't read everything
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@Ula said:
https://forum.deadbydaylight.com/en/discussion/comment/2904441#Comment_2904441
Slippery meat + up the ante x4 + 4 Jars of salty lips.
Do the maths, you'll understand.
Wow. 2 perks and 4 offerings to have a good chance of doing what Deliverance does 100% of the time after unhooking someone.
Luck needs to be reworked. It's a mechanic as old as the DbD itself and hasn't aged well.
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The major issues to me are:
Her phasing sort of requires a brown addon to be useful in chase. That addon is her second best addon.
Her traversal mechanic is extremely prone to RNG.
The current healing meta makes hit and run basically non-viable.
She has to work for both hits, allowing her to be looped for ages.
Condemn is just a badly designed mechanic. A zero hook mori is impossible to balance in a way where it's both meaningful and not brokenly OP. It should be an Expose or something, with a much faster rate gain (to encourage survivors to interact with tapes more).
Pretty much this. The only "viable", (if you can even call it that), build with her that I've found is Iridescent Tape + Ring Drawing with STFL and Call Of Brine. You have to find which gens have TV's near them and focus on injuring survivors and refreshing the TVs and smacking them so CoB can do work, and letting survivors run away and heal so Condemned becomes a threat.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2903004#Comment_2903004
When Blight came out half the forum was saying he was the worst killer in the game (and not just because of fiddly bouncing, people just weren't playing him well.) And I'm pretty sure a good chunk of the forums likewise don't play Sadako well either. Buffing a killer out of the gate because a bunch of people are claiming the killer is bad is not a good strategy.
I'm not asking her to get buffed because she isn't as strong as Blight. I'm asking because it's blatantly obvious that she's in a bad spot and you do not need to wait several months to see that. Here is my response to TheShapesMixTape who was saying something similar to you:
Manifesting to lose your terror radius and ability to hurt survivors
Wraith does the same but is faster
Ghost Face, Michael and even Pig have better stealth and can still hurt survivors while undetectable
Teleporting to a TV with a 100 second cooldown per TV
Demogorgon can set portals manually, has a much shorter cooldown and can detect if survivors are near portals
Hag can set traps manually that she can teleport to instantly once triggered, also with no cooldown if multiple traps are up
Blight, Billy and Nurse can all traverse the map as fast as their powers will allow and have chase potential
Condemn survivors if you teleport to a nearby TV and can kill them at 7 Condemned stacks once downed
Pig has better kill potential with her traps and is harder to get rid of thanks to RNG
Pinhead's box wastes survivors time better and harasses everyone on the map if ignored for too long, helping him get downs faster
There's no reason to play her because every power she has, another killer has a better version of it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2903004#Comment_2903004
10 minutes of gameplay can make any killer seem overpowered or weak. You need lots of data and feedback.
Completely untrue. If you wanted to know how a killer performs across all skill levels and maps then you would need lots of data. But for knowing if a killer is worth playing in the first place? Just compare Sadako's abilities to other killers.
Manifesting to lose your terror radius and ability to hurt survivors
- Wraith does the same but is faster
- Ghost Face, Michael and even Pig have better stealth and can still hurt survivors while undetectable
Teleporting to a TV with a 100 second cooldown per TV
- Demogorgon can set portals manually, has a much shorter cooldown and can detect if survivors are near portals
- Hag can set traps manually that she can teleport to instantly once triggered, also with no cooldown if multiple traps are up
- Blight, Billy and Nurse can all traverse the map as faster as their powers will allow and have chase potential
Condemn survivors if you teleport to a nearby TV and can kill them at 7 Condemned stacks once downed
- Pig has better kill potential with her traps and is harder to get rid of thanks to RNG
- Pinhead's box wastes survivors time better and harasses everyone on the map if ignored for too long, helping him get downs faster
There's no reason to play her because every power she has, another killer has a better version of it.
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@Aven_Fallen said:
IMO she does not need Buffs super-urgent. It is totally fine if the Devs wait some time. She is not the strongest Killer, but IMO a Killer which is really that simple to play does not need to be A- or S-Tier.
Who said anything about making her "A Tier"? The fact that she isn't the strongest killer in the game is no excuse for leaving her as she is. All she needs is something to make her usable. As it stands there's no reason to choose her over any other killer because everything she does, another killer does far better.
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God this is disheartening. "Not enough time for everything to settle" Like you would need more than 10 minutes of gameplay to see how weak the ghost girl is.
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If you showed at an asylum I think you'd get admitted on the spot.
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@Cameragosha said:
Nemesis should can summon NE-alpha parasite zombie.
https://us.v-cdn.net/6030815/uploads/5IXK507QWR9I/20220408-082946.gif
This ^
Have it linked to his mutation tier so getting to tier 3 has a purpose.
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@Satelit said:
https://forum.deadbydaylight.com/en/discussion/comment/2886205#Comment_2886205
I don't do it personally I'm just saying I don't condemn those who do.
I think that people who consistently DC in matches and justify it with excuses like:
"I don't play against X killer"
"I don't play against X perk"
Should absolutely be condemned for their entitlement and selfishness. Killers and perks are a part of the game and they exist to be used.
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@Satelit said:
It takes a lot of willpower to face the 5th Nurse with Pain Resonance+Dead Man's Switch and I don't blame anyone for DCing.
That doesn't make DC'ing a valid excuse. If you went up against a really good killer and your team mates are potatoes then fine, DC. MMR is terrible and games like that happen sometimes.
But do it 5 times in a session and you're becoming part of the problem. If you don't like the killers that you get matched up against then stop playing the game for a while and let them rotate out. If you willingly keep getting into the game and DC'ing then you're screwing over everyone else just because you're not having fun.
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I'm not a big fan of tier lists being used to as a way to judge killer strength, but I agree with the sentiment.
Sadako is still very weak and any buffs to her would be nice. Preferably to Condemned so you don't have to use the Iridescent Tape just to make it a threat.
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If you've somehow managed to get a survivor to 7 stacks then I see no reason to not punish that survivor, what with Condemned being so easy to get rid of.
It does open up an interesting scenario as well. If a survivor becomes permanently condemned they'll obviously not want to get found and likely stay away from gens. But they'll also receive no further penalty for turning off TVs since no matter what they're doomed. So instead of actively helping their team do gens they'll focus on removing Sadako's map mobility.
I'm in favour of this change. It sounds interesting.
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I've been playing the game less and less and was looking for an excuse to stop completely. The NFT controversy was my excuse. I'm now looking for a whole bunch of games that I remember as a kid but never got around to playing.
I'm currently going through the Phoenix Wright Trilogy. The character writing is a little ehhh at times but the court drama scenes are really entertaining.
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@TacitusKilgore said:
I can already tell im gonna hate myself for being a dollmaster main. But i just can't stop myself!
I'm planning on maining him as well. Something about shanking people with rusty scissors as Pinocchio appeals to me.
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@TeabaggingGhostface said:
>mfw vhs isnt on ps4
It'll come out on consoles after release. Hang in there!
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Finally. The prophecy has been fulfilled:
The only way DbD will die, is because of itself
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2551749#Comment_2551749
it really seems it yeah
Because the arbitrary locking of certain cosmetic sets and their artificially inflated prices weren't bad enough. Now you have to engage with a currency system that is based solely on faith just to get access to a character's voice lines.
Clown World is Our World
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Pinhead lost the ability to come for *this*?
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@SirCracken said:
######### Hawkins. There's really no other way to put. Terrible loops that are either completely safe or completely dead. Map layout shuts down lots of killers by just existing. I can't wait for it to go!
And instantly after I post this I get it twice in a row. Even in its death throes this map doesn't fail to make my games completely miserable.
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######### Hawkins. There's really no other way to put. Terrible loops that are either completely safe or completely dead. Map layout shuts down lots of killers by just existing. I can't wait for it to go!
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@Ohnoes said:
One month later and MMR is still a joke.
^^^
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2505555#Comment_2505555
I tried to main him but he really was bad for a bit post-launch.
And then he didn't get fixed for a huge portion of the playerbase until 8 months later
I can't say I agree. I have vivid memories of me during my first dozen Blight games absolutely destroying survivors and deliberately letting them heal and regroup just so I can chase them more, it was so much fun! They weren't potatoes either. If I didn't keep getting downs my games would have been over quickly.
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@MadLordJack said:
Ugh, I was so hated by the community for saying that he was really, really good. And now there's this huge undercurrent of people wanting desperately to not have been wrong that claim he was buffed into his current state. Except he really wasn't, I mained Blight through all of his iterations and he's pretty much always been the same, j-flick notwithstanding.
^^^ This!
I also mained the hell out of Blight since his release. He really was always this good. Even before the POV changes. Anyone one else claiming that he was terrible dismissed him and didn't properly understand him.
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It's a very interesting idea to balance perks around what characters you learn them from. But I think the end result would further stagnate the current meta. For example, if DS was changed to only be active for 40s on any survivor who isn't Laurie then a lot of survivor players who exclusively play her. Because although other meta perks would be the weaker, DS, one of the most powerful perks in the game, would still be at full strength.
Perhaps in another game a balancing idea like this could work. But in DbD it'd just lower the amount of build variety.
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@Hex_Llama said:
https://forum.deadbydaylight.com/en/discussion/comment/2496849#Comment_2496849
I'm not wrong. I agree with you that people get treated better if they look attractive, no matter what their gender is. The difference is that, when that happens to women, it's part of an organized system of oppression that men do not experience.
The identity politics bell is ringing. No one engage.
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Why are you worried about a useful build on a slightly-higher-than-average killer that requires extensive map knowledge and practise to play well?
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/2491318#Comment_2491318
You don't know much about how programming works on large programs I take it. I have worked on large programs. It not everyone working on everything though I have worked on projects that had been like that and it is far from efficient.
I can think of one big example of were things had gone so wrong that some very important data was not making it were it should and it was because too many people were working on the project and some error checking had been coded wrong. Took days to fine one line of code. It sucked.
So you think that every single problem that has ever existed in DbD today was made by an entirely different dev team to the one who made SBMM, with not one single person crossing over? Why?
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/2491291#Comment_2491291
None of those have to do with the SBMM system. Not even sure they same teams were assigned to any of those areas.
This team made the SBMM system! It's the same people dude. You do not want to die on this hill.
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Here is a rebuttal to both of your points:
- They have repeated failed to make simple, and frequently requested buffs to weak killers.
- They have still not done something to fix the terrible perk imbalance affecting both sides, leaving a very small pool of perks to be used by players who want to win games.
- They have managed to take the mechanic of breakable walls, meant to fix the infinites to various maps and add map interactivity, into a binary choice of either ignoring them for the entire game or breaking them immediately.
- They have failed to stop the creation of dozens of game breaking bugs for each update they have released, including multiple killers being rendered unplayable in their respective updates.
- They created ludicrous prices prices for cosmetics and then forcibly stopped certain sets from being customisable despite them not having any unique qualities to warrant such.
- They removed killer splinters, removing the ability for new players to try out killers they haven't bought yet.
- They still haven't fixed Blight sliding off certain objects since his release.
- They still haven't fixed Nurses blink spasms, a bug introduced during her release in 2016.
- They thought that releasing the Midwitch map was a good idea.
- They thought releasing the original Mettle of Man was a good idea.
- They were unable to launch the RPD map due to game breaking bugs and still thought it was a good idea to release it completely unchanged.
- They reworked survivor animations for no reason and manged to make them worse.
- They reworked the HUD for no reason and managed to make it worse.
- They removed the I CAME voice line from Pinhead.
All this and so much more, and yet this is the company you trust to develop a fair SBMM system?
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2491236#Comment_2491236
So, they weren't doing two things from what I can tell.
Hooking at the same efficiency every game for the past 40 games,
Allowing survivors to heal (they didn't tunnel as they were specifically looking for 4 BBQ stacks making them lose chases ect)
And throwing the game via not hitting easy survivors, losing chases and hooking unique targets when he hadn't specifically focused that in other games.
Any of these changes and more (we don't have specifics) could have been a trigger on the system. And we'd never know
But what you just described, playing killer very inefficiently, is exactly how newer and lower-skilled killers play like. If the system really does prevent de-ranking by detecting this then it would be impossible for anyone below a certain skill threshold to de-rank. They would steadily keep gaining more MMR until they were facing players way above their skill level.
This is assuming that the system really does work like this and not something actually sensible. But honestly, this is Behaviour we're talking about. Your guess is as good as mine.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2491213#Comment_2491213
They're saying that MMR can detect when your throwing.
So that you don't go lower than necessary/you should be.
How would the game do that given the context by OP? They weren't afk in the basement or slapping gens. They were actively engaging in chases and playing the game. The only way to know that they wanted to lose was was if the system could somehow read minds.
If OP is being completely truthful about their games then either their MMR is being lowered extremely slowly or, and I think this is more likely, it doesn't work properly at matching players of appropriate skill together.
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@PhantomChimera said:
Each killer has it's own MMR rank. Maybe for Pinhead yours is at the lowest rank you personally can get. Since he is a new killer the system wouldn't have been collecting data on him.
The requirements are hidden for a very good reason. Telling us the requirements for gaining and losing would just put us in the same situation we were in before with players abusing it.
That you were trying to lower it on purpose and exploit the system shows it is working as designed. That would be one of those very good reasons that the information is hidden. To prevent what you were trying to do.
There is no good argument for not showing player MMR.
People who intentionally throw the game will not stop because they can't see their skill level. They'll just keep doing it until they're sure the game has put them low enough. If they could see their MMR it wouldn't effect their process. But it would let legitimate players who are just playing poorly see that the system is noticing their mistakes and adjusting. As apposed to just putting your faith into Behaviour and blindly assuming your match making is fair.
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@PanicSquid said:
Hard disagree. I don't think we want to make the top players sweat, I think we want the players to play like they want. Let the sweaty people be sweaty. Don't let the MMR info influence their thoughts into how they play.
Lets end the Survivor-Killer arms race of sweat.
Top tier players will likely sweat out their games anyway. Adding in the ability to see how skilled you are won't change that in any way. Your point relies on the false assumption that people only sweat games to get a better rank. They don't. They sweat because that's how the game is designed.
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/2488838#Comment_2488838
If I ever hear you diss parasites again by comparing them to those morons, I swear to God I'll hook you! :D
Good point. At least when a mosquito bites me it does so because of it's biological instincts. Not because It's throwing a tantrum after getting downed..
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I've had a lot of experience with him so far. And I can definitively say that once you start approaching his skill ceiling he can become very oppressive in chase and across the map. Depending on the build you're going for.
I'm going to create a full guide going over how to properly play him because I feel people aren't giving him enough credit.
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@Marc_go_solo said:
I guarantee many of those people who dc on the first down on any map will be the same people who teabag at the exits and claim they are experts at the game.
It often is isn't it? These types of people are parasites. If you lose they'll rub it in your face and burn any goodwill you may have had. And if you start winning they'll shadow realm themselves and ruin the game for everyone.
"If I can't have fun, then no one can!"
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So I'm not the only one who's noticed this! His footsteps are only audible when you're looking at him. It's pretty bad at loops with LoS breakers because you don't know where he's coming around.
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@Emeal said:
I have not seen a difference so far.
Wait, you have done nothing but play Dbd for the last 12h and 30min?`What the #########.
I have lots of free time. And I like learning new killers.
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@ThiccBudhha said:
The mmr definitely works. I went from needing people to stand still at exit gates to doing my Nurse daily to 4 man slugging. That is a DRAMATIC difference.
I had some weird Basement Bubba games that felt like before though, a mixture of survivors that loop you for days and others who hide while I was staring at them revving the chainsaw... So, idk?
How many games have you played so far?
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Food for thought: If something is made by Behaviour Interactive, it's probably worth being sceptical of.
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If you run both add-ons that extend the solve time of the box, then absolutely yes. The extra time allows you to almost always get to the survivor holding the box before they can finish solving it. And if you keep chasing and downing survivors who go after your box you're applying pressure on the entire survivor team thanks to the non-stop chain hunts.
Pinhead becomes very oppressive if he keeps getting his box.
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@[Deleted User] said:
Does the hook weapon change to a regular hook?
Nope. But for the brief time Pinhead pulls it out to hit someone you can see the blood veins on it.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2480173#Comment_2480173
Queerness is something inherent. It doesn't come and go like landowners, buildings etc. I see what you're getting at with this analogy but it isn't quite right.
Correct. But in the fictional setting of Hellraiser what makes someone human can indeed be taken away and exchanged with something that isn't.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2480173#Comment_2480173
I didn't say that he was good representation though, I said that he was better than stereotypes.
I don't think he's representation at all. And I think that we can both agree that creating a character solely to fill a quota makes them poor characters. I think that you judge representation too generously. If the character can't stand on their own, and exists only to be a collection of shallow human traits, then the only thing they represent is how to create a bad character.