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Toystory3Monkey

Toystory3Monkey

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  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837441#Comment_3837441

    Actually I've seen that happening from time to time. It must look weird from Xeno's perspective.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837446#Comment_3837446

    Well, the specific match I played before asking this question actually included Lethal Pursuer. The two games I played after this post didn't, but then the suggested counterplay seems to have worked.

    And honestly, I am not sure how to do this crouch tech against Xeno's attack. It just never seems to work.

    https://imgur.com/a/aE5CPtT

    like this (i couldve dodged the window hit too, but i ######### up pathing and ran into it)

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836818#Comment_3836818

    Love how you go to triggered immediately.


    I disagree. She’s not easy to learn or master.

    Seems like an appropriate word to use for a situation when a person makes an incorrect statement purely as a reaction to a word they didn't understand in context.

    Either way you're free to disagree, the fact you can't argue any further than that proves I'm right.

    Sadako takes barely any skill to pick up and the fact she has such big killrates proves that. Her power's difficulty is dictated by survivors performance which makes her uber easy to play on beginner level and very difficult on master level.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836017#Comment_3836017

    No! Don't you see how bad that is?! This is what I'd tell the devs and the people who support their direction. You're hiding the game's horrible imbalance behind forced mismatches. I just got done with several survivor matches that by every measure we should have won. But we didn't, because people gave up, were super inefficient, made the most incomprehensible possible decisions, and never pressured the killer adequately. Killer goes on a long chase? Never punish him with gen rush. Killer 3-gens? Never push it. Killer's playing Doctor, Legion, Wolf Dracula, anything weak like that? Perform as if they're a comp Nurse. It's almost like they want to lose.

    You can't let this continue. Stop hiding bad balance behind MMR. Fix it, to where people are actually put against equal skilled opponents teammates, they'll clearly see the imbalance, and then fix what they say to fix. It's so simple.

    that's not going to happen because most people don't play this game competitively.

    a lot of things in this game work the way they do (and dont get fixed) so that people can play it casually / without actively trying to win and still feel like they have a chance.

    if you want competitive gameplay - play scrims and tourneys, that's what I do or any other sensible person should do.

    "fixing matchmaking" and then making game great again wouldn't cut it. There are too many things in this game that make it bad for competitive in pub setting. Maps, loadouts imbalance, perk design, killer power design, etc.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837119#Comment_3837119

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837142#Comment_3837142

    I'd be interested in every players ratio on what killers they like and what killers they don't.

    Does the playerbase even like going against 50% of the killer roster?

    they dont

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837078#Comment_3837078

    I wouldn't trust myself with that power.

    I would dodge every Wesker, every Trickster, every Blight, every Artist… I know for a fact I would lobby dodge until I get a killer I actually like going against.

    And that would just make things worse for the killer players and the survivors who don't want to dodge.

    if i could see the killers id face, id be rolling lobbies for hours till i find myself a xeno or singularity.

  • @Shinkiro said:

    If they are going to introduce perks that manipulate Hook states then the killer NEEDS to have this type of information now.

    new survivor perk does exactly that - killer knows who sucked up the hook stage.

    the killer doesnt know who lost the stage though, but that's easier to track either way

  • @Wiggles_Diggles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837022#Comment_3837022

    Correct me if I’m wrong but isn’t it only around a 3% difference. Now granted those stats were from around a year ago so we do need to take them with a grain of salt. That being said I’m all for seeing who was paired up in end game lobby.

    thats one of many examples why judging by escapes/kills is so flawed.

    SWF can make a difference between killer winning at 5 gens and 0 gens barely with all the stuff they had and the stats would be none the wiser.

  • Singularity would be prosecuted for crimes against humanity in his business.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834849#Comment_3834849

    " considering how low her skill floor is" This makes me question if you even play her at all.

    do you know what "skill floor" is or you just got triggered by the words "skill" and "low" in the same sentence?

    FYI: skill floor is generally what we consider the difficulty to pick the character up and play them at minimal capacity. Sadako is a very easy character to learn to play as. She's hard to master though, but that would constitute her skill ceiling and that's not what I was talking about there.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836465#Comment_3836465

    I did a series of posts and recorded games to see the difference that tunnelling gives to non-tunnelling Killers in terms of win rate. It turns out tunnelling gave more of an advantage to Killers than pre 6.1 Dead Hard. From that, I would say tunnelling is more of a crutch for the Killers who tunnel than the Survivors who relied on pre 6.1 Dead Hard. It's not great skill expression to tunnel; it's more of limited skill expression as having a macro based strategy based around when to pressure, when to chase and switching up requires more skill than tunnelling.

    From the enjoyment perspective which is also used to discuss the abomination that was pre 6.1 Dead Hard tunnelling is also even less fun to face than pre 6.1 Dead Hard was and it deserves to be nuked from orbit just as pre 6.1 Dead Hard was. Unfortunately, there's a lot of gaslighting on these forums about tunnelling but, realistically, if someone complained about 'press E to win' with pre 6.1 Dead Hard but think tunnelling is okay they're being hypocrites

    Personally I'd rather have a mechanic where gens are slower while all survivors are alive and speeds up as survivors are sacrificed to provide both an incentive to not tunnel and a punishment for tunnelling. In addition, it would make the games more entertaining.

    as I said already - some "unhealthy" things in this game (that arent really things, just natural consequences of the way it works) exist so that the game can work in a particular way and be enjoyable when it works.

    putting the game on even more predictable math rails isn't a good idea. a lot of things in it work because the match dynamic is very volatile which includes killers being able to lose 3 gens in first 2 minutes or survivors being killable in 3 hooks.

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835970#Comment_3835970

    lololol, gonna stop responding to you now because its clear you have absolutely no intention of addressing my posts claims and just wish to say "skill issue" in different ways each time you respond. hope your life gets better dude

    i addressed everything and you deflect it by calling it trolling.

    i cant help you any more than giving you a perspective you refuse to accept because of your heavily screwed viewpoint.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836578#Comment_3836578

    What's bad about it, though? Against good survivors they just refuse to interact with you, do gens, call you out and leave.

    The existence of Alien adds a new dynamic to the game without outright putting a gun to survivors heads. The biggest downside though would be for solo play, as you never know what you'll get team wise but even for solo Alien can be nice by setting up giant neon signs saying "COME LOOP HERE" it's like a basekit Windows but with the power to reset chase

    I'm biased though, I think Alien and Pinhead are 2 of the most fun killers we have i admit it

    I too enjoy facing xenomorph a lot.

    It's a killer that can be countered differently in chase and who requires way less reaction time to deal with and instead can be dealt with by setting up smart traps and making them work.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836112#Comment_3836112

    Tunnelling is a legitimate strategy similar to how pre 6.1 DH for distance was a legitimate strategy. That it's allowed doesn't mean it doesn't give a disproportionate advantage to the person using it.

    Unfortunately, the only way to fix it in my opinion is to change base game mechanics. In the majority of public matches this perk is neither powerful nor useful and might be actively detrimental. If the Killer is planning on tunnelling a survivor and someone comes in and screams the Killer knows the screaming survivor is now down a hook stage and Exposed. By targeting the unhooker who should be pretty easy to hit at least once the unhooker now can't give a chase and will be either on death hook once hooked or dead if they had a hook state coming in. A tunnelling Killer with an ounce of sense will just tunnel the unhooker out instead now.

    4 person SWFs will get a large amount of utility from it as they can coordinate hook trades. However, they're a tiny proportion of matches and it's solo queue that needs help; not stacked SWFs. This perk is a band aid that doesn't even stem the bleeding for the group that actually needs it.

    thats like me comparing using pain res dms and playing on garden of joy. you may be correct (doesnt mean you are or that I think you are) but these things are hardly comparable and that comparison only compromises your point.

    tunnelling cant be solved without changing base game mechanics, that's correct, and here's a follow up fact: you do not base game mechanics to change because removing tunnelling as part of it will inherently involve balancing the game around killer's inability to potentially remove survivor early.

    games where killers do not have to tunnel at all are usually stomp with fast chases or a lot of tunnelling or gen defending. and I dont think changing base game mechanics and not removing tunnelling as concept would be possible in that paradigm.

    if you want to cut out a pretty important part of killer's skill expression and ability to gain pressure, you'll have to make up for that elsewhere. do you really want chases to get even shorter? or gens to become longer? or have some other absurd mechanic to make up for killer not being able to tunnel? because realistically, just like this game is NOT balanced around only solo or swfs, this game is also not balanced around ONLY tunnelling or not tunnelling killers. removing that part of the equation will force devs to balance the game for only one part of the spectrum.

    this game hinges so ######### hard on survivors not playing to win and killers being chill, you cant even imagine the degree of that. "fixing" tunnelling is an example of forcing chill killers who play inefficiently to play efficiently. same kind of nonsense as adding VC to the soloqs.

    You do not want this game being forced to become even more competitive than it normally is.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836198#Comment_3836198

    It's not at all cryptic. - "Camping, tunneling and slugging is part of the game" is not a black and white thing. It very much is "some forms of camping, tunneling and slugging are part of the game, while others are deemed too extreme and should be counter-able with basekit mechanics". Proof for that are basekit bt and afc.

    In my opinion, the cases in which the new perk actually does provide value are also the cases that fall into the category of "too extreme" and should therefore be counter-able with basekit mechanics.

    then your point is simply wrong because this perk doesn't counter extreme cases of tunnelling, just like UB doesnt counter extreme cases of slugging.

    extreme cases of tunnelling is when a killer gets a kill at 5 gens without survivor giving up. no amount of hook stage trades will aid that.

    however this perk will definitely help to guarantee a tunnelling killer without a kill on last gen doesn't get that kill. or to spread hookstages even more and counter bounce back / ping pong strat when killer targets only 2 survivors repeatedly.

    which brings me back to the thing I already mentioned in this thread - this perk is not an ultimate "delete tunnelling" button and that's why people won't bring it despite it being gamechanging

  • @KerJuice said:

    Does anyone know why the turrets sometimes fail to kick it out of crawler mode? I see it getting burned, and hear it screaming- yet it still stays crawling.

    xenomorph loses crawler mode only if it gets fully burnt out of it. by design, this is not meant to happen unless survivors REALLY go out of their way to set up multiple turrets at once or place them in a really cheeky spot and catch xenomorph off guard.

    losing crawler mode is meant to be a punishment and motivation to prioritise breaking turrets and avoid them.

  • keep distance, use turrets, win 50/50s. if pallet is normally safe, then predrop and force xeno to break or play around it, if it's unsafe, then greed it till kingdom come or fake greeding or double fake greeding etc.

    always try to run such direction where you immediately turn into pallet/window and dont give xeno immediate straight line LoS on you to hit in animation or see what you're doing.

    when you vault window/pallet / drop it and xeno is about to hit, dont crouch, keep running and breaking LoS. crouch only if you clearly dont make it in which case you may try to gamble and crouch behind tall side of the pallet.

    if xeno tries to hit you over anything that isnt a pallet then just crouch. learn where he can you hit you where you're crouched nonetheless and dont crouch there, instead change your movement direction and avoid playing those tiles.

    as a last resort juke if you have nothing and xeno is likely to hit with tail, run directly in xeno's face and crouch. if they dont heavily adjust tail's trajectory, they miss.

    generally, this isn't the killer whose power you're meant to counter consistently in loops. it's a power which has the entire design based around the idea that it's incredibly lethal if survivors do let you get within attack range, but they are given full carte blanche to never let you have that - xeno has no ways to catch up to w key fast, destroy predrops faster and on top of that has to deal with turrets which allow survivors to get more distance or get a chance to leave a loop.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836112#Comment_3836112

    While devs have said in the past they consider camping, tunneling and squad slugging legitimate strategies, we have also learned that it doesn't come with a carte blanche (otherwise neither basekit bt, nor what they call afc would be a thing). There's a line. - The way I see it, this perk is only useful once that line has already been crossed.

    ?? can you be more cryptic please

    what is even your point here? the perk is bad because it works when the strategy is being implemented aka killer goes out of their way to tunnel which is bad exactly why?

  • even if it's not a bug, it's still awful and needs fixing.

    i like the skin, but i simply cannot play with it. this 1/3rd of a screen tail is way too distracting and annoying.

  • if you think about it…

    people are really that desperate to complain about things

  • @Hannacia said:

    My prediction is that you won't see this perk much. Its strong and really good to have but people won't drop their meta perks.. or distortion.

    I will take off my we'll make it and use this perk to help people who are possibly getting tunneled, but soloQ doesn't care about teammates.

    yeah, same. this perk takes game sense to use and most dbd players lack it. it's crazy strong when you use it at the right times.

    judging by this thread's replies, people want a perk that takes zero thought or risk to use and has no actual counterplay, they simply want a "delete tunnelling entirely" perk/mechanic and won't settle for anything less. which is a sad mentality, honestly.

  • @fixblitzskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836092#Comment_3836092

    I didn’t expect them to do anything drastic to myers but it was way less than I thought and I see others share the same sentiment. If tweaks were this small across all the killers I can only imagine how underwhelming the rework will be especially how recent killers seem to be running out of ideas so I don’t think they will make a new power for a killer that isn’t in its limelight. Time will tell

    they did small changes yet they will have drastic effect on how myers is played.

    reversing stalking rates and making him way less dependant on stalk limits is a very nice change.

  • @Halloulle said:

    Well, if [insert perk] is a solution to a basekit mechanic it already missed the point.

    On average it'll incentivise proxy camping; it's even better than a trade. Make someone go from fresh to death hook within 20 seconds. Yum.

    The only situation where it actually benefits the survivor side is if the skill gap between them is so large that a surv who shouldn't be in that match because they're too good protects another surv who also shouldn't be in that match because they're not good enough. - For swf who know about these skill gaps that might be an option; a chase affectionado that gets left by the killer, who wants to find the potato, can keep that potato in the match for longer. ….. Which I think is not the way to go.

    >Well, if [insert perk] is a solution to a basekit mechanic it already missed the point.

    not when a mechanic is a legitimate strategy.

    the perk is very powerful as a rock/paper/scissors counterplay, on part with unbreakable or reassurance, the only difference is that due to the way it works, it takes skill to use and not throw the game with it.

  • very few killers in this game warrant reworks and myers wasnt one of them.

    they couldve done something like adding tombstone basekit for dead on hook people but that's about it and even that wasnt necessary.

    his spot is clearly meant to be a casual killer.

  • @Vuk said:

    Worst perk they could make…

    - Wont benefit the solo survs, noobs or casuals.
    - Will make bully squads even worse.
    - Gonna encourage slugging.
    - Gonna encourage camping.

    (I mostly play solo and i wont be using it in any situation or benefit from it as no solo survs gonna use it and my casual group of friends dont have the necessary hability to use it, and as a killer this gonna be hell on earth, this DLC gonna be horrible).

    SOLUTION:

    - Change it to the smoke grenade from the last event.
    - Change it to the party pallets from before the masquerade event.

    EVERYONE would enjoy any of these 2 perks and the DLC would sell even more.

    its definitely going to make bad or lowskilled survivors lose games because they wouldn't understand when to use it. which will definitely affect the people's perception of this perk even though it's very powerful.

  • game is only survivor sided if they are playing on equal grounds with the killer. that is rarely the case.

    devs do a smart thing by keeping a compromise.

  • you can only dream of that

  • @Pelaan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835997#Comment_3835997

    Not my problem I hope it happens baggers deserve nothing

    it must suck getting bagged at gates and seething it never gets fixed

  • @Pelaan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835990#Comment_3835990

    Make the exit entity wall a interactable they have to spend 5 seconds forcing themselves through in order to leave any hits interrupts the process

    that would be SOOO fun to get robbed of escape because you went for late game escape. truly an amazing and fair experience.

    ill be honest, if you have survivors bagging at the exit gates knowing they're generally safe, it's deserved.

  • ok, people will stay and do nothing right on the edge where the gates would be blocked which wouldnt make a single difference anyway

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835016#Comment_3835016

    mentioning strawman then saying "competitive meta SWF running map offerings" is crazy dude. u really need to stop shoving words down my throat, im getting full.

    it did not take a team of that caliber to beat that strategy.

    then it's evidently a skill issue, no offense.

    sadako struggles hard only against comp level swfs as shown by multiple showcases by various CCs like hens and even so she makes them SWEAT to get a win because any mistake is punished hard.

    anything below is perfectly crackable as long as you're good enough with the killer.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835282#Comment_3835282

    Wait this was for another Chapter then why include it into the PTB?

    Also based on the ice/arctic-theme, it gives me The Thing vibes, so maybe it is for a future collaboration or scrapped Chapter?

    if it was scrapped, it wouldnt be added.

    it gives off heavy the thing vibes, but has none of that. the lore says it's an abandoned mine sight where some "group" appeared.

  • @Sngfun said:

    If you find yourself a lot being the better survivor of the team and being hooked rarely because of it, this perk rocks.

    I think it will be significantly less useful un SoloQ, but that's a SoloQ issue :(

    doesnt that make it better because it increases the likelyhood of killer aggroing on YOU giving you the situation with the most control?

  • @Sngfun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835012#Comment_3835012

    Yes, but those games are the ones that prove whether the killer Is good or not.

    No one will care if Willie adds matches where people give up first minute.

    That's why I believe winstreaks are kinda wortless personally

    and willie wins those games which is the point. otherwise he wouldnt have those streaks.

  • @Jacknalls_Paw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834943#Comment_3834943

    Most of strategies fell apart against good teams.

    They cannot be taken as a sample because compared to their non-expert counterparts they are much less representative in percentage.

    Sadako has to be played in an alternative way than the other killers, there are several strategies that you can find quite easily around and implement.

    good point, yes

    if we compare killers exclusively vs strawman "good teams" then we should abandon the concept of tiers altogether. we will have nurse, blight, billy and everyone else.

    like, be ######### real, there are NO killers except blight-nurse-billy who stand a chance against the strawman competitive meta running map offering SWF that is playing seriously. that's just how the game works, boo-hoo, deal with it. Teams like that dont care if you're playing doctor, xenomorph or whatever other trash, they're efficient enough to boil the game down to 2-3 chases (or slightly more if you have 4 slowdowns that trigger off fresh hooks, in which case you'll have a person dead on hook MAYBE + freshes on everyone else assuming they give you that) and then escape giving you a single kill at most. Good news is that people who yap about tiers more than anything else usually lack skill to compete with such teams ANYWAY.

  • @Sngfun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834950#Comment_3834950

    Winstreaks just prove people suck at the game lmao

    Like if you look at momo's2000 streak Is just 99% people not looking behind them and giving up

    Literally remember going into Willie 's stream and people giving up 4 games in a row, and if you saw the marches you would get bored pretty quickly

    winstreaks also prove a person can play the killer and win no matter what on long distance. an average timmy cant just hop on any killer and streak for hundreds of games (unless it's chucky, this killer is an autopilot). you need to be a strong player and play the killer that enables enough skill expression for these results.

    OWP had a bunch of games where he had to sweat against people who were clearly good at the game and yet he still ended up the victor.

  • i really hope it's today, we should be already a week into new chapter PTB and yet we have nothing, but radio silence.

  • i wouldnt want that added as a perk.

    killer has NO idea when it's in play and it could be very gamechanging should it have any meaningful effect.

    it's a really bad idea to just punish killer without warning for doing their job, especially considering plain action speed buff will be progressively better the later killer gets the killer for as long as they get the kill before last gen pops, since it makes pushing last gens way easier.

  • its not meta, its just a troll perk that had zero changes happen to it, even indirect ones, that people started using because slugging people to death is a way to cause reaction.

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834871#Comment_3834871

    no one mentioned getting looped for minutes? I have no idea why you are making so many assumptions out of thin air.

    but please, tell me how none of my thousands of hours on this killer matter and how im just not good enough and should watch some YouTube videos.

    "youre supposed to hit and run with her and utilize her strong sides, mobility and stealth, force survivors to rotate around the map"

    yeah, you mean the amazing stealth that has a lullaby and great traversal that can be switched off by survivors? ur not condemning ######### if survivors just go to gens and turn off the tvs right next to them, which is what they do.

    "her power requires great attention to shut down and gives you value no matter how you use it"

    ok, yea, when a survivor goes on a gen and takes 1 second to take a tape out of the tv next to it without thinking at all then that is clearly great attention. and then that tv is shut down for 70sec, and that survivor has a tape that does nothing for me. major value right there.

    you really haven't said anything substantial besides saying that her power is strong and that im just not skilled enough I guess lmao.

    "any team with half a brain can counter it, still get gens done, and loop you 4ever because you are m1."

    please calm down and stop gaslighting me

    image.png
  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834857#Comment_3834857

    its also easier to deflect questions of balance by attempting to gaslight players into questioning the reality which they have spent thousands of hours understanding.

    her play style is incredibly easy to deal with - grab a tape, dont go down in 20 seconds, you are good. sure, maybe its hell on earth for the average soloq potato, but any team with half a brain can counter it, still get gens done, and loop you 4ever because you are m1.

    survivors being able to shut down TVs in one second without any consequence does completely shut down her mobility. sure maybe you'll have a few TVs in the middle of nowhere, but it takes 2 braincells total to keep any TVs off near any hotspots (gens, hooks, gates) for free. and those are the tvs that actually matter.

    lololol stronger than plague

    im not gaslighting you, im asking you a genuine question you seem to be avoiding with immense effort which makes me think my initial assumption was very much correct.

    if you get looped for minutes on this killer and, judging by this response, you are, then i suspect you're overcommitting too much in chases. that's not a smart idea, you're supposed to play hit&run with her and utilize your strong sides - mobility and stealth, force survivors to rotate around the map and catch them out of position.

    her power requires constant attention to shut down and that one way or the other grants you value. it's just a matter of how you use it.

    it might be a good idea to watch strong onryo players and what decisions they make throughout the match. Onryo is a killer whose power requires high skill and game sense to use which most players in this game don't develop because they focus too much on mechanical skill and chase aspects of the game.

    Her power gives her a lot opportunities and possible moves she could take throughout the match, however they aren't obvious. It's unsurprising that even after playing her for years you still might not be able to make correct decision in the match all the time and that often loses you games.

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834849#Comment_3834849

    "im sorry you dont like survivors having counterplay against that too"

    that is just a wonderful way to shove words down my throat, dude.

    to put her any close to a tier is insane. seriously? shes on the same level as artist, wesker, plague? shes m1 and her ability is easily countered.

    part of me thinks youre trolling with that "are you doing the best you can" comment. I have played thousands and thousands of matches of this killer. I know what I am talking about.

    it's easier to deflect genuine questions as trolling than actually answer them if they challenge your authority.

    sadako's kit allows insane map presence and condemn playstyle is incredibly difficult for survivors to deal with due to how much it punished macro mistakes.

    survivors having counterplay doesnt really shut it down entirely, they still cant keep TVs down all the time, they still have to rotate around the map and expose themselves to a risk of being intercepted, especially if you play hit&run.

    i wouldnt say she is as strong as artist, but she's definitely on the same level as wesker or plague, even stronger than the latter.

  • >I want a killer that lacks in chase but makes up with it with decent map traversal and a slowdown which is actually threatening

    and she literally does, im sorry you dont like survivors having counterplay against that too. she's still very much a powerful "low A" tier killer with strong power offering decent macro skill expression and unique gameplay.

    if you find her too weak and unplayable, the first question you should be asking is if you really are doing the best she can or you're underperforming and survivors arent.

    sadako really doesnt need to get any stronger or more consistent considering how low her skill floor is. it's okay if survivors have counterplay against macro heavy killers and you have to put effort & skill vs experienced players.

  • @Potato_Survivor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834555#Comment_3834555

    Not to fun for you but not for others mayeb quit gatekeeping other peoples fun

    i will gatekeep fun if by fun you mean using things which sole purpose is ruining the game for people with no comms in the most miserable way imaginable LUL

  • @Potato_Survivor said:

    Because its a fun perk and why would it need changing lol it does what it is meant to do so meh why does it need changing cause you dislike it or do not know how to play around it? Weird logic

    Theres nothing fun about using it.

    you never see or feel actual value, it's just there screwing other that kind of survivors you should be effortlessly beating anyway lmao

  • @SuspiciousBrownie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834523#Comment_3834523

    This is the worst logic I have ever heard honestly.

    They can already do more than that cough cough PALLETS. Which already severely ruined the horror atmosphere because 99% of the killers would be unfazed by a poster.

    Not to mention… Pajama cosmetics? Toilet Paper Mummy Dwight? Mad Hatter Ace? The horror theme died a long time ago when they stepped away from the grim nature and got goofy.

    And dismembering a creature which regenerates its lost limbs because it’s an unstoppable monster hell bent on ending your life is far more horrific than 90% of what this game has currently.

    yeah, like, we already had 2 killers that have built-in weapons against them - xenomorph and singularity.

    if they're good at playing these killers, it doesnt feel like these weapons are ruining the horror factor, they only add to it because they barely stop the relentless monster in its tracks.

  • @SuspiciousBrownie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834505#Comment_3834505

    That would also be cool but idk if the game could handle that lmao. 😂

    yeah, it might collapse with so many entities.

    that said, we had 2v8 and the game has upgraded the engine so maybe not anymore

  • @PreorderBonus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834354#Comment_3834354

    You're mistaken. A Killer 'winning' doesn’t mean Survivors are 'losing.' Both the Killer and Survivors can win simultaneously in a match, so when there’s a draw, two Survivors also 'draw.' A 2K is the same as a 2E. The only scenarios where only one side wins are a 4K or 4E. So attributing all 2Ks as Killer wins and Survivor losses is inaccurate.

    • 0k (or 4e): Clear survivor win.
    • 1K (or 3e): Survivor-favored outcome.
    • 2k (or 2e): Neither side exclusively "wins." Both could consider this an acceptable or neutral outcome.
    • 3k (or 1e): Killer-favored outcome.
    • 4k (or 0e): Clear killer win.

    This leaves us with 2 possible win scenarios for the survivor side, 2 possible win scenarios for the killer side, and 1 scenario where both sides win equally. You're making it seem like 2k/2e is favoring the Killer when it's not.

    Then you'd have to consider that the players using Nightlight are just a tiny fraction of the community and not representative of the actual stats of the game. According to the official data, Survivors escape around 43.5% of matches, aligning closely with the 40% escape rate (or 60% kill rate) that BHVR is targeting.

    But ultimately, debating escape rates is pointless because many Survivors aren’t necessarily playing to escape. Plenty are focused on completing rift challenges, goofing around with friends, being overly altruistic, testing new builds, and so on. Without a dedicated "ranked" mode where everyone plays with the intent to escape, these stats are just one factor among many others, and trying to boil down the game’s balance to them alone is ignorant.

    all this stuff also doesnt account the match dynamics.

    killer can lose miserably and win over single moment because the game actually allows killer to bypass their intermediate objective and get straight to the kills. For example by getting noed snowball or simply having survivors throw the game at last gen bc they got too greedy.

    survivors can have a lot of inherent advantage, but simply make a big enough mistake and lose the whole game to it irreversibly as it snowballs and goes out of control.

    killer in the meantime is a mistake punisher role that certainly can seriously tank their ways to win by making mistakes or not being powerful enough, but still have a chance to snowball at any moment.

    survivors only get the mechanic that skips their objective when 3/4 are dead.

    it doesnt make much sense trying to compare win cons of either sides and try to balance for them because they're inherently incomparable

  • Necromorph killer would be an amazing opportunity to expand on the "horde" killer concept.

    Make the main killer into a "bigger" necromorph like Hunter.

    Make lots of corpses spawn around the map.

    Let killer interact with them to convert them into Necromorphs that are essentially Nemi's zombies but with various specializations (like there's a default necromorph that grabs and hits survivors, infector necromorph that flies around creating more necromorphs giving killer more time to actually kill and some third type that can be more lethal, but slow or less lethal but faster).

    Give survivors plazma cutters to kill those critters.

    Give killer some kind of a secondary ability to have mild control over necromorphs, like aiming at an aura / survivor marks them and makes nearby necromorphs go there and seek out survivors.

    Gameplay would basically be about managing this army of necromorphs and balancing between hunting survivors and creating more and more necromorphs, while survivors have to be aware of multiple sources of danger and deal with them before they get overwhelmed.

  • yes, a bunch throughout all 8.5 years ive been playing it.

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