Vishlumbra
Vishlumbra
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847206#Comment_3847206
I mean I have literally never seen Boil Over talked about with anything but disdain, so I don't see what you mean in your edit when you say "there's less scrutiny when survivors employ similarly frustrating tactics"
What I meant by my quote is that there are plenty of toxic and frustrating survivor builds, like Boil Over or even some flashlight and balance build combos, that often get laughed off or are considered "fun," without considering the killer's perspective. The issue is that while killers are often criticized for tunneling or slugging, survivor tactics that are equally anti-fun don't get the same scrutiny. Shoulder the Burden feels like it was added to counter tunneling, but it might actually create more problems, especially considering the current balance. The standard should be equal for both sides, and this perk could potentially tip the scales too far in survivors' favor.
You don't have to assume that you have a strong group every match. I win a majority of my matches and I dont go in with this mindset. I analyse my opponent throughout the match. It's a skill that should be learned by killers and survivors.
Funnily enough, Sadako and Pig are killers that help a lot learning this skill.
Speaking of both of them. Pig is one of the only killers in dbd that gets rewarded for spreading hooks with slowdown. I almost never tunnel with pig because it straight up makes no sense strategically.
Wanting to win is nothing bad. It's the ways that some people deem necessary to win that are problematic. Nobody has to tunnel a 3hook at 5 gens. It's even more funny if these people, after they tunneled, and frankly ruined the match for, the one survivor get annoyed at the other survivors for giving up. Self reflection.
Sorry, I might have gotten into another topic these.
Just to mention, there are definitely perks that help killers to gain a lot of pressure on survivor progress. It's not one-sided by any means.
I understand what you're saying, and analyzing your opponents is definitely a core skill for both sides. However, when a team is playing optimally, it’s easy for even non-SWF groups to pressure a killer, and in those cases, tunneling becomes a necessary strategy for killers to have a chance. Pig and Sadako, while useful in specific situations, are weak killers by all standards. They have a lot of issues with their power and are not as effective as other killers in the roster.
That said, while I agree perks can help killers apply pressure, Shoulder the Burden is way too strong. It shifts the balance too much in favor of survivors, and if you think it’s fine as is, I’d be curious if you acknowledge just how much of an issue it could become in the long run.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847206#Comment_3847206
I try to tackle each topic in their own.
I think you misunderstood, what exactly I meant with "vile" gameplay. There are players that go into a match, regardless of knowing the opponents or not, with the intention to get someone out at 3 hookstages. Not too long ago, these types of people got called out for looking up survivors profiles (if possible) to select the survivor with the least amount of hours as their 3 hook - victim. This. This is vile.
Nobody has to go into a match, especially not a public lobby, with the intention to do this. Not even a Trapper or Freddy. Slugging, camping and tunneling in general are viable and sometimes necessary strategies. A lot of people forget however, that they are very much not necessary in any lobby. Not by a long shot.
The usage of shoulder the burden you describe only comes in play if almost all survivors run it. This is not going to happen in soloq, where people more often than not use their preferred builds or do challenges. It's just not realistic. It's a similar situation with deliverance. A perk that can be very strong in a coordinated team but is still rarely used. I can, of course, be wrong about this. My years of experience however tell me otherwise. If I get every survivor one hooked, then anybody that uses shoulder the burden becomes death hook. I can very much just chase that person then if I want to get someone out. If the hook spread is this: 1-0-2-2, the survivor with 0 hookstages would need to have this perk. If they don't, then tunneling any of the other 3 will result in a kill. Even if the one with 1 hookstage uses shoulder the burden.
This perk hits those that hard tunnel at 5 gens the hardest and if you ask me, that is perfectly fine. Not everyone plays in private lobbies 24/7 to get really good at predropping. Most people play 3-7 rounds every 2ish days and call it a day.
Shoulder the burden is not a basekit mechanic. It's a perk that has to he equipped. I personally don't see this perk becoming as popular as old dh, which would warrant the killers playing as if every survivor has it.
If survivors do genuinely not look like your death squad swf, you (or any killer player)does not have to play like they are. I stand by that point.
On your edit, I completely agree. I dislike tribalism and entitlement from both sides. Both roles should be treated equally and both roles should at least try to understand what and why the other side plays the way they are.
I appreciate your perspective, and we agree on many key points. Maliciously targeting specific players or tunneling for the sake of being cruel is not okay, and no one should advocate for that. But it’s important to address why strategies like tunneling emerge—they’re not about being “vile”; they’re often necessary for killers to stay competitive in a game that can heavily punish inefficiency.
Tunneling isn’t just a response to coordinated SWFs. Even against four solo players who are simply playing well—pre-dropping pallets, spreading out, rushing gens, or using efficient builds—killers face immense pressure, especially if they’re not playing one of the top-tier killers. For many killers, tunneling is the most reliable way to secure kills and slow down the game. Wanting to win isn’t bad—it’s the essence of competition.
Shoulder the Burden counters tunneling, but its potential impact can’t be ignored. In SWFs, it allows teams to trade hook stages strategically, creating scenarios where killers have to work through far more stages than normal to secure kills. Even in solo queue, it’s strong, giving survivors extra chances and extending matches. For killers already struggling to compete, particularly with lower-tier characters, this perk can feel overwhelming.
The reality is that killers have to assume they’re facing a strong, coordinated team, even if they aren’t, because failing to pressure early can lead to outright losses. Survivors playing optimally can make the game feel incredibly fast-paced for killers, and perks like this exacerbate the imbalance by shifting even more pressure onto killers.
The goal should be balance that allows both sides to have fun and engage in strategic play—not a system that forces killers into “sweaty” tactics to have a chance. Shoulder the Burden has its merits, but it highlights the need to address deeper balance issues in the game. Fun for one side shouldn’t come at the cost of the other.
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@buggybug said:
In my 8 hours stream yesterday 30 of them being solo q matches and the rest full swf seen not one person bought this perk.
Ofc my swf and I have 0 use for it but wow I must be very unlucky with solo q since o one bought it, not that I care for this perk. So whether or not it gets nerfed oh well.
It’s not surprising that you didn’t see Shoulder the Burden much on its first day. Many players are still experimenting with the new patch and learning how to incorporate the perk into their builds. Meta-shifting perks like this often take time to catch on because players need to fully understand their potential before they become widely used.
The perk’s true power shines in coordinated teams with strategic synergy, but it shouldn’t be dismissed in solo queue either. Even in solo games, its ability to trade hook stages can keep teammates in the match longer, provide extra chances for recovery, and drastically alter the killer’s strategy. A single player running it effectively in solo can still swing the tide of a match, especially when combined with perks like Decisive Strike or exhaustion perks.
Just because you didn’t see it much yesterday doesn’t mean it won’t become a major staple as players refine their builds. We’ve seen this pattern before with other perks—many seemed “meh” at first, only to dominate the meta later. If this perk becomes popular, it’s easy to see why it would raise concerns about its impact on game balance. It’s still early, but the implications are already being recognized.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847153#Comment_3847153
I main Pig and Sadako. Two killers that in a majority of games don't have to tunnel, camp or slug. They offer build in slowdown combined with lethality.
Regardless of 3hook tunneling being a strategy, it is vile at the end of the day.
Dbd is a game. A game is supposed to be fun for the players involved. (I'm getting annoyed by how often I need to remind people of this aspect) I can't imagine, that a player that gets tunneled out at 5 gens is having a good time.
Analysing your opponent is a core skill in dbd. If people show, that they don't care about your fun, you obviously don't have to play Mr. Nice guy.
If they haven't finished 1-3 gens by the time you get your 3-4th hook, then you absolutely don't have to tunnel.
Do I tunnel? Yes. Sometimes. When only one Gen remains and I have 4 people still running withit any condemn progress (very rare) or RBT's remaining (more common). I think everybody can relate to this kind of tunneling. In this situation though, I usually have a good amount of hooks already, massively lowering the strength of the perk. It doesn't create hookstages. It only transfers them.
Treat others the way you would like to be treated. A bit of empathy goes a long way.
Your perspective highlights some important points about empathy and fair play, but there are a few key aspects to consider regarding balance and strategy in Dead by Daylight.
First, while it’s true that killers like Pig and Sadako can often avoid tunneling due to their built-in slowdown, (which both by most standards are weak killers) not all killers have the luxury of such mechanics. Killers with weaker slowdown or map control often face intense pressure when survivors play efficiently. In those situations, tunneling or slugging isn’t about being “vile”—it’s about staying competitive in a game that heavily rewards gen-rushing and coordination. The speed at which games can progress sometimes forces killers to make hard decisions just to keep up.
Second, Shoulder the Burden has the potential to completely upend this balance. While you frame it as merely transferring hook stages, it strategically delays the game. Survivors using the perk wisely can force killers into an endless loop of hooks, where progress toward eliminating survivors is reset over and over. For killers already struggling to keep up, this doesn’t just discourage tunneling—it outright eliminates their ability to close out the game. That’s not just unbalanced; it removes their agency entirely.
Finally, while empathy and treating others kindly are important values, gameplay strategy doesn’t negate those. Wanting to play competitively isn’t about ignoring someone else’s fun; it’s about engaging with the mechanics and dynamics of the game as they currently stand. If survivors are given tools like Shoulder the Burden that significantly prolong matches and punish standard current strategies, it’s only natural that killers will turn to slugging or other tactics to compensate. These strategies aren’t about being mean—they emerge because of the game’s inherent imbalance when survivors bring powerful perks.
Empathy should go both ways. If we focus solely on survivors’ fun while ignoring how these changes might make killers feel powerless or frustrated, the game’s balance will continue to lean toward one side. A better approach would be to create balance that rewards creative, fun playstyles for both sides, without patching over issues with overpowered perks that punish killers for simply trying to play the game.
BTW I also main Sadako, love Pig too!
EDIT:
Your point about fun and empathy is valid, but it’s important to recognize that toxic behavior can occur on both sides. While killers are often blamed for tunneling or slugging, there’s far less scrutiny when survivors employ similarly frustrating tactics that leave killers powerless.
For example, consider a coordinated Survivor Friends (SWF) team running Shoulder the Burden paired with perks like Boil Over, Breakout, Flip-Flop, and Decisive Strike, alongside flashlights. The synergy here is devastating. Survivors can not only extend hook states indefinitely but also make it nearly impossible to carry them to hooks, body-block effectively, and blind the killer during pickups. In these cases, killers are forced to drop survivors or give up entirely because the mechanics simply don’t allow counterplay. The team doesn’t even need to focus on objectives—they can turn the match into a prolonged, frustrating chase where the killer is made to feel like a punching bag.
This isn’t to say survivors shouldn’t play well or use creative strategies. Survivors playing efficiently and coordinating is part of the game. But when killers try to counter these strong tactics by adopting strategies like tunneling or slugging, they’re often painted as villains. Meanwhile, when survivors dominate a match through skill or coordination, it’s seen as justified or even entertaining.
The core issue is that Dead by Daylight’s mechanics often amplify this disparity. When survivors play exceptionally well and use synergistic builds, the killer can feel completely powerless. On the flip side, if a killer employs a strategy like tunneling, it’s seen as unfun or toxic. This double standard doesn’t foster empathy—it creates frustration on both sides.
Ultimately, if fun is the goal, the conversation needs to include both sides equally. Killers need tools to deal with strong survivor tactics without being vilified for using them. Likewise, survivors should have fun tools to outplay killers, but not in ways that leave killers without options. Fair balance is about ensuring neither side feels like they’re being forced into unfun situations where they have no say in the outcome.
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I’m with you if it means just checking this particular scenario, with this one particular killer, with this one particular add on.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847142#Comment_3847142
Or you just play and see how it goes.
That's been my way of playing for over 2 years now and I'm a lot happier with my performance.
I tunneling can become a necessary evil. I absolutely see that. But in regards to people that go into a match with the intention to get someone out at 3 hooks, I'm glad that this perks destroys their plans. It's nasty gameplay and most of the time absolutely not necessary.
I mean, yes but it’s also an strategy. The issue is that you cannot balance the game based in community driven tendencies. Playing nice is normally what I do, but when I am playing my highest mmr killer, I get paired with survivors that are actually playing to win with all they got. The game balance issues emerge when players play to win. This perk blows out of the water every other perk in terms of potential, with enough time, solo Q will adapt it, use it and become a meta perk.
The counter play promotes even less fun gameplay. (In slugging, condemn is fun haha).I think is way too strong, specially stacking it into one survivor more than once. Idk, let’s see.
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The counter play to this perk is either play to slug or use insta kill mechanics killers. Spreading hooks is the worst possible strategy to win unless you are just facing new, trolling or weak survivors. Idk. I called it a while back, said this would be game breaking. Will see.
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Some survivors claim that they need to buff it further… I mean.
This perk was a “patch” to tunneling and it’s so game breaking that it will be permanent banned in competitive DBD and makes swf teams unbeatable. In solo Q is strong enough to ensure everyone is going to use it.
The “tunnel” meta exists because it’s a requirement to have a chance versus decent players. Guess the slugging meta will take over. -
You are accusing of “abusable” a high risk- high reward strategy to win because is “difficult”, inconvenient.
Sure, let’s nerf it, while we at it, we can also nerf shoulder the burden synergy with existing perks that make it imposible to win versus competent players.
Every killer strategy: unfair, evil, not fun.
Survivor strategies: 🤫
Hex builds for the most part suck. A chance to make it a decent strategy emerges and is labeled as abusable. Idk man. -
The thing is, in any social online game, there’s the possibility to be paired with people that will give up, have sub-par skills, mess around or simply troll. There’s no fix in that and that’s not developers fault.
On the other side tho, killers are judged when they play to win. Strategies like tunneling, slugging and protecting hooks, evolved from the current balance that exists within the core of the game, and thousands of hours of gameplay. When survivors play at a competent level (which is the standard from where you should balance a game) they have such high efficiency, that killers lack the ability to play “nice”, at least if they are trying to win. Killers are people too, and they shouldn’t just provide survivors with entertainment and fun, they should also be capable of aspiring to become good and win games. There’s no denying that some strategies are not fun for survivors, but neither is losing a game in one chase. I think what we need is to take a look at items, perks, and add ons and try to slow down the game a little bit, reward players for trying new things, give them in game objectives that actually feel rewarding and provide fun for both sides. The vast majority of people are not playing to annoy, they are playing to win and in such scenario, there’s no denying that survivors can be incredibly fast in ending a game.
There are a lot of killers that need to be updated, revisited or reworked, they are just not on par with the strongest ones (which are 3). Game balance is what needs to be revisited, adding a mode that strips all the depth is not it.2vs8 offers momentary fun at the cost of over simplifying the game. There’s no depth, not a huge deal of strategy, nothing that provides long lasting sense of achievement. If 2 vs 8 made it forever, it would mean that players want to strip the game from what it made it successful for almost 9 years now.
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The objective is transforming killers into useless npcs to provide survivors with entertainment.
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@Ryan489x said:
he’s not a weak killer If he’s played properly. Like I said it’s only an idea.
A bad one, sorry. The last thing we need is more nerfs to weak killers. The real update Ghostface needs is extending the time needed to be revealed by a hooked survivor.
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Shoulder the burden gives an aura reveal when you already get a notification when someone unhooks… 👍🏻
In return, it extends the life of a survivor by quite a few stages. “Spreading hooks” is great as an idea, not as a strategy. The game is not balanced towards fun and cute gameplay, is balanced towards efficiency and everyone rushing objetives, either killing or completing gens. This perk, paired with the possible builds, will be perma ban in comp DBD and made SWF borderline unbeatable.
Just because of the casual guy that gives up on hook or is not playing to win, that doesn’t mean that you need to buff it more. My god.
They should actually only allow it once. And still it would be strong as hell.
The rest I agree for the most part.
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I hope they fix it and actually take a look at some of the input a lot of people have been giving about her. I made a post with a lot of options to bump her up a little. Lets hope.
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GhostFace knife breaks for 60 seconds after being revealed.
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@SoGo said:
Skill issue.
She's bad. Snug is searching for his lost braincells, and so, far, his search was in vain.
I laughed rl with this one.
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lol at someone saying Sadako is better, one of the 5 weakest killers in the game. But yeah… Myers got it so bad… hopefully it gets reverted.
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@Gplays2000 said:
or maybe it is for people who are no longer willing to deal with the nonsense of the main game? Every killer running gen regression perks, camping tunneling and slugging. The FUN aspect no longer exists in normal dbd. It is just about efficiency and getting things done as quick as possible. That is not the case in 2v8. Killers always have something to do/chases hooks and so do survivors. It is more interactive and actually fun but I guess you do you mr competitive player lmao.
My main concern with many of these statements is that they place all the blame solely on the players, particularly killers, for employing certain strategies. These strategies didn’t emerge because killers wanted to annoy survivors; they developed over thousands of hours as a response to the current state of game balance. When survivors play at a competent and efficient level, the game can progress so quickly that even securing a single hook can feel like it costs the killer the match.
The solution isn’t to keep patching these issues with add-ons or surface fixes but to look at the overall balance of the game. Fun, diverse playstyles should be rewarded on both sides, ensuring neither is made overly weak while encouraging a fair and engaging experience for everyone.
Efficiency drives the meta on both sides, and these strategies are often a necessity rather than a choice.
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2 vs 8 was the arcade, no depth version of the game (cough, also, the most survivor mode ever made ever).
I do agree having a casual arcade mode is fun here and then, but the core is 1 vs 4 and that´s how it needs to stay.
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Unless you run a full hex build is not worth it, and having a full hex build means a lot of risk. For obvious reasons. Its fine. Plenty of other stuff worth mentioning about this patch, way more relevant than this one.
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@Levitika said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846541#Comment_3846541
Frankly, the game isn't that balanced if the same dozen perks are seen in matches because using other ones is just that detrimental to not be using them.
I agree.
Perks in DBD aren’t balancing the game—they’re just patching flaws while creating new problems. Survivors get more second chances with perks like Off the Record and Shoulder the Burden, while killers are pushed into playing sweaty just to keep up. Instead of perks addressing core gameplay issues, they make things feel more chaotic and force both sides into specific, high-pressure playstyles. The result? Frustration for everyone. Balancing the base game would go much further than relying on perks to do the job.
The game needs more focus on core balance: update old killers, slow down gens, and reward creative, slower playstyles for both sides. Perks alone can’t fix everything—they often just patch issues instead of promoting fair, fun matches. A catch-up mechanic isn’t the solution—what worked for 2v8 doesn’t translate to the depth and strategy of standard DBD.
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Personally, no disrespect, I think those kind of things belong to the arcade, cero depth mode, the game should be balanced enough to avoid having to add a rushed catch up mechanic.
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I like the music, kinda, yeah. The rest, idk. The queue times for killer are so long I been playing survivor only :P
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@Devil_hit11 said:
i said from very start of ptb that they nerfed myer's. a m1 killer and exclusively focused on nerfing his tombstone piece without considering anything else.
the buffs that people request are meaningless. they're like new player toddler changes. Now he's as bad as Sadako. Maybe his tombstone piece a little bit more relevant than condemn mechanic but now he's like C-tier killer with a mori and D-tier killer without it where as previously, he was high-A/B killer with a strong mori and D-tier killer as m1.
It hurts my heart everytime my main is used as a metric for weak killers. But yeah… I agree with everything you say.
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I agree with you. The stalking has to be from so far away that is basically impossible in 90% of all maps. Idk why it was thought as a buff.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846363#Comment_3846363
It’s written in the patch notes
Found it! yey. Perhaps a buff will be coming soon :P
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Whaaaat whereeeeee?
BTW: Awesome !
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I think you're being a bit extreme here. Shoulder the Burden is a game-changing perk when used correctly. It’s one of the best perks to come from this chapter, and there’s a reason the Exposed status was buffed—it’s incredibly strong when you think about the possibilities. Once you consider how it works, you realize just how impactful it can be.
The beauty of Shoulder the Burden is that your team gets to choose who holds the "burden." Pair it with Dead Hard or DS for added safety. It’s great for your best loopers and can be combined with perks like Boil Over for even more disruption. You can see how it creates strong synergies. It’s a very powerful perk.
Imagine the potential: A team brings two strong loopers with perks focused on evading the killer, while the other two survivors focus on quick gens. Shoulder the Burden "trades" hook stages from the weak gen-rushers to the loopers who are well-equipped to survive and waste the killer’s time. It’s a fantastic perk that offers a lot of strategic depth.
I do have one question, though: What happens if the killer is running Make Your Choice? What happens to the unhooking survivor in that case?
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You are all completely right, I mean, is a super strong perk in the sense that it extends the life of a survivor, and grants the team the possibility to define who will be at risk. Thanks all.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845897#Comment_3845897
Yes but the hook state still goes to another survivor regardless. That's still a grand total of 12 hook states between all survivors.
Saying "adds 8 hook states" would imply there's 20. That's not what's happening.
Let me explain clearly why Shoulder the Burden adds extra hook stages to the game:
- How Hook Stages Normally Work
- Every survivor has 3 hook stages:
- First Hook → Second Hook → Death Hook.
- The killer needs 12 hooks total (3 hooks per survivor) to kill all 4 survivors.
- Every survivor has 3 hook stages:
- What Shoulder the Burden Does
- When a survivor is unhooked, they can give one of their hook stages back to the person who unhooked them.
- For example, if someone is on their second hook (death hook), they can use the perk to go back to their first hook state while giving the unhooker an additional hook stage.
- How This Adds Extra Hooks
- The killer now has to hook the unhooked survivor again to get them back to their second stage.
- They also have to hook the unhooker again to reclaim the stage they gained.
- This means the killer ends up needing more than 3 hooks per survivor, increasing the total hooks required to eliminate the team.
- Maximum Impact
- If one survivor uses Shoulder the Burden, it can add 2 extra hook stages (one for the unhooked survivor, one for the unhooker).
- If two survivors use it, it can add 4 extra hook stages.
- If all four survivors use it perfectly, the killer could need up to 20 hooks instead of 12.
- Why It’s Significant
- The perk recycles hook stages, making the killer's job harder because they have to hook survivors many more times than usual to secure kills.
- How Hook Stages Normally Work
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@Blueberry said:
P100 Onryo here.
Firstly, she's had a bug since her last rework ages ago where her intermittent invisible is not lasting even close to how long it's supposed to, so that needs fixing first. It's been reported by me in bugs for a very long time and seems to be ignored.
One of her biggest issues is that there's no downsize or negative to taking tapes. You could do passive Condemn as an option. I personally preferred the system where hits would destroy tapes and give Condemn instead though. Both would work but the second option only rewards Onryo's who play well instead of being free. Also it gives her counter play to tapes. Currently other than a hook you have no counter play to tape drop offs and they can literally insert it in your face. Such bad design.
^^ That right there is her main issue and if we did nothing else, that's what she needs.
Now smaller but still important issues:
There should be zero slow down while Manifesting. If Demanifested had really that much of a benefit or she had a speed boost like Wraith this slow down would make sense, but she doesn't. The slow down just isn't warranted for how pitiful it is.
Remove the lullaby while Demanifested. What is the point of being Undetectable when it tells them where you're at anyway? It doesn't. Illogical. It's a stealth that doesn't stealth you. You aren't moving faster while Demanifest, getting a speed burst coming out, and it has a cast to Manifest for them to have time to react. If you're going to keep it, at least make it only visible at like very high stacks of Condemn when they're in high danger. Currently it doesn't serve its intended purpose. Bad design.
Remove the global sound queue that tells them when you teleport. This defeats the entire point of having skill and watching your surroundings. You can't mind game with teleport mid chase if it telegraphs every single bit of it to the other player.
Addon Issues:
She has quite a few addons that were built around her old kit that weren't updated after her rework so they make no sense.
Iridescent Videotape - So, so bad. I'd rather this actually be useful but if we're going for meme game play changes reduce TV turn on time significantly and make all TV auras not shown to survivors when using this. Since they can no longer gain Condemn, this shouldn't matter.
Telephone - 3% Hindered is utterly irrelevant and for only 3 seconds. Needs much better numbers to matter. Higher slow, longer duration.
Tape Editing Deck - No longer start them with a tape and now also shows their auras when turning off TVs. This is the noob trap addon that people think is good, but is actually very bad. Starting them with a tape is very bad. It helps them to immediately start shutting TVs off. Currently your main goal is to prevent them from getting a tape in the first place because right now we have zero counter play once they get a tape.
Distorted Photo - Remove the "witness" part. Makes it useless.
Ring Drawing - This literally should have been in her base kit, what are we doing. If we add tape destruction on hit this becomes irrelevant but if we aren't adding that, this is absolutely necessary.
All of the aura around turned on TV addons - This needs to be "turned off" TVs. If you are keeping lots of TVs on you are playing bad and if you're playing good this is doing like nothing. Lose/Lose. Also the ranges are way too short. Bump the range around turned off TVs by like 50%.
Remote Control - Alright this is one of her best addons. Not running this makes you significantly weaker. I honestly feel like this should just be base kit because no matter what other addons get as far as changes this should never leave your preset, it's basically required if you want the best chance at winning.
In general her kill rate is very artificially inflated from people ignoring her mechanics or just not knowing what to do. It makes her look a lot better than she actually is. This is why her kill rate is high but basically everyone puts her in garbage tier.
Thank you man! Was a great insight. I made a list with some buffs regarding your posts, maybe something like this would work?}
1. Tape Mechanics
- Passive Condemn: Survivors carrying a tape passively gain a stack of Condemn every 30 seconds. This adds pressure without being overwhelming, especially in longer games.
- Tape Destruction on Hit: When Onryo hits a survivor carrying a tape, the tape is destroyed, and the survivor gains a stack of Condemn. This rewards good plays and adds counterplay to tape turn-ins.
- Insertion Penalty: Survivors inserting a tape within Onryo’s terror radius gain a temporary Hindered effect (e.g., -5% movement speed for 6 seconds). This makes turning in tapes in her face riskier.
2. Manifest/Demanifest Issues
- Manifestation Slowdown: Remove the slowdown while Manifesting. This change ensures smoother gameplay and encourages strategic use of Manifest/Demanifest without punishing the player.
- Lullaby While Demanifested: Either remove it entirely or make it conditional. For example, the lullaby could only activate at 5 or more Condemn stacks, signaling high danger to survivors. This preserves stealth while still giving survivors a sense of impending threat.
- Teleportation Sound Cue: Remove the global audio cue for teleports. Survivors should rely on situational awareness rather than a guaranteed warning.
3. Add-on Adjustments
- Iridescent Videotape: Reduce TV cooldowns significantly and hide TV auras from survivors while equipped. This adds pressure and unpredictability for a high-risk, high-reward playstyle.
- Telephone: Increase Hindered duration to 6–8 seconds and raise the slow to 5–6%. This gives the add-on more relevance in chases.
- Tape Editing Deck: Remove the starting tape mechanic and instead allow auras of survivors turning off TVs to be revealed for 4 seconds. This incentivizes proactive TV play.
- Distorted Photo: Remove the "witness" condition to make the Condemn effect consistent and reliable.
- Ring Drawing: Make it base kit. Survivors interacting with TVs gain a stack of Condemn. This aligns with her intended pressure mechanics.
- Aura Add-ons: Shift aura effects from "on" TVs to "off" TVs and increase the detection range by 50%. This rewards players who use their TVs strategically.
- Remote Control: Integrate this add-on into her base kit. Survivors near TVs during teleportation should gain a stack of Condemn.
4. Miscellaneous Improvements
- Bug Fix for Intermittent Invisibility: Ensure her intermittent invisibility lasts the intended duration. This would significantly improve her stealth capabilities.
- Condemn Visual Feedback: Add subtle visual/audio cues for survivors with high Condemn stacks (e.g., static effects). This increases immersion and pressure.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845879#Comment_3845879
Add? Someone takes a hook state from another. No new states should be created, iirc.
The reason Shoulder the Burden adds extra hook stages is that it delays sacrifices by giving survivors a chance to be hooked one more time. Here’s how it works step-by-step:
- Total: 3 stages per survivor.
- First stage: Alive, waiting for unhook.
- Second stage: Struggling.
- Third stage: Death.
- For example:This adds an extra stage for every activation of the perk. If every survivor uses the perk twice, that’s 8 extra hook stages total in the match.
- Survivor A reaches second hook. They activate Shoulder the Burden, reset their hook state, and get hooked again.
- Now, the killer must hook them four times total instead of three.
- Total: 3 stages per survivor.
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Personally, I am not too excited about a perk that can add 8 hook stages to a game. Idk.
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E of Crows:
Boil Over, No Mither, Unbreakable/Plot Twist and Flip Flop.
Real fun. Was a nightmare killing that one.
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This is an example of a final version:
Condemned Curse Enhancement
Base Kit Change:
• When a survivor reaches 3 stacks of Condemn, their aura is revealed for 3 seconds.
• When a survivor reaches 6 stacks of Condemn, their movement speed is reduced by 3% until the stacks are reduced.
• When a survivor reaches Full Condemn, they become Exposed for 20 seconds.Add-on Adjustments
- VCR (Rare)
o Increases the time it takes for survivors to deliver a tape by 25%. - Iridescent Videotape (Ultra Rare)
o When a survivor with a tape is within 16 meters of another survivor, the nearby survivor gains 1 Condemn stack every 15 seconds.
TV Interaction Buff
• Survivors interacting with TVs take 2 seconds longer to turn them off, giving Sadako slightly more time to capitalize on her teleportation.
• After teleporting to a TV, The Onryō is Undetectable for an additional 4 seconds (up from 3).And fix the inivisibilty bug :P
- VCR (Rare)
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@MechWarrior3 said:
So another version of sadako but better and with puppets? xD
(I like the idea too. It would be funny if the puppets could chase survivors lol)Could be that destroying a puppet takes a skill check, if they fail the puppet comes alive and attacks haha
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I think you are up to something but I think it would take a LOT to make it work, I think a more moderate version could be a killer that is incredibly powerful, it has a built in slow down mechanic that survivor have to complete and each time the killer becomes weaker.
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I personally use it as a warm up before playing normal mode as killer, I knocked out quite a few challenges tho, and the BP bonus is very nice. Its going to end soon enough.
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Santa with an elf
Headless Horseman with a pumpkin
Love the bunny suit idea for Victor.
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I think that it would involve a lot of effort making it a long lasting permanent option. DBD has a lot of depth in the 1vs4 mode, making it this casual and “stealing” people from the normal mode would probably backfire. I mean, current queues and issues, idk.
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I am not sure, but it can be a reportable offense no?
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It would be one of the biggest buffs ever to survivors. No thanks.
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I think that mechanics that allow players to decide what to do are good. I am not saying is a nice thing to do, but I rather have it than not. Idk if it makes sense.
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Killers:
Kayako Saeki (The Grudge)
Pumpkinhead
Anabelle, Red Face Demon, The Nun or even Mary Shaw (From Dead Silence)
Pazuzu (The Exorcist)
IT
Jason
Survivors:
Buffy
Dr. House
Mulder and Skully
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Based on my personal experience, I think is an accurate assestment saying it is easier to gain MMR than losing it. Normally when you start playing a killer, you get a group of brand new survivors, if you do very well, in 10 or so games with such killer, you end up facing 100P teams of survivors.
After that, is a luck thing kinda. Every single match I get with my main is against SWF teams, most of them very good at every aspect, normally you win some of those because they are just messing around and trying to annoy you more than winning, but yeah, you gotta get very good very fast.
BTW the best Ace in the world is Rocket. Idk if you played against him, if you do, cheers, he is awesome :P
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No. Never EVER NEVER.
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It tells you jack about balance, that's gameplay design. It's got nothing to do with balance.
Game design sets the rules and mechanics, while balance ensures those rules are fair and fun. Balance is part of game design—they work together to make the game enjoyable. Survivors often want an easier time because bad teammates can be frustrating, but at a decent skill level, survivors already have a huge chance of winning, especially against 34 out of the 37 killers in the game.
But, like I always say, nothing ever feels good enough for some survivors unless it’s the most extreme, overpowered buffs imaginable. Hell, there are even people asking for survivor buffs in the 2v8 mode—it’s ridiculous. At this rate, they might as well make killers incapable of killing—wouldn't want to hurt anyone's feelings, right?
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I say let’s make killers incapable of killing, remove hooks and just have them running like bots chasing survivors. That would make it fun, keep survivors feelings untouched.
Btw, every single point made is not about AI, is about facts. When you can finish 70% of your objective by holding a mouse button and pressing the space bar in the first 3 minutes of a game, that should tell you something about balance, suppose that’s not enough, let’s just make killers puppies chasing cars, a nice utopian arcade no challenge dumb game so it dies.
God. This forum makes me sick. I’ll take another break from it. -
This is why I stopped coming to this forums.
Anyone who has the minimal understating on this game, knows, without a shadow of a doubt, that survivors are incredibly op. Map wide aura read. Insta heal etc.And yeah, survivors are also op in normal mode.