Xernoton
Xernoton
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I'm surprised how short-sighted these changes are. I mean, do you honestly think this will change things for the better? We'll either have people double down on slowdown perks, which will increase the pick rate of these perks even more because 1 or 2 slowdown will not be enough or people will create their own meta. I see hardcore slugging, tunneling and camping on the horizon. Even more than now.
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Most killers are quite alright and we have seen many individual killer buffs lately. I mean this year alone, they buffed Clown, Trickster, Doctor, Hillbilly, Huntress and now Bubba and Deathslinger as well. Pig is a bit of a weird case. Yeah, they technically buffed her but they also nerfed her. So I would argue that she hasn't become much stronger.
The nerf of 4 meta perks without compensation will not go over well. But it seems the devs always have to make these mistakes before they notice the issues. You don't create perk variety by nerfing 4 out 10 meta perks. Nerfing 1 perk is fine, if there are enough alternatives but 4 at the same time? That's not a good idea. The alternative is for killers to switch to a different meta. Like hardcore slugging.
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You can report them for unsportsmanlike conduct and maybe even harassment. The question is, if anything will be done about it.
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This isn't a perfectly balanced game. Loadouts have a lot of impact on a match and with the amount of perks, items, killers, addons and maps we have, there is no way everything could be perfectly balanced.
Telling someone to "just git gud" when there is a balancing issue is a terrible argument. Otherwise, why don't we buff Nurse back to her initial state. 3 blinks and no cooldown doesn't sound fair to me but there were still survivors that managed to escape back then. So why not tell them to "just git gud" either?
The reason why many people prioritise gens over chases is that the killer always lacks time. Everything that can buy you even a little more time will help you out in some way and in most cases, kicking a gen will grant you more time than running after that survivor immediately. Especially when you can zone them or have a power that allows you to catch up more quickly. I agree though that kicking a low progress gen is often a waste of time.
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@Spare_Them_Mori_Me said:
Love ya posts. But I want to point something out.
that's still 17 seconds wasted just by hooking someone.This is an except from a post you made on the first page of posts. But if we are at a point were hooking a survivor is a detriment, we've a problem.
Love ya posts.
Thanks.
I agree that we have a problem. And it's only going to get worse the more we move away from slowdown by hooking.
I don't know how long you've played the game but your account was made in 2022, so I assume you remember the second chance meta on survivors. The good thing about that meta was that the overall match time was longer than it is now as both sides tried to stop their opponent from progressing instead of progressing faster. That has changed though.
Killers have very limited means to progress faster (which is good because that would make the survivor role incredibly boring as most time is spent chasing), so the meta is still slowdown. But with this nerf, I predict, that many will not be able to keep up with the pace of the game because the killer loses time with pretty much everything they do. We all know what happens when a killer tries to play more efficient and with hooks becoming less rewarding and more slugging perks, I think @Reinami is correct, that slugging will become more prevalent.
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@SignedUp4PTBFeedback said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715042#Comment_3715042
This is only valid for chase #1, a case where tunneling is going on, or a chase that lasted for quite too long.
Otherwise, the survivors' activities are as follows:
1 on the hook
1 going for the rescue
1 in chase
1 remaining to do gens.
This is generally how killers win games. And this is why tunneling is so effective when done quickly enough, 3v1 there's no one that can do gens, there always has to be someone who rescues a hooked survivor and someone to keep the killer's attention while the rescue is happening.What killer besides Nurse can realistically keep that up? Survivors naturally reset way faster than the killer gets their next down. Unhooking, healing and getting back to a gen is much quicker than getting a down.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715042#Comment_3715042
You're not wasting that time, you're spending it. After you're done, you get a hook, and that not only progresses your core objective, it opens up the window to generate more value.
A hook is something survivors must react to. Not straight away, necessarily, but at some point they are going to have to come for the save. So, you've got two survivors occupied there; one on the hook, one coming for the save. If you can get into a chase before the save happens (mobility helps here, but the main thing you're looking for is info - time invested into finding someone is actually wasted here), that's a third. While you're hooking, yes, three survivors can progress generators freely. Once you've finished hooking, that changes dramatically.
They're going to get some generator repair done. Stopping that isn't your job. Your job - aside from killing them, ultimately - is to slow it down and force multiple survivors at once to do something else. Who you're playing and what perks you bring will have an effect on how many options you have here, but downing and hooking are the big available ones by default, as well as injuries to a lesser extent.
In short, the answer to how you stop losing time with everything you do is just "macro play".
Then let me rephrase it. I spend my time very ineffiently and there is next to nothing that can be done to speed this process up. Even Agitation and Fire Up only save marginal time and I think we would both agree that a killer should not run both of these perks, if they want to win.
You answer the wrong question though. I did not ask how I buy myself more time in a match, I asked how I would stop losing time from hooking. They aren't mutually exclusive. Even if I play a good macro game, the time I spend hooking, is time that I grant the survivors to do whatever they want with absolutely no pressure applied to 3 of them. Macro plays also are a time investment on their own. I cannot do that while hooking (at least not without getting lucky as it requires bad plays from the survivors).
Basically your answer to my question is to play so good, that I can afford to lose time. But the same logic can be applied to everything. Every map could be Garden of Misery to the power of 3 and you could still argue that the killer only has to play a good macro game to beat the survivors because if everyone is constantly healing, on a hook or right next to the killer nothing gets done. But that is not how the game works.
Ultimately, the killer spends way too much time with everything they do, to keep up with everything else they have to do and there is little that can be done to optimise that. The killer role doesn't really work without slowdown and the nerf of these slowdown perks is only going to highlight that issue. Either that, or we'll see more slugging, camping and tunneling from people that try to force the game to a slower pace. I think none of these are good options. Worse, some people might actually try to and go back to Ruin + Undying. The survivor meta is almost back to 2021 and the killer meta might get there too.
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I think Chucky just got even less interesting. Yeah, scamper into hit sucked but now he has his power every 12 seconds, which means he will just spam it. On top of that, there are quite a few loops where his power isn't good, so he becomes more of a brute force killer. I have played him exactly twice after his initial nerf, when they decided to cut the skill expression on this killer (needed 2 games for the adept) and I am definitely not returning to him now.
Nerfing Deadlock doesn't fix the issue. It's not so much that Deadlock is too strong but that it involves no effort. You can be afk and Deadlock will still do its job. This is just terrible design.
Pop will disappear into the void again. I guess having killers actually leave a hook to kick a gen wasn't what we wanted after all. So more proxy camping it is. Fun.
The reason why Pain Res is so popular is simple convenience. You don't have to go out of your way to activate it because you do what you always do. It's not that crazy powerful compared to some other slowdown perks. However 20% less regression in total does stack up. That's quite a bit.
The DS nerf is baffling to me. It fixes none of its issues and only makes it slightly weaker against tunneling killers. Why? Why would anyone want that?
The change to toolboxes is not great either. Sabo plays should be a niche and risky thing because the payoff is so huge.
The only really good changes are the ones to Bubba (though I don't think reducing the tantrum is a good idea), Deathslinger and Borgo.
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@vBlossom_ said:
Ok, then next time BHVR will nerf slugging, untill killers would learn to play fair, kthxbye
Ok. How do I stop losing time with literally everything I do? There must be something all these killers have overlooked the past 8 years. Even if we were to assume, that you wouldn't need to walk to the next gen, then that's still 17 seconds wasted just by hooking someone.
That means, the survivors get 17 charges for free, right? Actually no. Because it's 17 charges x 3 = 51 charges. From a total of 450 charges. That means, just for the hooking someone, the killer already loses ~11.1% of the gens. Now what happens, when they actually have to traverse the map, find survivors and chase them before hooking? That only makes it worse.
Please tell me, how do I speed up hooking? How do I stop the other 3 survivors from progressing while I am busy just going through the steps to get 8.3% of my objective done? After I had already to put in the bulk of the work by finding and chasing that survivor.
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I'm not the only one who started laughing when I saw the giant eye, right?
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This might be a hot take but with his improved collisions, I really don't think reducing the tantrum is a good idea. He is already quite a fearsome killer and reducing the risk just feels wrong to me. The base kit Chili will feel great though. Now I can finally stop bringing yellow Chili every match. More speed is also great.
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Play Bubba with Agitation, Iron Grasp, Mad Grit and either Awakened Awareness or Deadlock (to prevent them from rushing the gens). If you can't drag them down there at the first try, then hook someone as close as possible and proxy camp. When someone comes for rescue, you down them and get them down there. From then on, you proxy camp the basement and force exchanges until you get it.
Alternatively the same build can work on Trapper. Although, for addons you'll probably need the Trapper Sack and that brown addon that allows you to walk through traps. Trap the exits and the window (from both sides). As soon as someone is down there, give them the chance to get in, then make your way over there, rearm the traps and down them.
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Ace. No questions. Whether it's male or female, Ace always wins in terms of beauty.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714277#Comment_3714277
The last sentence here, is something very true. We do remember the negative moments more than the positive ones, it seems to be human nature and that's pretty sad, we have a tremendous amount of lovely people in the community and I am sure they far outweigh the bad actors, just that our minds automatically focus on the negative ones.
Unfortunately, the internet allows people to behave in a specific way without repercussions and those that are inclined, take advantage of that fact.
I'd love if we can remove toxicity from gaming in general, they are supposed to be fun after all. Am welcome to hearing all ideas that people have for making this happen or at least improving how things feel.
It would be nice, if the game told us more clearly what is and is not acceptable behaviour. We players often have different opinions on that. For example, one person might feel like bleeding all 4 survivors out for no reason at all is acceptable because the bleed out mechanic exists while others will point out, that this is at the very least unsportsmanlike conduct and should not be done. The same discussion has been had about teabagging. Some consider it fine while others don't.
So, I would very much appreciate word on which of these instances are acceptable and under what conditions seemingly harmless things go too far. The lines get blurry often times.
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There is nothing you can do to stop people from being dicks. I had to learn that lesson the hard way too. When it happens, try to stay calm, report them and don't go out of your way to be a jerk. That's really the best advice I can give you.
Most people in this community really aren't that bad though. Many of us are quite friendly. The amount of positive interactions I've had in this game exceeds that of any other online game I've played so far.
I think one reason for this community's bad reputation is that we only remember the negative things and not forget all the nice moments.
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The issue isn't Exponential though. The issue is that some maps have huge hook dead zones and the combination of certain perks make it worse.
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@adam1233467 said:
Nope, you now have a reason to use another info perk
Ultimate Weapon was to overpowered to exist
Oh, you mean Nowhere To Hide? Yeah, because nobody used that before. Let's be honest, this change reduces perk variety. UW is effectively a dead perk with only 1 very disgusting niche.
This means that people will fall back on Lethal Pursuer, BBQ and Nowhere To Hide. Which were pretty popular picks anyway.
The problem with most information perks is that they require input in the form of getting a hook / down. But if you can't find the survivors, then that won't happen and these perks don't activate either. Meaning, they don't counter stealth and only help when you have little trouble finding survivors anyway. UW doesn't have that problem but a stationary source of information is only good for territorial play styles. So you might see it on Hag and lockdown Trapper but pretty much no one else.
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True. Doctor can spam his shock. You know what happens, if he does though? He loses the match. That's the reason why beginners struggle with Doc. They shock so much that they just waste time. Because each time you shock, the survivor makes distance on you.
The best thing a Doctor player can do is to shock very little and manage madness on everyone. This allows him to keep his chases quick and stop all survivors from progressing at key moments.
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@Dreamnomad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713643#Comment_3713643
You are confused. They took away bonuses from BBQ and WGLF because they raised the maximum amount of bloodpoints players can earn in a trial. I'm referring to bonuses that increase the amount earned per event type but will not increase past the maximum. There are already several examples of this currently in game. No One Left Behind, Beast of Prey, Distressing, and Hex: Thrill of the Hunt are all examples of what I'm talking about. They just make it a little easier to reach the cap of a certain category. Putting these kind of bonuses on less popular perks will increase perk diversity a little while not upsetting the balance of the game.
Then why would anyone run those perks? It's quite easy to max out in most categories and if you don't then the extra BP don't matter either. If you had 8k points in a category and boosted that by by 50% without crossing the cap it would only be 2k extra BP.
That's 1 brown addon / offering. At the cost of a weaker build, that decreases your chances of winning the match, which comes with a lot more than 2k BP. There is a reason why nobody uses most of these perks. They are bad.
Adding a marginal BP boost would not help with perk variety.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711285#Comment_3711285
Sad thing. I have to be sure that person trying to send me to Badham / Eyrie / Garden will get the most unpleasant match possible.
Welp, what's a bit of collateral damage among friends, eh? Now they'll all bleed out on the ground.
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First off, we are approaching the 8th anniversary. Not the 10th. Second, there will not be a DBD 2 and that's a good thing. They have no reason to create a DBD 2 and if they did, then they would not have much success with it. Most of us would lose our minds, if they released a second game and suddenly everything we paid for was gone. I sure wouldn't buy everything again.
This isn't one of those EA games where people will buy the same game every year and then spend thousands of dollars on lootboxes (or booster packs or whatever they are called). People buy the game and then whichever dlcs they want and they sure would not be happy losing it all and having to spend money on all of that again.
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@kumarotto said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712323#Comment_3712323
I'm using a translation app, so I'm sorry if the sentences are weird.
I see.
If so, I think the system is at fault.
It is possible to change this in games with systems similar to DBD.
This game has a grade system, but it is different from ranks.
Ranks are more detailed and should not be considered the same as ranks in other similar games, as they are more detailed and allowed to ban characters and ban abilities.
I think that the current DBD has a mixture of so-called "casual match" and "ranked match" functions.I'm a player who just started at the end of last year.
Even the most skilled killers are not that different from other killers, but the level of the survivors they match is too high.
(I don't know if the level of survivors is high or if the current environment is too disadvantageous for killers.)If the level really changes depending on the killer, I don't understand the current situation where any killer matches a high level.
Is it not possible to simply match them to the character with the highest level?
In that case, if you change to another character and the level drops, it's your own responsibility.Or maybe it's a good idea to separate "casual matches" and "ranked matches."
Grades are not used for matchmaking at all. Your matchmaking on each individual killer is decided by an invisible number called MMR and it is different on each killer.
This means, that the game is (at least in theory) able to find opponents that are on your skill level no matter what killer you play. If you could switch killers in the lobby, then nothing would stop people from queueing up with their worst killer and then switching to their best, so that they get easier matches.
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Gen blocking is the most unhealthy slowdown mechanic. It basically leaves the survivors with nothing to do other than wait for the gen to be unblocked.
WoO is a badly designed perk because people get used to never having to pay attention.
Exhaustion perks are fine, some killers however are not. Myers and Freddy for example really don't have the time to catch up to a survivor that makes extra distance.
DH is still a fine perk strength-wise. However, one of the most egregious aspects of it, the counterplay, remains the same to this day, which makes the perk just as infuriating to play against as it used to.
4 slowdown perks are not the best build a killer can bring but on some killers it takes away pretty much all requirements to play good.
The Game is the worst designed map in this game. If I wanted to play nasty as a killer, then I'd send myself there.
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The way I see it, Overdrive was introduced to make him less addon dependent and a bit more complex. Making it harder to build up would only take away that first part. Because then you wouldn't have it when you need it most of the time, so people would need to rely on Engravings again to make up for the lack of speed (10% more base kit speed is nice but not enough around most tiles).
Billy has enough counterplay to stay as he is. Even in Overdrive. Some of his addons could use some changes though.
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I suggested this multiple times. When the killer has not been in chase for X amount of time (let's say 3 minutes to make it competitively unviable) one survivor with the least hook stages should be revealed via killer instinct until a chase starts.
It's way too long to wait for it in a normal match but it does help in these situations while also ignoring perks and lockers.
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No. He's honestly pretty good now. He has amazing information, a chase power that even good survivors have real trouble playing around and madness to stop survivors from progressing. The shock makes survivors unable to vault or drop pallets for 2.5 seconds. That is a lot and if used correctly, it keeps your chases very short. On top of that he has some amazing addons as well.
Instead of claiming that a killer is only viable in low level gameplay maybe you should actually learn how to play them. Because even good survivors have real trouble dealing with a good Doctor.
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Maybe they thought you were getting lonely on that gen.
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Another item to the list @radiantHero23.
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3 seconds? That's almost the time it takes him to use the chainsaw again after a cooldown. So players would only get overdrive by revving the entire time. Which completely defeats its purpose.
Making a base kit mechanic so weak it doesn't work to promote using different addons is never a good idea. Because then these addons become a necessity rather than an option, which pretty much creates the same issue in reverse. Everyone will only run these addons, so you have no addon variety.
He currently has 4 useless heat dissipation addons. Instead of nerfing his base kit, these addons should be reworked. They fix an issue that does and should not exist.
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Nah. Nerfing it will only make it completely useless. We have enough perks like that already. Rework Knockout instead. No perk should incentivise hardcore slugging.
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Agreed. It looked horrifying and absolutely rancid, which really fit the whole horror atmosphere.
I remember when they reworked Coldwind and at first I quite liked the higher quality textures but it really lost that feeling that you absolutely did not want to be there as a survivor. Too few maps really fit the horror theme nowadays.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712655#Comment_3712655
yeah i think it is the dredge.
Well, in either case they're wrong. Neither Dredge nor Knight are overpowered.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712500#Comment_3712500
Doctor can be a bit intimidating for new players when you look at his Add Ons.
Just slap on range and Discipline or Restraint. Most of his addons are alright in the sense that you as a the Doctor player don't need to remember every effect anyway. And they certainly won't use this monstrosity as a beginner:
What an addon, really. You know an addon is great when you need 2 hours to explain what it does to a new player.
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Wraith is great for beginners. You can't do much wrong with him and he is easy enough to understand so that you can focus on learning the killer role rather than the specific killer.
Doctor also isn't bad but beginners tend to shock way more than necessary. He is great for learning how to track survivors though.
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@Aven_Fallen said:
Killers want to enjoy their power trip. Survivors giving up does not support this.
Yeah. Definitely. Because everyone loves playing solo queue and immediately losing the game in the first 20 seconds because some dick disconnected.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712058#Comment_3712058
On top of your rundown being a little exaggerated + leaving out that you have a survivor slugged which is increasing the value you get out of the increased chase, this still isn't actually DS. This is just bodyblocking.
The best case scenario when a survivor is aggressively bodyblocking is usually to just slug them and move on because they're giving you a times-two modifier on your pressure. Sure, without DS you could choose to pick them up and hook them, but it's never the best decision.
This isn't weaponising DS. This is throwing to make the killer slug you.
Do I get anything out of having that guy on the ground? No. Because having someone on the ground for 30 seconds doesn't progress the game. That's why bodyblocking with DS is a thing. The killer's progress is delayed by the amount of time it takes them to down that survivor after the protection hit. During that time 1-2 survivors still progress like normal. So if it takes 20 seconds to down that survivor, then that's 20-40 extra charges on gens and potentially a wasted Pop / Pain Res (doesn't affect me but I feel like it's worth mentioning).
The difference between bodyblocking and bodyblocking with DS is that first you don't need to be healed and second even if you go down, you're still not in any danger because the killer cannot hook you for as long as DS is up. How is that just bodyblocking? You can tank 1 health state more than normal with pretty much no risk at all.
The funny thing about slugging is that it usually happens on the killer's terms. One condition for effective slugging (normal slugging that is because hardcore slugging is a completely different case) is that it needs to happen somewhere where the killer can actually get the other down shortly after. For example, you wouldn't do that on GoJ because the second down will take much too long.
If this is actually "throwing" the the game, then what's the harm in removing this? Wouldn't that be good for survivors because then their team mates will no longer "throw" the game by bodyblocking with DS? I suggest to buff DS to 7 seconds stun time, increase the active duration to 80 seconds, make base kit BT make that survivor completely lose collision with the killer and become invincible to any attacks during that time and then deactivating DS upon taking a protection hit.
10 seconds of invincibility is more than enough to get away from your team mate, so that a protection hit cannot happen. If necessary, add a map wide Bond effect, so that you can avoid running into any other survivors and risk DS deactivating. This would make the perk stronger against tunneling but remove the offensive use of DS. So it should be a win-win.
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If only I had thought about that. I don't need to pick them up. Of course!
The fact of the matter is, that they take a hit for someone else, knowing that they are protected. Sure, I can slug them but the damage is done. That other survivor makes 2.7s x 3.425 m/s = 9.25 m of distance on me. Meaning, they will get to another loop. A safe one at that because I don't catch up before that.
This means that the second half of the chase is completely reset, which puts the killer way behind schedule. Sure, a Nurse will still power through like it's nothing but killers that aren't that strong, really suffer. So their best option is to eat the DS and then tunnel that guy. Meaning that DS turns from a perk that disincentivises tunneling, towards one that incentivises it.
I'm also pretty sure that this is against the intended function of DS. In 4.6.0 DS was nerfed to deactivate upon performing a conspicuous action and it was phrased as:
- Decisive Strike - Now deactivates when performing certain actions that are not part of evading the Killer
I'm pretty sure running into the killer's face and forcing them to hit you is also not part of "evading the Killer" either.
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Killswitch it already! That's what it's for. To deal with issues until you have a fix. It's not like Potential Energy is so important to the survivor role, that it can't be killswitched either.
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Are you going to tell me all these people that use that specific perk and pair it with a certain item wouldn't use it otherwise? I am shocked!
How this hasn't been killswitched is a mystery to me. It reminds me of the time OoO was bugged and you suddenly saw it every other game. That however only took them hours to killswitch iirc.
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According to the community the game has been dying for almost 8 years now.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711200#Comment_3711200
Why do you think it is terrible? It's not even such a strong tactic, just go and pick up your teammate, you have 4 minutes of free time until they die.
A perk that only works for hardcore slugging is a terrible idea.
Well, survivors have Boil Over, the perk that only works in bully squads and never otherwise. The same goes for Head On and some others. Funnily enough, slugging is the only way to counter both of them.
It's not even such a strong tactic, just go and pick up your teammate, you have 4 minutes of free time until they die.
You underestimate how effective hardcore slugging is. A lot of the time during the match the killer is busy picking up, carrying and hooking survivors. What do you think happens, when they stop doing that and use a perk (like Knockout) that makes this even stronger because it all but guarantees the slug will be on the ground for longer?
Their efficiency is highly increased. Pick up your solo team mate that you won't even see. I'll be busy slugging the next. At a certain point you start hitting and slugging faster than the survivors can reset, which allows you to get multiple downs and make it even harder for the survivors to keep up. All while nobody does gens because they are too busy recovering. There are a few killers, maps and perks that really make this an issue, especially when combined.
Have you played against a Knockout Doctor on The Game yet? If not, spoiler alert; you don't want to. It's disgusting.
The same goes for Head On and some others. Funnily enough, slugging is the only way to counter both of them.
The counter to Head On isn't slugging though (exception being on Midwich). You don't have to walk close to a locker when carrying a survivor. As for Boil Over, there is no need to slug everyone to counter it and even in a full squad it's not enough. To really make it work they'll need sabo toolboxes and Breakout. Sometimes Breakdown as well because there is always the possibility they go down close to a hook.
In most cases however, you can really play around it. It's not always fun but it's definitely manageable. Unless they send themselves to Badham with a basement offering for shack but that's a map issue.
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Billy. One late night, as I layed in bed, awake I started thinking it would be really fun to buy a chainsaw and run around the streets faster than Usain Bolt. 1 year later, I found out Billy does that too. Now, I am one with the chainsaw and the chainsaw is one with me. Also:
Don't tell me you've never wanted to dress like the milkman and chase random people with a chainsaw.
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Slugging is not the problem. It's hardcore slugging. There is a difference in that there is nothing wrong with a killer trying to get a second down right after the first (sometimes even downing everyone, if they all group up). But the situations in which a killer completely refuses to hook anyone until all survivors are down are terrible and should really be looked into.
Base kit Unbreakable was a horrible idea but I reckon that when 2+ survivors are on the ground at the same time, it could work. Make it relatively slow for 2 survivors and faster the more survivors are slugged. And for the love of god, rework Knockout. A perk that only works for hardcore slugging is a terrible idea.
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She is not as bad as some think she is. However, she does take a lot of effort and experience to really shine. You can still play a very aggressive condemned game and her chase power is also not as bad as it used to be.
Whether or not you should buy her depends on you. Sadako is not an easy killer to get into because you need a lot of map awareness and because her chase power isn't great there are no shortcuts. But if you're willing to learn how to play her, then she is a pretty good and fun killer.
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710381#Comment_3710381
So you agree with the 3 seconds not being very good, but now with the 5 seconds it's apparently not very fun to verse and puts you in a lose-lose situation, what would you do to the perk then? Since your point is that the extra two seconds is apparently such a big deal.
You completely ignore the point. It's not about DS as an anti tunnel perk, it's about DS as a tunnel perk. As in, it incentivises the killer to tunnel. That's exactly what happens when a survivor with DS comes running up to you to bodyblock for their team mate.
What I would to DS is:
- Increase the stun time to 7 seconds. It's supposed to be a very strong protection against tunneling and I personally think an extra 2 seconds wouldn't make that big of a difference for weaker killers because they already have to give up on that chase after a 5 seconds stun but it would definitely help against stronger killers, who can tunnel through DS without much of an issue.
- Rework base kit BT, so that the unhooked survivor loses collision with the killer and becomes completely immune to hits and killer powers for the duration. The perk BT would extend this effect. It would also serve as a passive buff to OTR.
- Make DS deactivate upon taking a protection hit.
If necessary, increase the duration to 80 seconds and give it map wide Bond for as long as it's active too. This would make DS a much stronger anti tunnel perk, while removing situations in which it is misused.
If you want protection against tunneling, then I am with you 100%. However I am not ok with a perk that should be a last line of defense against tunneling but is then used as a weapon against a killer that actively avoids tunneling.
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Agreed. It's kind of sad that the visual aid to track survivors has become so bad it doesn't do its job anymore. Scratch marks are incredibly laggy (as in they lag behind the survivor) and so desaturized and thin you can barely see them with the perfect lighting and contrast.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710218#Comment_3710218
I think that's my question. The "it's not the intention". I don't think tunneling or holding 3 gens is the intention of the game either, which is why the devs have implemented some base kit things to try and deterr it. But both are still considered a valid playstyle, and are typically defended pretty strongly. I understand why they are, as it can be the easiest and most fastest way to win, but it feels like a double standard a little, and I'm trying to understand why it's not. Thanks for the reply, I see you in the forums alot. You always offer intersting perspectives :)
That is actually a very good point. There have been things in the past, that were initially unintended but were then supported by the devs. For example looping, tunneling and 3genning (though not the hardcore 3gen play style). However, we know that these are now intended ways to play the game.
For DS however, we have not received such confirmation. Quite the opposite as DS was nerfed a few years back (patch 4.6.0) to deactivate on conspicuous actions. To be exact:
- Decisive Strike - Now deactivates when performing certain actions that are not part of evading the Killer
"[...] not part of evading the Killer." does sound like DS is supposed to be an anti tunnel perk only. However, in case they do consider bodyblocking with DS as an intended function of the perk it would be nice to have confirmation.
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Forgive me father for I have sinned. In a match against a face camping Bubba in which my team mates were sticking close to the hook I gave up shortly after hitting second stage.
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I disagree. I still love to play against Hillbilly. There is a lot of suspense in who outsmarts whom in a loop and the added risk of an insta down honestly makes it even more fun for me because the stakes are higher. One mistake and I could end up on a hook. But if I play it just right, then I can make him waste a looot of time.
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It's unfortunate really, that nothing has been done about this. I can't blame the 2 solo survivors for trying to hide until the other is caught. They are not obligated to get themself killed. However, this is technically holding the game hostage as both try to make it impossible for the killer to progress.
There really should be a mechanic that helps a killer find a survivor, if they have not chased anyone in X amount of time. Maybe 3 minutes so it can't be used as a competitive advantage. It could reveal one survivor with the least hook stages via killer instinct until the killer either starts a chase or is in close proximity.



