Avatar

YamamuraVideoRentals

YamamuraVideoRentals

About

Username
YamamuraVideoRentals
Joined
Visits
568
Last Active

Comments

  • I think it was also a "MMR" thing.. if you even believe MMR exists.

    But there is supposedly no MMR in events. So it probably really wouldn't matter.

  • Speaking of that, on survivor side. When a hex activates, we get a hex cursed debuff icon, and some text appears for like one second, but that's it.

    If you aren't paying attention to the top right corner of your screen and trying to focus on text that may or may not appear there, rather than actually playing the game, then you miss it. And then we're often wondering what hex we are affected by.

    It would be nice if we press ESC and we could see a list of everything.

  • A big outlier here: even though Sadako's power is LITERALLY building up condemn on survivors so that they might be instantly killed, actually succeeding at this drastically reduces the amount of points you can get because you miss out on hook stages and more potential chases that might have been.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984197#Comment_3984197

    yet the killer is limited to 4 slots and is up against 16 separate perks.

    yes it is a skill issue

    But you also ignored MDRSan's reply here:

    @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945402#Comment_3945402

    That's not adapting, that's spending a perk slot on a guess that something is going to happen.

    I'm not opining on the perks or anything, just the thinking that anything that requires clairvoyance can be considered counterplay.

    Okay, so let's say you bring anti-tunnel and anti-slug for yourself, for example off the record, decisive strike, tenacity, unbreakable. But chances could be the killer doesn't do it that game, or ironically, tunnels SOMEONE ELSE.

    So then you might bring perks to try to help your team from being proxy camped and tunneled, like reassurance, borrowed time, baby sitter, shoulder the burden. Then YOU get tunneled. Or slugged out by twins.

    You could flip flop between builds, and THEN find you need a no-scream hex totem hunting build because there's a sadistic doctor running a full totem build. And then you need a super fast healing build because it's twins again, or legion, or ghoul.

    There are TOO MANY killers, builds, and strategies to counter, even with 16 perks between survivors, and this hasn't even begun to consider perks that help with chase or doing gens. Then of course there's also the perspective that MAYBE survivor players just want to have fun playing a video game, and they might bring other perks that are less optimal but have their own unique value.

    Killer perks are more powerful and the killer is pretty much ALWAYS going to get value out of them. But when survivors bring perks, only certain meta builds typically see value all the time, and perks that are meant to address flaws with game design do not reliably get value.

  • @Choaron said:

    Tunneling does not require fixing because it is not a problem to begin with. The goal of killers is to chase and kill survivors as fast as possible. Get better at the game if you dislike getting tunneled, you'll suddenly enjoy it a lot more.

    Tunneling is absolutely a problem.

    Maybe being a smug killer main you don't see the problem now, but some months or years into the future when the game shuts down, then maybe you'll see the problem….

  • @Hanuka5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987351#Comment_3987351

    Terrible idea, this would break loops flat out.

    So as soon as any killer uses any haste perk he "break loops flat out"? Than why is nearly nobody playing haste perks? And why do we even need 3 stages of bloodlust if the first stage allready "break loops"?

    This doesn't just match the value of tunnelling someone out, it far exceeds it

    We are talking about +0.08 m/s on bloodlust tier 3 that you gain after 35sec

    So instead of the killer walking at 5.2 m/s he walks at 5.28 thats a maginal 1.15% more haste after 35secs of chasing.

    Please explain your comment how 1.15% more haste after 35sec would "break loops flat out".

    Well actually, yeah kinda.

    It goes from a gradient of a survivor overestimating how many times they can go around a certain loop, or if they can make it to another tile, all the way up to "you get hit no matter what"

  • I still feel like Oni is a huge problem in 2v8.

    They should have ALL their buffs removed, and take 2x the blood points to get into power. Even then, they would still be insanely strong, but at least I don't think I would feel as bad on the receiving end because maybe it might feel slightly more earned….

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987185#Comment_3987185

    It's not a lose lose situation. If you are applying condemned, it is in your favor. That is not "wasting time." Since her tapes serve two purposes, it is a trade off to what you use them for. Either run the risk of saving them to teleport and not have them if a survivor wants to remove a tape, or use them on your own authority as fast as you can so you can apply condemned without the risk of tape retrievals. It's simple game theory. It's this idea that you NEED to use them for map traversal that is holding some players back. Your pressure should come from condemned. You don't need to force survivors off a generator by teleporting to it, have your condemned stacks do it for you, which forces them to run through the map to find a tape and deposit it.

    That's a big "if". IF you are applying condemned. But it's a very simple matter of turning off the TV next to you to prevent getting condemned stacks.

    I do main Onryo myself by the way, and typically the most common way I end up getting enough stacks to mori someone is by teleporting on top of a survivor mid chase. This tends to work because the survivor I am chasing of course had no opportunity to turn off the TV they just got near. And other survivors who are working on gens are lulled into a false sense of security thinking I am not going to hit them with more stacks simply because I am currently in chase.

    I find that typically when I teleport just for the sake of teleporting, survivors very quickly run to the TV nearest them and shut it off.

  • @Volcz said:

    They tunnel cause the teammates don't punish. You ever go against a face camping Bubba? The play is to do gens and put pressure on him. If you don't, your match is over.

    That's what people say, but as long as they secure their one kill, and probably get a second easy kill at end game, I don't think the killer could care any less. It just makes things miserable for everyone else.

  • Strangely enough it seems the killers can also easily predict where a cage is going to go.

    I had a spirit that downed me, then came all the way to my cage to proxy camp that. When it finally moved, 15 seconds later she had phased right to my cage again. Someone else had to trade just so I wouldn't get bullied out of the game.

  • @Raptorrotas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985701#Comment_3985701

    ... "But suupaalf 2000kill streak" - as if the community isnt judging killers by the best/most annoying to face players and tactics.

    Surely we're allowed to hold both killer and survivor to the same standard, right?

    Feels like we're losing sight of the main topic here but…

    Many killer content creators hold many records. Killer win streaks in the hundreds and in some cases even THOUSANDS.

    Just curious, what are some of the bigger survivor win streaks?? I can't imagine they are anywhere near this large.

  • @Zuiphrode said:

    Why should you get a 100% safe unhook? Killers should absolutely be able to punish for unhook attempts when they're still in the area.

    You make it seem like it's the survivor's fault for being careless, when the reality is people get proxy camped intentionally by killers all the time. The killer has all the agency here. They force the survivor team to either do gens and let one of their own die (which is in itself highly disadvantageous), or to come in for the save with them hot on their tail. Because they never left sight of the hook, nor a distance of more than 24 meters from it.

    So maybe I should ask you: why should the killer just be able to proxy camp and be entitled to more free health states and downs, and an easy peasy snowball?

  • Click to view the GIF

    lmao I immediately thought of this.

  • Well the one thing I will 100% agree with is the perks becoming bandaid fixes for glaring problems with game design. Shoulder the Burden is the poster child and most obvious one, which was suggested by Otz himself.

    Maybe part of the problem is that perks themselves simply do too much. And they are far too frequently the go to answer given dismissively to players who have legitimate complaints.

    Don't like being genrushed? Run gen slowdown perks.

    Don't like being slugged? Run anti-slug perks.

    Don't like being tunneled? Run anti-tunnel perks.

    Don't like survivors hiding? Run info perks.

    Don't like killers camping? Run anti-camping perks.

    Don't like everyone being injured? Run healing speed perks.

    It's literally "do you want to do X or not want Y? Run Z perk."

  • 20% chance a realm is picked. 4 maps in that realm. 5% chance, not 1.5%.

    Admittedly most of my games go pretty bad, and every one of these times we've actually gotten Fallen Refuge, someone is getting tunneled out, so kiss the chance of getting the achievement goodbye regardless!

  • They need conviction to require 60% bare minimum. That might sound like a lot, but that can still easily pop off when taking other perks into account like tenacity, boon exponential, and unbreakable.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987131#Comment_3987131

    This is literally just untrue lol I have hundreds of hours on onryo btw. If you are letting survivors take the tapes out, maybe prioritize using the TVs when they are off cooldown. They can't take tapes out of a TV that isn't on. Onryo is not played like your average killer. Her slowdown and subsequent pressure is with the tapes. Even if you have to drop chase to apply a stack, it's in your best interest to do so. Since all the survivors spawn together, it is practically impossible for all 4 survivors to immediately grab tapes once the TVs turn on initially. Pretending like Onryo doesn't have any agency in using her own TVs is just incorrect and putting the blame solely on inefficient gameplay rather than trying to adapt.

    But when you do this, you are 1) wasting time teleporting around just for the sake of teleporting and shutting off that TV. and 2) wasting that resource for when you might really need it later and 3) you're also shutting off a source of condemn that could apply to survivors.

    But that therein is the problem. It's a damned if you do and damned if you don't scenario. If you teleport around and shut off all of your TVS, sure, the survivors can't get a tape from a TV and shut them off for EVEN LONGER … but then you've got no power. You've wasted loads of time and thrown all your mobility away for little to nothing. If you try to conserve your TVs, then that allows the survivors to shut them off anyway and lower their condemn.

    There is practically no downside to survivors taking your tapes and shutting off your TVs. But there are downsides everywhere when you project or choose not to project.

  • @YouShouldBeAshamed said:

    You are correct, killers shouldn't even have perks, just their unique power and balance applied across all characters however broken perks is what sells characters. Far fewer sales if perks weren't a thing for killers.

    I don't consider Sadako a stealth killer, you want your presence felt everywhere. She is lethal to be near and you establish that not by sneaking around with her. She needs to ambush and oppress quickly.

    If you go against a SWF find the person running all the tapes and put a stop to it. No TV near the gen, no pressure.

    Do you ever try running expose perks? There are just far too many ways to get a 4k with ANY killer. Run the strats!!

    Excuse me, but how the HECK do you propose someone performs an ambush without even a smidge of stealthy play?

  • @jasonq500 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983381#Comment_3983381

    How come? The changes I have for her while yes are tweaks, but I personally think that's all she needed are tweaks to make her feel better, tapes get destroyed when a survivor takes any damage, three of her addons are now fully base kit etc

    And make her add-ons more useful and have variety since they're currently not worth running (except for remote control, bloody fingernails)

    For one thing, I've had my own little pet ideas. 😉

    @YamamuraVideoRentals said:

    Seven days.

    Seven days is all Sadako Yamamura can spare to play with you. However, that is a little long for a dbd match, so let's try to cut that down to about seven minutes?

    This rework idea takes the Onryo's condemn mechanics in a radically different direction. The problems with current Onryo 3.0 are that her ability is too easy to counter. Survivors can see the auras of her TVs and easily stay away from them to avoid condemn stacks. Or they can simply shut TVs off too easily, or when the Onryo teleports to a TV, they will see the aura disappear and know to run the other way. What's also problematic are that the current changes still do not discourage tunneling; they encourage tunneling now more than ever! Onryo players still do love to get those condemn moris, and the way to achieve this is to continually harass the same survivor, attempting to herd them into active TVs, and otherwise spamming your teleport power rather than give meaningful chase. However, to be fair, it does feel like overusing the teleport power has become necessary, seeing as (as mentioned above) survivors can easily find and disable TVs. This not only prevents the Onryo from building up condemn stacks, but severely limits her mobility.

    I'd like to avoid all those problems entirely. In this 4.0 rework, TVs are for mobility, special addon effects, and a bit of info only. Survivors cannot turn off TVs. Condemn is instead built up passively at all times, like a ticking time bomb. Think of it like pig's reverse bear traps, except you take actions to postpone the head pop.

    So first thing is first: at the beginning of the match, all survivors start with a condemn timer. At the end of seven minutes, they become fully condemned, which not only makes them exposed, but instantly killable by mori. Seven minutes isn't a lot of time. In order to buy more time, survivors must spread the Onryo's curse. They approach a TV and use the interact action, which takes 3 seconds to make a copy of a cursed tape. They are then shown the aura of two target TVs (the ones farthest away) which they must deposit that tape into. Depositing a tape takes 1.5 seconds. Once they have successfully put their tape into one of their target TVs, their condemn timer pauses for 90 seconds.

    Meanwhile, the Onryo uses the TVs to teleport around. She can only teleport to powered TVs, as in previous iterations. Powered TVs also can cause special effects, which will be explained later. When the Onryo teleports to a TV, that particular TV shuts off (also as with previous iterations). However, in this 4.0 rework, instead of survivors being able to shut off TVs (they can't do this ever) they can turn on TVs. They might want to do this so they can make a cursed VHS Tape at that particular TV. If they want to deposit their VHS tape into a TV, it also must be powered. So the Onryo cannot block survivors from completing tape runs by spamming her power. But the survivors can enable themselves to do tape runs by enabling the Onryo to teleport to her TVs earlier.

    When a survivor completes their errand to deposit their cursed VHS tape, this may delay the onset of their curse, but this empowers the Onryo. At the start of the match, teleporting to a TV causes it to shut off for 56 seconds. When survivors deposit tapes into a TV, they reduce that shutoff time by 7 seconds (down to a minimum of 7 seconds), and each tape deposited also increases the speed in which the Onryo manifests from that TV slightly. Additionally, the range of powered TV special effects is increased by +1 meter.

    When a TV has been fully powered up, there would be only a very small amount of time it remains shut off, and the Onryo will be coming out of it very fast! Special effects from powered TVs will also have an increased range of +7 meters. Ideally, survivors would not want this to happen, and should make sure they are not always bringing cursed VHS Tapes to the same location.

    The overall game plan for survivors is probably about the same as usual: do generators as quickly as possible to escape the killer and avoid the curse. Do tape runs to postpone the curse. As for the Onryo: how do you exert condemn pressure? By relentlessly chasing down your victims, as all good killer design should strive to do. When the Onryo chases survivors, downs them, and hooks them, they can't do generators. When the Onryo chases survivors, they will have difficulty creating cursed VHS Tapes. The condemn timer will not pause while survivors are being chased, but it will pause while they are in the dying state or on a hook. Also when the Onryo hooks a survivor, she not only destroys any tape they were holding, but removes the ongoing effect of a recent tape run.

    For example, let's say a survivor returns a cursed VHS into a TV right in front of the Onryo and immediately goes down. Their condemn timer would normally be paused for 90 seconds. It's paused anyway because they are on the floor, but let's say a hook was nearby, the survivor gets hooked, and is then quickly rescued. That 90 seconds of paused condemn timer they had from their tape run is gone, since they were hooked. They will have to do another tape run if they want to delay their curse.

    Here's the other potential problem from previous Onryo versions we are avoiding: a common nobrainer strategy for survivors would be to just get a tape and deposit it. Then, since it takes a bit of time to create a copy, just get another cursed VHS Tape and hold onto it for safety. Maybe deposit that tape after you finish doing a generator nearby, or think about depositing it once the Onryo finds you and you are in a chase.

    However! In this Onryo 4.0 iteration, holding onto tapes actually comes with risk. You see, what we are going to do is truly make the Onryo a "stealth killer" again. We all know that the Onryo can demanifest, and she's only visible intermittently from a certain distance away. But there's also a distinctive lullaby that warns experienced survivors when she is near. This drastically impairs her stealth ability. So what we will do is this: when survivors are within 8 meters of a powered TV, they experience the lullaby effect, regardless of where the Onryo is. This range increases by +1 meter each time a tape has been deposited into that TV. Additionally, when survivors are holding onto a cursed VHS Tape, they always experience the lullaby effect, and the Onryo's demanifested visibility range is reduced by 4 meters.

    For example, normally the Onryo is visible from 24 meters away when demanifested, and completely invisible outside of this range. Holding onto a cursed VHS tape reduces this distance by 4 meters, meaning you can only see the Onryo from 20 meters away. Combined with the Clump of Hair addon, this distance can be reduced to 14 meters. And since holding onto a tape constantly puts you in the effect of the Onryo's lullaby, you can never really be sure if she is nearby or not until you get rid of your tape.

    The last thing this 4.0 rework does is tweak the visibility of TV auras. Even though survivors cannot turn off TVs in this version, they still need to interact with them in order to delay the curse. When survivors are within 8 meters of a TV and not holding a tape, they will see its aura in white, whether it is on or off. Additionally, TVs will place the survivors under the effect of the Onryo's lullaby, and emit visual static and audio cues. The ranges of these effects depend on how many times the TV has had a tape deposited into it. If a nearby TV is turned off via Projection, these static and audio cues will subside after 5 seconds. Once a survivor has made a copy of a cursed VHS Tape, they will briefly see the location of their target TV(s). Only when they come within close proximity of their target TV(s), let's say 8 meters, will they see the aura. Again, the aura will be visible, regardless of whether the TV is on or off. When a survivor is in chase, they will not see TV auras.

    So changes in a nutshell. TLDR:

    • 7 minute doomsday timer. Teleporting does not increase condemn.
    • Do tape runs to delay timer by 90 seconds.
    • Survivors can't turn off TVs. But they can turn them on to complete their objectives.
    • Survivors can see TV auras, but only on a need-to-know basis, and not while in chase.
    • Doing tape runs allow the Onryo to teleport more frequently and project faster.
    • Tape runs also increase the range of powered TV special effects.
    • Takes 3 seconds to receive a tape, and 1.5 seconds to deposit a tape.
    • Holding a tape or being near powered TVs put survivors under the lullaby effect.
    • Being downed or hooked pauses the condemn timer.
    • Being hooked destroys tapes, and will resume survivors' condemn timers when unhooked.
    • Dead survivors do not cause TVs to play special animations as if they were nearby.

    Now let's look at some proposed addon changes:

    Cabin Sign - Reduces the time it takes for TVs to turn back on after Projection by -10%.

    Mothers Mirror - Increases the duration of your intermittent Invisibility after Manifesting by +2 seconds. (unchanged).

    Old Newspaper - Increases the duration of your full Invisibility after Manifesting by +33%. (unchanged)

    Videotape Copy - When Survivors retrieve a cursed VHS Tape, they have a choice of three target TVs. When Survivors successfully deposit a VHS Tape, their condemn timer is paused for 110 seconds. +100% bonus blood points to the Hunting category.

    Clump of Hair - Reduces the threshold for full Invisibility while Demanifested by -6 meters. (unchanged)

    Reiko's Watch - Increases the duration of your full Invisibility while Demanifested by +25%. (unchanged)

    Sea-soaked Cloth - Survivors suffer from the Blindness Status Effect when within 8 meters of powered TVs. (+1 meter per deposited tape). This effect lingers for 5 seconds after leaving the area, or after the TV shuts off.

    Well Stone - Survivors suffer from the Exhaustion Status Effect when within 8 meters of powered TVs. (+1 meter per deposited tape). This effect lingers for 5 seconds after leaving the area, or after the TV shuts off.

    Yoichi's Fishing Net - Survivors suffer from the Blindness Status Effect after their curse has progressed 70%.

    Bloody Finger Nails - Increases the Speed Boost duration after Projection by +50%. (unchanged)

    Mother's Comb - Highlights the auras of unpowered TVs in yellow. When standing within 4 meters of a powered TV, you may teleport to an unpowered TV at the cost of resetting both TVs' shutoff times to whichever is highest. When survivors turn on a TV, they trigger a loud noise notification.

    Rickety Pinwheel - Survivors suffer from the Oblivious Status Effect when within 8 meters of powered TVs. (+1 meter per deposited tape). This effect lingers for 5 seconds after leaving the area, or after the TV shuts off.

    Ring Drawing - While Survivors are performing a Healing action, their condemn timer progresses twice as fast. If their condemn timer is paused, that grace period is consumed twice as fast.

    Well Water - Increases the duration of the Undetectable Status Effect by +2 Seconds when manifesting by any means. Manifesting is silent, and the volume of Projection Effects is reduced by -50%.

    Distorted Photo - Causes all Survivors within 16 meters of your location who witness your Manifestation to scream and reveal their auras for 4 seconds. (unchanged)

    Tape Editing Deck - All Survivors start the trial with a cursed VHS Tape. They must bring their VHS Tape to one of three possible TVs that are farthest from their current location. Survivors are not notified where their first target TV is. The auras of Survivors inserting a VHS Tape into a TV are revealed for 6 seconds.

    Telephone - Survivors suffer from a -3% Hindered Status Effect for 3 seconds when Manifesting within 7 meters of them. (unchanged)

    VCR - Causes all TVs to play the Projection Effects when using Projection. (unchanged)

    Iridescent Video Tape - When survivors retrieve a cursed VHS Tape, they only have one target TV to deposit it into, and it is the one that is farthest away. When Survivors successfully deposit a VHS Tape, their condemn timer is paused for 77 seconds. Survivors holding onto a cursed VHS Tape receive a +2% haste bonus.

    Remote Control - The Auras of all Survivors within 12 meters of powered TVs are revealed to you for 7 seconds after using Projection. (unchanged)

    If you got this far, thank you for reading! Feel free to leave critique, and occasionally bump the thread so it does not get buried!

    @YamamuraVideoRentals said:

    When Onryo kills a survivor at max condemn stacks, that survivor death should count for all three hook stages in the sacrifice emblem, hook states in the maliciousness emblem, and bonus points in the chase emblem.

    Edit: I think I need to elaborate on this a little. The Onryo's power, aside from teleporting around, is literally building up condemn stacks and then killing survivors with 7 stacks. Usually this is achieved with a combination of hit and run tactics, strategic (or sometimes spamming) teleports, and a massive misplay on the survivors' part.

    Killing a survivor off early is a great way to secure a victory for a game, but the problem is that the emblem system does not compensate for an early kill without all the injures, downs, and hooks. When Sadako moris one survivor who had not been hooked yet, she can no longer get iri devout emblem, and of course she won't get as much credit in the chase and maliciousness categories. When all survivors die to mori, this means her emblem score has tanked, and it is impossible for a player to gain ranking pips for that game.

    But ultimately, while I still really like the theme and overall powers Onryo has, she still severely lacks in some areas none of your suggestions would fix:

    -Her "stealth" ability is a joke. Her lullaby is heard by all, and it's directional. Meaning that she doesn't actually have any stealth when facing experienced survivors. I have actually had more luck getting the drop on them when approaching MANIFESTED!

    -Survivors shut off her power way too easily. Her TVs are easily visible. Convenient to find and walk up to, quick to shut off. A single survivor can shut off multiple TVs and not be punished at all, unless you just so happen to run across them. When survivors do this, you pretty much lose your power at that location for a whopping 70 seconds. Nothing feels worse than having nothing going for you during a match. No chase ongoing, by a gen with 0 progress, and all your TVs everywhere aren't even on.

    -Speaking of TVs being very easy and convenient to spot, this also makes it way too obvious when you try to teleport ahead of a survivor. In a chase, good survivors would know to try to avoid a TV. They'll also know when to U-turn the instant they can't see the TV's aura anymore. So even that thing which I liked to do doesn't usually work.

    -Teleport Spam. It's stupid how it's still pretty meta to spam teleport, either for building up condemn stacks or just to allow yourself to "control" your own TVs. And by "control" I guess we mean shutting them off for a slightly shorter period….

    Unfortunately a lot of your changes like making Onryo completely immune to stuns for 4 seconds after manifesting would make her completely brainless to play as killer, and she'll just be hated like kaneki, singularity, or speed clown, because with a change like that there's absolutely no skill involved. You literally would chase a survivor through a loop, swing through the pallet like it's not there. If they don't drop the pallet, it's a free hit. If they do drop the pallet, congrats, you got a pallet down AND also got a free hit.

  • Yeah my experience with wiretap is that I at most get to place one down three times. And then solo queue teammates always end up doing the gen where I'd get really good wire tap value from.

  • This topic needs to be bumped… and this locker needs to be moved. Sheesh you could even just put it on the other side of the wall!!

  • And also like I said, the randomization. A lot of tiles are randomly generated throughout the map, and then they come in different shapes and varieties. Then on top of that, their orientation most likely differs too.

    Windows of opportunity will tell you exactly where the windows and pallets are without having to have spent time visiting that tile and memorizing it.

  • I always found it weird how survivors could just vault over windows fast and they can vault over pallets.. but for killers, these pieces of wood that can so easily be traversed by an ordinary human being are insurmountable obstacles. The killers are otherworldly, inhuman beings, or simply fueled by the entity's power, yet a mere window slows them down immensely.

    But then, survivors fall from a height and get REALLY slowed down. Killers aren't slowed at all. Why does this behavior get flipped on its head when falling?

  • I think it's okay as it is, but maybe as a slight improvement, if the hatch hasn't been found after a while, increase the radius you can hear it over time??

  • @tannhauser said:

    Why? Just why did they do this? Genuinely, what is the point other than to make everyone miserable? The absolute worst offender is hatch offerings. Why are they secret? Why? It turns the endgame into "haha, the survivor brought the offering you couldn't see, so they get a free escape" or "haha, the killer brought the offering you couldn't see, so now you die". Like, what? If hatch offerings are visible, then at least both sides can play around it. But now, you can't tell whether or not someone brought a hatch offering, or if it's just a black/white ward, or if it's a mori, or if it's some useless junk offering like a shroud. What at all was the thought process behind making some offerings secret?

    They're secret because too many entitled people were ruining the game for others and just ALT+F4ing when they saw an offering that they didn't like.

    So deal with it. If the killer brings a "secret" offering, assume it's a mori, or a black ward, or maybe even some hatch offering. Shouldn't make a difference either way. Mori = you're probably gonna have a bad time. Black ward = you're definitely gonna have a bad time. hatch offering means they're REALLY going to sweat for their 4k and you're gonna have a bad time.

    When you're the killer and you see a "secret" offering, assume it's a hatch offering at shack. And be there waiting to close it as soon as it spawns. Works 99% of the time.

  • You know, for a "training wheels perk" it still gives the pros immense value… Because even all maps and tiles are randomized, and it also tells you if a pallet you knew about has been thrown by another survivor already.

    But fact is, it is THE most used perk according to nightlight, which definitely says something. Many builds utilizing windows are strong meta builds, and they have very decent escape rates.

    I think if bhvr simply looked at numbers.. the usage rates and escape rates, like they do with pretty much everything else, this perk is going to be on the chopping block sooner or later.

  • Now imagine if you couple that with resilience?!

  • I do feel that gens fly by way too fast in matches, typically. But if gen speed gets nerfed, then so too does camping, slugging, and tunneling need to be.

  • @chatgiraffe said:

    survivors keep asking for more and more situations where they can abandon but if the Killer wants to leave once 5 gens are done instead of being forced to watch tbagging? no can do

    The killer can open the gate. And you don't have to watch tbagging.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945398#Comment_3945398

    if it's such a problem why not bring unbreakable or exponential and adapt?

    LOL this is up there with other award winning answers like "just loop the killer" and "git gud" and "just don't go down" 🤡

    In any case, we only have FOUR perk slots to deal with the myriad of problems this game has. And there are way too many.

  • Sorry I don't think this meets the mark.

    We need some fundamental changes to how her stealth ability works, and how condemn and the survivor ability to shut down her power works. It would also be nice if she could simply crawl out of TVs faster, rather than increasing the time she is sped up.

    Simply tweaking numbers is not how to make Sadako better.

  • @yowhatsupman said:

    More value for sloppy butcher and mangled addons its a pretty harmless change and helps against insta healing under hook.

    Disagree. Maybe you just don't play survivor, but if you ever experience this yourself, sloppy butcher REFRESHES on the hit that downs you. So then you'll still have quite a bit of time with the debuffs while on hook, and even after being unhooked. They don't need to pause on hook because that would be too oppressive.

    If you really dislike survivors healing under hook, you could run gift of pain, or leverage, or proxy camp that hook, or run back to hook like everyone else and their mother does.

  • Speaking of spawns, what the heck do the shroud of unions even do seeing as survivors all spawn together anyway?

  • We get basekit 10 seconds of endurance and haste, but it's usually not enough to get anywhere significant. Maybe you'll be lucky enough to be hooked relatively close to some filler pallet or zwall, but if you're hooked in a dead zone or in the basement it's still pretty awful when they THEN COME BACK to try to body block you from even leaving. Why do freshly unhooked survivors STILL have collision with the killers?

    There's just too many killers with ways to teleport back or trap the place up, or instadown your team that tries to save, or hit multiple people at once while they are locked into animation at hook. And if a killer really wants to hard tunnel you out, they will.

    So you're probably thinking "big deal?" and kinda true for solo queue. Just get over it and go next. But when you are playing with friends, then that means you're sitting out of the game typically 10+ minutes because then after the killer turbo tunnels the first player they see out of the game, THEN it's time to hard defend the gens and chill.

  • @champzaza007 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982807#Comment_3982807

    That’s why you should read until the end because I already explained why I wrote it that way. This is the DBD community? I’m not surprised that DBD is one of the worst gaming communities, because even a short message from someone with a different opinion doesn’t get read to the end.

    I already said it might depend on the country, region, and area. This game is played worldwide, so you can’t judge based only on your own area. For example, in the Asia Server, like I mentioned, right now we’re having a headache with The Clown. As for The Ghoul, almost no one plays him here.

    Problem is you aren't just saying "I'm not experiencing many ghouls in my region and people where I'm from don't take issue with him."

    You're saying ghoul isn't a problem at all - because of your cultural opinions. Or do you just think because other people have a huge problem with ghoul, their opinions don't matter?

  • @NotJared said:

    The point and click power hits NEED to go, no matter what happens to him.

    Yeah I'd honestly be kinda fine with his insane map mobility and ability to cut you off and body block you if only his first hit wasn't free with mending to boot. An attack you can actually dodge and juke.. or use cover to your advantage.. and not be ping hit through walls and objects like lockers and generators would be a great start.

    I have seen footage even from killer's POV where kaneki was able to bite people through corners. It's absolutely ridiculous.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982820#Comment_3982820

    I'll never understand why BHVR never goes for reasonable, gradual changes. They could have increased everything by 1.5x instead of 3x, and then adjust the next Rift based on those results. But no, we jumped straight to this absurdity. More grind, less reward. This is the first Rift since I started playing that I might not finish, because it's absurdly grindy and it makes me lose enthusiasm to play. They can't FOMO me into self-harm. Also most of the cosmetics are mid anyway, I want Detective Unknown and nothing else.

    And can someone remind me, is it normal for there to be only three outfits on the free track? I could have sworn past Rifts weren't that barebones.

    I think the secret is to be sure to get all the dailies done every day. And of course the temporary events that pop up, like chaos shuffle and 2v8. Get all those done and all the dailies and you should be able to still get to tier 100 easily enough.

  • @champzaza007 said:

    But for The Ghoul, I don’t really agree. He’s been nerfed in two consecutive patches to the point where almost no one plays him anymore. Maybe it depends on the zone or region, I’m not sure. I’m a player from Thailand, Asia Server, and I very rarely encounter The Ghoul almost never, in fact. In my country, nearly everyone agrees that The Ghoul is currently quite weak, and only a handful of players can play him effectively.

    I think Kagune Leap should keep auto-lock. The Ghoul’s playstyle is completely different from Huntress, Houndmaster, or Deathslinger, so they can’t really be compared.

    If you’re really going to nerf it, I think just nerfing the delay after canceling Kagune Leap would be enough. Right now, after getting close to a survivor and canceling Kagune Leap, there’s only a 1.14-second cooldown before the ghoul can immediately follow up with a basic attack.

    I think making it so that after canceling Kagune Leap there’s about a 3-second cooldown (like Legion used to have) before being able to attack would be enough.

    "Nerfed twice" Okay. And? Does that means the right things were changed? Does that mean he's actually in the right sweet spot? No.

    "almost no one plays him" - Uh…. WRONG AGAIN.

    I stopped reading after that.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982668#Comment_3982668

    I've stopped doing the Finisher Mori because you need every single hook you can get.

    This is not healthy nor enjoyable game design.

    Very true! But I'll still do the mori if they think they will get a wiggle off with boil over shenanigans. :)

  • Last iteration you got 10 shards per step level, and if you fully completed a milestone quest, it gave you a total of 550 rift shards. The rewards at least kept increasing to somewhat match the growing requirements. Now each step in the milestone quests gives only a flat 25 shards, which means even if you can slog through all 10 steps, you only get 250 shards for each one.

    Now to top it off, the new requirements are so much more absurd:

    • 1375 gen kicks now, 275 then.
    • 550 trials now, 100 then.
    • 110 escapes now, 55 then.
    • 550 heals now, 110 then.
    • 2750 hooks now, 275 then.
    • 550 kills now, 165 then.
    • 550 kills now, 165 then.

    We are required to put in anywhere from like 3~10x more effort into getting these all done, and only getting half as much in compensation. And just think… 550 trial completions alone would probably average to around 110 solid hours of gameplay, not counting time in queues, the store, spending bp or menus.

    Oh but it's so much worse. The hooks one is REALLY bad. 2750 hooks equates to at an absolutely impossible bare minimum 230 games. And that's assuming you can manage 12 hooks in EVERY game. A lot of times it can feel hard enough getting 4 kills, or at least to end game with 3 secured. Now imagine if you win "too easily" people die early at only one or two hooks. Or you even lose and get many escapes. By far seems like the hooks one is taking the longest and I will never finish it.

    Then again, I understand maybe the idea is everyone isn't necessarily expected to complete every one of these. And I'm sure other events and daily quests will make up for rift progress. All the numbers still feel very poorly thought out, regardless.

  • It's not just the activation time for the antidote, but how long the invigoration lasts. It's an ass load of time that ensure the clown can zoom at +15% speed or higher for the entire chase. The cloud also doesn't tend to linger long enough for the survivors to utilize it as some form of counter.

    What I'd do is increase activation time to three seconds, reduce invigoration time by half, and extend antidote cloud duration by two seconds.

    Purple bottle also needs to get somewhat unnerfed. The 1s of hinder just isn't worth it.

    As a side complaint: I feel like clown simply has too many bottles and can reload way too fast to make any form of tactics meaningless anyway.

  • It would probably make sense if Boon: Illumination always highlighted the aura of the totem closest to you.

    But in any case: boons can be relit over and over. hexes are permanently destroyed.

  • @Callahan9116 said:

    Clown is only A tier

    Prractice more and learn to loop and mindgame

    Looping simply doesn't work, and mind games are highly ineffective against a killer that moves at 125% speed. See: Victor from the Twins.

  • And how is that, considering everything I listed Kaneki can simply do with or without any intervention from any survivor?

  • @Yoshirama said:

    Just revert the changes and make a perk that allow killers to lose their addons and power with a stun so everyone is happy

    And the icing on the cake will be even if the killer used a black ward, it still doesn't protect them from the addon loss! 😂

  • I think version 3 is just somewhere between version 1 and 2. With 2.0 it really didn't matter what you did. You could hit and run, you could spam teleport, you could just tunnel someone, slug, or only try to find people with tapes, controlling your TVs. Since the condemn was global, there really wasn't much survivors could do except cling onto a tape for dear life until they were found - and they hated it.

  • @RpTheHotrod said:

    Time is a resource in the game. Everyone is on a deadline, including the killer. Any time wasted is great for the opposing side (why looping is so strong). Some perks are powerful, but they are balanced out by a time resource cost. Chests are just the devs way to have that cost realized. It's a waste of time, yes, but that's the point.

    But then the question is, is that waste of time actually worth it? The answer is usually no.

    Then even if you wanted to save some time by bringing a perk to help find chests, or keys to open them faster, well.. then that's resources and perk slots you are spending that could have otherwise been something else.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981537#Comment_3981537

    not like you will regularly get to vault three times anyway
    I have yet to see Ghoul without Bamboozle, or Bamboozle addon (which is actually stronger)

    Oh, I also forgot about perks like blood favor, which has also been very common with kaneki. So imagine you get hit, you can't even throw a pallet near you. So you have to "mindlessly hold W" somewhere.

    @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981476#Comment_3981476

    Seeing people compare ghoul to legion is so obnoxious. Legion has to respect pallets, actually traverse to your location and can be juked. Plague needs time to infect you and can be crouched teched.

    Kaneki looks at you and you get injured. That's it. Pallets don't matter. Vaults don't matter. You have no agency whatsoever in this. There is no comparison to be made.

    Maybe a more accurate comparison is death slinger! All he has to do is look at you, and he can put you into the mending state too! ….right? 🤣

    Now imagine we gave death slinger +100% speed, drastically shortened the cooldown of his gun, and allowed him to move towards survivors extremely quickly even as he was aiming, firing, and reloading. Then we make it so that he doesn't even have to aim to land a hit, and there is a big glowing neon icon that auto aims onto literally any survivor he might have missed hiding in a bush or on his peripherals.

    But we still wouldn't quite have an accurate comparison because he can't leap over pallets, and shooting over pallets wouldn't always result in a down.

  • I also agree that the lullaby should either be removed or be made non-directional. Another idea I also had was to make it so that while a survivor is holding a tape or by a powered TV, they also hear the lullaby constantly so that they cannot tell if Sadako is closing in or not.

    Considering how bad the directional lullaby is, I tried something more interesting: I have been playing more of my killer games WITHOUT demanifesting. This has gotten me more hits on survivors because either way they know I am coming, but since terror radius isn't directional, and if I happen to come from an unexpected angle… that means sometimes they run right into me.

    Stealth perks are also immensely useful. Why? Because they would at least expect to hear Sadako's lullaby. When they hear absolutely nothing, this lulls them into a false sense of security. Even the pinwheel addon has had some use, allowing for grabs off generators.

    So imagine that. Actually getting more hits NOT using your "stealth ability"? You know it's just terribly designed if that's the case…

  • @UndeddJester said:

    My biggest frustration with a lot of the discussion around Franklin's, is so many Survivors are crowing how it was such a toxic perk and deserved it's need... but also seem to be happy to leave the perk in it's current very weak state.

    Not liking the perk at all is fair enough, but to be glad to see any perk become basically unusable does so much to highlight the bias.

    Funny thing is that the perk is still actually quite usable and still gives you value. And it's still pretty OP when combined with weave attunement, even when the item charges don't drain on the floor.

1 2 3 4 … 10